House Feats

## Types of Feats

### **--Heritage**

Many of the feats presented here are heritage feats—feats that represent unlocking the latent potential in your mixed blood, or even differences, deliberate mutations, or divine gifts within creatures of pure blood. These capabilities might appear over time, as the result of exposure to magic that awakens the blood (even on accident) or deliberately, as the creature trains their capabilities. Heritage feats usually require a creature to have one or more creature types or subtypes in order to gain their benefits.

### **--Style**

For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.

As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.

### **--Exalted**

This book introduces a new type of feat: the exalted feat. Only intelligent characters of good alignment and the highest moral standards can acquire exalted feats, and only as a gift from powerful agents of good deities, celestials, or similar creatures. These feats are thus supernatural in nature (rather than being extraordinary abilities, as most feats are). A character must have the DM’s permission to take an exalted feat. In many cases, a ritual must be performed; often this simply amounts to a character swearing a sacred vow, for example, in the presence of a celestial being. A character who willingly and willfully commits an evil act loses all benefits from all his exalted feats. She regains these benefits if she atones for her violations (see Sin and Atonement in Chapter 1).

*Aura of Good*: A character with at least one exalted feat radiates an aura of good with a power equal to her character level (see the detect good spell), as if she were a paladin or a cleric of a good deity

### **--Vile**

This book introduces a new type of feat: the vile feat. Only intelligent characters of an evil alignment can use vile feats. Vile feats are granted to characters at the behest of a powerful evil agency—a god, a demon, or something similar. As such, vile feats are supernatural abilities rather than extraordinary abilities. Some DMs may also want to require a character who seeks a vile feat to perform a special ritual or make an actual bargain with a powerful creature of evil. The patron creature may even (at the DM’s discretion) have the ability to revoke the feat should the character displease it.

### **--Combat Feats:**

Combat feats represent abilities that can be used to gain an upper hand in combat. Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats.

### **--Grit Feats:**

Grit feats interact with the gunslinger’s grit mechanic, allowing her to perform incredible deeds. A gunslinger can select grit feats as bonus feats.

### **--Panache Feats:**

Panache feats interact with the swashbuckler’s panache mechanic, allowing her to perform incredible deeds. A swashbuckler can select panache feats as bonus feats.

### **--Mythic Feats:**

Introduced in Pathfinder Roleplaying Game: Mythic Adventures, mythic feats are more powerful versions of existing feats that may only be selected by characters with mythic tiers. If a feat followed by a superscript ‘M’ is noted by a prerequisite, the mythic version of that feat is required.

### **--Teamwork Feats:**

Introduced in Pathfinder Roleplaying Game: Advanced Player’s Guide, teamwork feats offer large bonuses but only function when two allies with the feat are carefully positioned on the battlefield. Cavaliers, hunters, and inquisitors can select teamwork feats as bonus feats.

## General Feats

### >>***Clever Wrestling [General]***

**Flavor text**: 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 Unarmed Strike.

**Benefit**: When your opponent is Large or larger, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent’s size.

 Huge
 Gargantuan
 Colossal

### >>***Mixed Blood [Heritage]***

**Flavor text**: You come from a family with diverse heritage.

**Prerequisite**: None

**Choose**: One of the following creature types or subtypes: Aberration, air, chaotic, cold, dragon, dwarf, earth, elf, evil, fey, fire, giant, gnome, goblinoid, good, halfling, lawful, magical beast, monstrous humanoid, orc, ooze, outsider, plant, reptilian, undead, or water.

**Benefit**: You gain the benefits associated with the chosen type or subtype from Table: Creature Subtypes. You may choose a subtype that is not appropriate for your creature type (such as a monstrous humanoid gaining the dwarf subtype through this feat). Do not recalculate your base attack bonus, saving throws, skill points, or Hit Dice.

**Special**: The Aberrant, Drakeblood, Feyblood, Beastblood, Crossblood, Slimeblood, Earthblood, and Graveblood each count as their original choice for effects and prerequisites relating to type. Graveblood are still healed by positive energy and hurt by negative energy.

### **[Ambush] Concussion Attack**

Flavor text: Your attacks can damage your opponent’s ability to think clearly.

Prerequisite: Sneak attack +3d6.

Benefit: Your successful sneak attack imposes a –2 penalty on the target’s Intelligence and Wisdom checks, as well as on any Intelligence- and Wisdom-based skill checks, for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 2d6.

### **[Ambush] Deafening Strike**

Flavor text: Your stealthy attack leaves your foe’s head ringing.

Prerequisite: Sneak attack +4d6.

Benefit: Your successful sneak attack causes the target to be deafened for 3 rounds. If you use this feat a second time on a target before 3 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 3d6.

### **[Ambush] Disemboweling Strike**

Flavor text: You can slash open your opponent to devastating effect.

Prerequisite: Sneak attack +5d6, Weapon Focus (any slashing weapon).

Benefit: Your successful sneak attack with a slashing weapon for which you have selected Weapon Focus deals 1d4 points of Constitution damage in addition to its normal damage. You can’t use this feat against the same target more than once per day. Using this feat reduces your sneak attack damage by 4d6.

### **[Ambush] Eldritch Erosion**

Flavor text: Your attack can weaken your foe’s resistance to magic.

Prerequisite: Sneak attack +4d6, Knowledge (arcana) 1 rank.

Benefit: Your successful sneak attack reduces the target’s spell resistance and power resistance by 5 (minimum 0) for 10 rounds. If you use this feat a second time on a target before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 4d6.

### **[Ambush] Head Shot**

Flavor text: By striking at your opponent’s head, you can temporarily disrupt his thought processes.

Prerequisite: Sneak attack +6d6, Weapon Focus (any bludgeoning weapon).

Benefit: Your successful sneak attack with a bludgeoning weapon for which you have selected Weapon Focus leaves your foe confused for 1 round. A successful Will save (DC 10 + the number of extra 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 has elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 5d6.

Special: You must be able to reach your foe’s head to use this feat with a melee attack.

### **[Ambush] Impeding Attack**

Flavor text: Your strikes render your target temporarily clumsy and awkward.

Prerequisite: Sneak attack +4d6.

Benefit: Your successful sneak attack imposes a –2 penalty on the target’s Strength and Dexterity checks, as well as on any Strength- and Dexterity-based skill checks, for 10 rounds. If you use this feat a second time on a tar­get before 10 rounds have elapsed, the effect of the first use expires. Using this feat reduces your sneak attack damage by 3d6.

### **[Ambush] Merciful Strike**

Flavor text: You can strike a creature’s vital areas without killing it.

Prerequisite: Sneak attack +2d6.

Benefit: Your successful sneak attack deals nonlethal damage. When using this feat, you can ignore the usual –4 penalty on attack rolls for attempting to deal nonlethal damage with a lethal weapon. Using this feat reduces your sneak attack damage by 1d6.

### **[Ambush] Mind Drain**

Flavor text: Your attack can weaken your opponent’s mental powers.

Prerequisite: Power point reserve, sneak attack +2d6.

Benefit: Your successful sneak attack drains power points from your target equal to its manifester level (minimum 1). If this attack reduces your target to 0 power points, the opponent also loses any psionic focus. A target that has no power points when you make the sneak attack is not affected by this feat. You can’t use this feat on the same target more than once per round. Using this feat reduces your sneak attack damage by 1d6.

### **[Ambush] Persistent Attacker**

Flavor text: Once you find a target’s weak point, you can easily strike it again.

Prerequisite: Sneak attack +5d6.

Benefit: If your sneak attack hits, your first attack against that creature on your next turn is also considered a sneak attack even if it wouldn’t normally qualify. Using this feat reduces your first sneak attack’s damage by 4d6. The resulting second sneak attack deals its full extra damage.

### **[Ambush] Throat Punch**

Flavor text: By making a precise punch to the throat, you can render a target unable to speak effectively.

Prerequisite: Improved Unarmed Strike, sneak attack +3d6.

Benefit: Your successful sneak attack delivered with an unarmed strike temporarily hinders the target’s ability to 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 when casting a spell with a verbal component or activating a magic item with a command word. Multiple uses of this feat don’t increase the duration beyond 3 rounds. Using this feat reduces your sneak attack damage by 2d6.

Special: You must be able to reach your foe’s neck to use this feat.

### **[BARDIC MUSIC] CHANT OF FORTITUDE**

Flavor text: You can channel the power of your bardic music to sustain your allies, allowing them to function even after receiving wounds that would cause others to falter.

Prerequisite: Bardic music, Concentration 9 ranks, Perform 9 ranks.

Benefit: You can expend one daily use of your bardic music ability as an immediate action to provide all allies (including yourself) the benefit of the Diehard feat (see page 93 of the Player’s Handbook) until the end of your next turn. You can use this feat multiple times consecutively to keep yourself and your allies conscious. Even while this feat is active, you or your allies die if reduced to –10 hit points or lower. This feat does not function in an area of magical silence.

### **[Bardic Music] Chant of the Long Road**

Flavor text: You can channel the power of your bardic music to encour- age your allies to pick up the pace on a long walk.

Prerequisite: Bardic music, Perform 6 ranks.

Benefit: As a standard action, you can expend one daily use of your bardic music ability to allow yourself and all allies within 60 feet to avoid taking nonlethal damage for hustling (PH 164). This requires 1 minute of performance, and the effect lasts for 1 hour.

### **[Bardic Music] Chord of Distraction**

Flavor text: You can channel the power of your bardic music to make a sudden sound or gesture that momentarily distracts an opponent.

Prerequisite: Bardic music, Perform 9 ranks.

Benefit: As an immediate action, you can expend three daily uses of your bardic music ability to distract an opponent. The target must be within 30 feet of you and able to hear or see you. Make a Perform check, opposed by the target’s Sense Motive check (modified as if you were using Bluff to feint in combat). If you succeed, that opponent is rendered flat-footed against an ally of your choice. The effect lasts until that opponent is attacked or until the start of your next turn, whichever comes first.

### **[Bardic Music] Epic of the Lost King**

Flavor text: You can channel the power of your bardic music to reinvigorate your allies.

Prerequisite: Bardic music, Perform 6 ranks.

Benefit: As a move action, you can expend one daily use of your bardic music ability to remove fatigue from up to three allies (including yourself) within 30 feet. If you spend three daily uses of bardic music, you can remove exhaustion from your allies instead.

### **[BARDIC MUSIC] IRONSKIN CHANT**

Flavor text: You can channel the power of your bardic music to enable yourself to ignore minor injuries.

Prerequisite: Bardic music, Concentration 12 ranks, Perform 12 ranks.

Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your bardic music ability to provide damage reduction of 5/— to yourself or to one ally within 30 feet who can hear you until the start of your next turn. This feat does not function in an area of magical silence.

### **[BARDIC MUSIC] LYRIC SPELL**

Flavor text: You can channel the power of your bardic music into your magic, allowing you to expend uses of your bardic music ability to cast spells.

Prerequisite: Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells.

Benefit: You can expend daily uses of your bardic music to cast any arcane spell that you know and can cast spontaneously. You must still use an action to cast the spell (following the normal rules for casting time), but using the Lyric Spell feat counts as part of the spellcasting action. Casting a spell requires one use of your bardic music ability, plus one additional use per level of the spell. For example, casting a 3rd-level spell requires four daily uses of your bardic music ability.

Special: Any spell that you cast using the Lyric Spell feat gains your instrument as an additional arcane focus, if you use one. You cannot use Lyric Spell to cast a spell improved by the Silent Spell metamagic feat.

### **[Bardic Music] Sound of Silence**

Flavor text: You can channel the power of your bardic music to deafen your foes.

Prerequisite: Bardic music, Perform 9 ranks.

Benefit: As a standard action, you can expend two daily uses of your bardic music ability to deafen a single target for 3 rounds. A successful Will save (using your Perform check result as the DC) negates the effect. The target must be within 30 feet of you and be able to hear you.

### **[Bardic Music] Warning Shout**

Flavor text: The force of your performance is so potent that it can guide an ally to safety.

Prerequisite: Bardic music, Perform 9 ranks, evasion.

Benefit: As an immediate action, you can expend two daily uses of your bardic music ability to grant a single ally (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 hear you. The effect lasts until the target rolls a Reflex save or until the start of your turn, whichever comes first.

### **[Combat, Technique] Archon Technique**

Flavor text: You protect yourself from harm, your shield an extension of your body.

Prerequisite: Tower Shield proficiency, Improved Shield Bash

Benefit: The penalties to attack rolls for using a tower shield are reduced by 1, and you receive a +4 bonus to your CMD against attempts to sunder or disarm your tower shield. In addition, you can use a tower shield to make a shield bash as if it were a heavy shield, though it deals 1d6 damage for a medium sized creature on a hit.

Normal: You can’t shield bash with a tower shield.

### **[Combat] Archon Bulwark**

Flavor text: Your mastery of the tower shield makes it impossible to catch you off guard.

Prerequisite: Archon Defense, Archon Technique, Improved Shield Bash, base attack bonus +6

Benefit: If you successfully hit at least one shield bash attack with your tower shield when making a full-attack action, you can use a swift action to grant yourself total cover on one edge of your space. If you spend a move action to place your tower shield (with the Archon Defense feat), you can choose two contiguous sides of your space to defend, rather than just one. Changing which side you are defending using the Archon Defense feat changes both sides with the same action.

### **[Combat] Archon Defense**

Flavor text: Your strikes are as powerful as your defense.

Prerequisite: Archon Technique, Improved Shield Bash, base attack bonus +4

Benefit: The penalty to attack rolls for wielding a tower shield is reduced by an additional 1 (this stacks with the reduction from Archon Technique) and you always add your full strength bonus to damage rolls when making a shield bash with a tower shield. Using your tower shield to grant yourself total cover on an edge of your space becomes a move action, and you can spend an immediate action to change which side of your space you are defending.

Normal: Using a tower shield to create total cover on one edge of your space is a standard action.

Special: This feat counts as Double Slice for the purpose of meeting feat prerequisites, but only when using a tower shield.

### **[Combat] BRUTAL THROW**

Flavor text: You have learned how to hurl weapons to deadly effect.
Prerequisite: None
Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.
Special: A fighter may select Brutal Throw as one of his fighter bonus feats.

### **[Combat] CLOSE-QUARTERS FIGHTING**

**Flavor text:** You are skilled at fi ghting at close range and resisting grapple attempts

**Prerequisite**: Base attack bonus +3.

**Benefit**: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack.If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation. For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and causes damage. Since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple. Then an ankheg—a creature with the improved grab special ability—attempts to grapple Tordek. He takes an attack of opportunity, hits, and deals 10 points of damage to the creature. Tordek then adds +10 to his opposed check to resist being grappled.

**Normal**: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple.

**Special**: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats.

### **[Combat] COMBAT INTUITION**

**Flavor text**: Your keen understanding of your opponent’s moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent’s combat capabilities.

**Prerequisite**: Sense Motive 4 ranks, base attack bonus +5.

**Benefit**: As a free action, you can use Sense Motive to assess the challenge presented by a single opponent in relationship to your own level/Hit Dice (see the assess opponent option under the Sense Motive skill, page 102). You gain a +4 bonus on such checks and narrow the result to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against that creature.

**Special**: A fighter may select Combat Intuition as one of his fighter bonus feats.

### **[Combat] Daring Warrior**

**Flavor text:** You combine agility and extraordinary combat prowess to great effect.

**Prerequisite**: Weapon Specialization, grace +1.

**Benefit**: Your fighter and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler’s dodge bonus to AC. For example, a 6th- level fighter/5th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your fighter and swashbuckler levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.

**Special**: A fighter can select Daring Warrior as one of his fighter bonus feats (PH 38).

### **[Combat] Deadly Defense**

**Flavor text**: You are at your most dangerous when forced to protect yourself.

**Prerequisite**: None

**Benefit**: When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). 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 gain the benefit of Deadly Defense when taking a penalty of at least –2 on your attack roll from that feat. A fighter can select Deadly Defense as one of his fighter bonus feats (PH 38).

### **[Combat] Deed Specialization**

**Flavor text**: You know how to use your deeds most dangerously.

**Prerequisite**: Gunslinger or legendary gunslinger 3rd

**Benefit**: Select 1 gunslinger deed you possess (including those gained through gun masteries) and increase its DC by +2.

### **[Combat] DEFENSIVE STRIKE**

**Flavor text**: You can turn a strong defense into a powerful offense

**Prerequisite**: Dex 13, Int 13, Combat Expertise, Dodge

**Benefit**: If an opponent attacks you and misses while you are using the total defense action, you can attack that oppo-nent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you.

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

### **[Combat] DUAL STRIKE**

**Flavor text**: You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.

**Prerequisite**: Prerequisites: Improved Two-Weapon Fighting, Two-Weapon Fighting.

**Benefit**: As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Both attacks use the same attack roll to deter- mine success, using the worse of the two weapons’ attack modifiers. If you are using a one-handed or light weapon in your primary hand and a light weapon in your off hand, you take a –4 penalty on this attack roll; otherwise you take a –10 penalty. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.

**Special**: When you make this attack, you apply precision-based damage (such as from sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your off- hand weapon deals regular damage. A fighter may select Dual Strike as one of his fighter bonus feats.

### **[Combat] Extra Gun Mastery**

**Flavor text**: Your talent with a gun is multifaceted.

**Prerequisite**: Gun mastery class feature.

**Benefit**: You gain a gun mastery.

**Special**: You cannot select the bonus feat gun mastery.

### **[Combat] FREEZING THE LIFEBLOOD**

**Flavor text**: You can paralyze a humanoid opponent with an unarmed attack

**Prerequisite:** Wis 17, Improved Unarmed Strike, Stun-ning Fist, base attack bonus +10.

**Benefit**: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Against a humanoid opponent, you can make an unarmed attack that deals no damage but has a chance of paralyzing your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifi er). If the target fails this saving throw, it is paralyzed for 1d4+1 rounds. Each attempt to paralyze an opponent counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning cannot be paralyzed in this manner.

**Special**: A fighter may select Freezing the Lifeblood as one of his fighter bonus feats.

### **[Combat] GOAD**

**Flavor text**: You are skilled at inducing opponents to attack you.

**Prerequisite**: Cha 13, base attack bonus +1.

**Benefit**: As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) 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 Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, 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 bonus feats.

### **[Combat] GREATER TWO-WEAPON DEFENSE**

**Flavor text**: When fighting with two weapons, your defenses are extraor-dinarily strong.

**Prerequisite**: Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11

**Benefit**: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

**Special**: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats

### **[Combat] IMPROVED BUCKLER DEFENSE**

**Flavor text**: You can attack with an off-hand weapon while retaining a buckler’s shield bonus to your Armor Class.

**Prerequisite**: Shield Proficiency.

**Benefit**: When you attack with a weapon in your off hand, you may still apply your buckler’s shield bonus to your Armor Class.

**Normal**: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler’s shield bonus to AC until his or her next turn.

**Special**: A fighter may select Improved Buckler Defense as one of his fighter bonus feats.

### **[Combat] IMPROVED COMBAT EXPERTISE**

**Flavor text**: You have mastered the art of defense in combat.

**Prerequisite**: Int 13, Combat Expertise, base attack bonus +6.

**Benefit**: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack roll and add to your AC can be any number that does not exceed your base attack bonus.

**Normal**: With Combat Expertise, the number can be no greater than +5.

**Special**: A fighter may select Improved Combat Expertise as one of his fi ghter bonus feats.

### **[Combat] IMPROVED DIVERSION**

**Flavor text**: You can create a diversion to hide quickly and with less effort.

**Prerequisite**: Bluff 4 ranks.

**Benefit**: You can use Bluff to create a diversion to hide (see page 68 of the Player’s Handbook) as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

**Normal**: Without this feat, creating a diversion to hide using the Bluff skill requires a standard action.

**Special**: A fighter may select Improved Diversion as one of his fighter bonus feats.

### **[Combat] IMPROVED MOUNTED ARCHERY**

**Flavor text**: You can make ranged attacks from a mount almost as well as you can from the ground

**Prerequisite**: Ride 1 rank, Mounted Archery, Mounted Combat

**Benefit**: The penalty you take when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from –4 to –2. You can attack at any time during your mount’s move.

**Special**: A fighter may select Improved Mounted Archery as one of his fighter bonus feats

### **[Combat] IMPROVED RAPID SHOT**

**Flavor text**: You are an expert at firing weapons with exceptional speed.

**Prerequisite**: Manyshot, Point Blank Shot, Rapid Shot

**Benefit**: When using the Rapid Shot feat, you may ignore the –2 penalty on all your ranged attack rolls.

**Special**: A fighter may select Improved Rapid Shot as one of his fighter bonus feats

### **[Combat] IMPROVED TWO-WEAPON DEFENSE**

**Flavor text**: You gain a signifi cant defensive advan-tage while fi ghting with two weapons.

**Prerequisite**: Dex 17, Two-Weapon Defense , Two -Weapon Fighting, base attack bonus +6

**Benefit**: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defen-sively or using the total defense action, this shield bonus increases to +4.

**Special**: A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats

### **[Combat] IMPROVED TOUGHNESS**

**Flavor text**: You are significantly tougher than normal.

**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

### **[Combat] IMPROVED WEAPON FAMILIARITY**

**Flavor text**: You are familiar with all exotic weapons common to your people

**Prerequisite**: Base attack bonus +1

**Benefit**: You can treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being asso-ciated with a race if the race’s name appears as part of the weapon’s name, such as the elven thinblade (see Chapter 4 of this book) or the dwarven urgrosh.

**Normal**: Without this feat, you must select the Exotic Weapon proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon associated with your race.

**Special**: A fighter may select Improved Weapon Familiarity as one of his fighter bonus feats

### **[Combat] Martial Stalker**

**Flavor text**: You practice a powerful fighting style that focuses equally on martial skill and mystical dedication.

**Prerequisite**: Proficiency with all martial weapons, ki power.

**Benefit**: Your fighter and ninja levels stack for the 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 feat could use his ki powers a number of times equal to 3 (one-half his ninja and fighter levels) + his Wisdom bonus (if any), and would have a +1 bonus to AC (as if he were a 6th-level ninja). Your fighter and ninja levels also stack for the purpose of 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 fighter bonus feats (PH 38).

### **[Combat] OVERSIZED TWO-WEAPON FIGHTING**

**Flavor text**: You are adept at wielding larger than normal weapons in your off hand.

**Prerequisite**: Str 13, Two-Weapon Fighting.

**Benefit**: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand

**Special**: A fighter may select Oversized Two-Weapon Fighting as one of his fighter bonus feats.

### **[Combat] PHALANX FIGHTING**

**Flavor text**: You are trained in fighting in close formation with your allies

**Prerequisite**: Proficiency with a heavy shield, base attack bonus +1.

**Benefit**: If you are using a heavy shield and a light 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 feat, you may form a shield wall. A shield wall provides an extra +2 bonus to AC and a +1 bonus on Refl ex saves to all eligible characters par-ticipating in the shield wall. For example, a single character with this feat gains a +1 bonus to his AC. If two or more characters who all know this feat are adjacent, they each gain an extra +2 bonus to AC (for a total of +3) and a +1 bonus on Reflex saves

**Special**: A fighter may select Phalanx Fighting as one of his fighter bonus feats.

### **[Combat] PHARAOH’S FIST**

**Flavor text**: Your unarmed strikes echo with thunder, stunning your foe and those nearby.

**Prerequisite**: Str 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 force an opponent successfully struck by your unarmed attack, and all creatures adjacent to that opponent, to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifi er) or be stunned for 1 round. The opponent struck by the unarmed attack is dealt damage normally. This feat can be used only once per round.

**Special**: A fighter may select Pharaoh’s Fist as one of his fighter bonus feats.

### **[Combat] POWER THROW**

**Flavor text**: You have learned how to hurl weapons to deadly effect.

**Prerequisite**: Str 13, Brutal Throw, Power Attack.

**Benefit**: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.

**Special**: A fighter may select Power Throw as one of his fighter bonus feats.

### **[Combat] PRONE ATTACK**

**Flavor text**: You can attack from a prone position without penalty.

**Prerequisite**: Dex 15, Lightning Reflexes, base attack bonus +2.

**Benefit**: You can make an attack from the prone position and take no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action. Opponents gain no bonus on melee attacks against you while you are prone.

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

### **[Combat] RANGED DISARM**

**Flavor text**: You can disarm a foe from a distance.

**Prerequisite**: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5

**Benefit**: Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet.

**Special**: A fighter may select Ranged Disarm as one of his fighter bonus feats You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new ranged weapon.When using this feat, a character gains no benefit from the Improved Disarm feat.

### **[Combat] RANGED PIN**

**Flavor text**: You can perform a ranged grapple attempt against an opponent not adjacent to you

**Prerequisite**: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5.

**Benefit**: You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch 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 check or a DC 15 Escape Artist check as a standard action.

**Special**: A fighter may select Ranged Pin as one of his fighter bonus feats.When using this feat, a character gains no benefit from the Improved Grapple feat.

### **[Combat] RANGED SUNDER**

**Flavor text**: You can attack an opponent’s weapon from a distance

**Prerequisite**: Str 13, Point Blank Shot, Precise Shot, base attack bonus +5.

**Benefit**: When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you only deal half damage; divide the damage dealt by 2 before applying the object’s hardness. (See the sunder special attack on page 158 of the Player’s Handbook, as well as page 166 for the hardness of common substances and items.) You must be within 30 feet of your opponent to make a ranged sunder attempt.

**Normal**: Objects take half damage from ranged weapons (other than siege engines and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.

**Special**: A fighter may select Ranged Sunder as one of his fighter bonus feats.When using this feat, a character gains no benefit from the Improved Sunder feat

### **[Combat] RAPID STUNNING**

**Flavor text**: You can use your stunning attacks in rapid succession

**Prerequisite**: Combat Reflexes, Stunning Fist, base attack bonus +6.

**Benefit**: You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.

**Normal**: You may only attempt a stunning attack (or any other special attack that counts against your daily limit of stunning attacks) once per round.

**Special**: A fighter may select Rapid Stunning as one of his fighter bonus feats.A character can take this feat multiple times. Its effects stack.

### **[Combat] RATTLESNAKE STRIKE**

**Flavor text**: Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.

**Prerequisite**: Wis 15, Improved Initiative, 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 of your Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifi er). A creature that fails the saving throw takes 1d3 points of Constitution damage and must make a similar saving throw 1 minute later or take another 1d3 points of Constitution damage. This feat can be used only once per round.

**Special**: A fighter may select Rattlesnake Strike as one of his fighter bonus feats.

### **[Combat] RESOUNDING BLOW**

**Flavor text**: Your mightiest attacks cause your foes to tremble before you.

**Prerequisite**: Str 13, Power Attack, Intimidate 7 ranks

**Benefit**: Whenever you deal a critical hit using a meleeweapon with which you are proficient, your opponent must suc-ceed on a Will save (DC 10 + 1/2 your character level + your Chamodifier) or cower for 1 round. A monk’s unarmed strike is con-sidered a melee weapon for purposes of this feat.

**Special**: A fighter may select Resounding Blow as one of her fighter bonus feats

### **[Combat] SHARP-SHOOTING**

**Flavor text**: Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover.

**Prerequisite**: Point Blank Shot, Precise Shot, base attack bonus +3.

**Benefit**: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover.

**Normal**: Cover normally gives a +4 bonus to AC.

**Special**: A fighter may select Sharp-Shooting as one of his fighter bonus feats

### **[Combat] SHIELD CHARGE**

**Flavor text**: You deal extra damage if you use your shield as a weapon when charging

**Prerequisite**: Improved Shield Bash, base attack bonus +3.

**Benefit**: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.

**Special**: A fighter may select Shield Charge as one of his fighter bonus feats

### **[Combat] SHIELD SLAM**

**Flavor text**: You can use your shield to daze your opponent.

**Prerequisite**: Improved Shield Bash, Shield Charge, base attack bonus +6

**Benefit**: As a full-round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier) addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incor-poreal creatures, and creatures immune to critical hits cannot be dazed.

**Special**: A fighter may select Shield Slam as one of his fighter bonus feats

### **[Combat] SUBDUING STRIKE**

**Flavor text**: You are adept at striking to deal nonlethal damage even withnormal weapons.

**Prerequisite**: None

**Benefit**: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons

**Normal**: If you use a melee weapon designed to deal lethald amage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks.

**Special**: A fighter may select Subduing Strike as one of his fighter bonus feats.

### **[Combat] Two Shield Fighting**

Flavor text: You make a good offense out of a great defense.

Prerequisite: Shield proficiency, Improved Shield Bash, Two-Weapon Fighting.

Benefit: When wielding two shields, apply the shield bonus of both shields to your AC. If both shields provide an enhancement bonus to AC, apply the higher enhancement bonuses in full as the primary shield and +1 enhancement bonus for the off-hand shield.

### **[Divine] BLACKWATER INVOCATION**

Flavor text: You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found 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 non-lethal damage. This damage is the same kind of damage dealt by cold weather and is only taken once (as it would have to last a 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. 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. Additionally, those within the area of affected water gain concealment. Those with the ability to channel negative energy are immune to the cold effects of this feat but are still subject to its concealment miss chance.

### **[Divine] DISCIPLE OF THE SUN**

Flavor text: You can destroy undead instead of merely turning them.
Prerequisite: Ability to turn or rebuke undead, good alignment.
Benefit: You may spend two turn undead attempts when you turn undead instead of one. If you do then you get destroy the undead instead of turning them.

### **[Divine] DIVINE CLEANSING**

Flavor text: You can channel energy to improve your allies’ ability to resist attacks against their vitality and health

Prerequisite: Turn or rebuke undead ability

Benefit: As a standard action, you can spend one of your turn or rebuke undead attempts to grant all allies (including yourself ) within a 60 -foot burst a +2 sacred bonus on For-titude saving throws for a number of rounds equal to your Charisma modifi er

### **[Divine] DIVINE METAMAGIC**

Flavor text: You can channel energy into some of your divine spells to make them more powerful.

Prerequisite: Ability to turn undead or rebuke undead.

Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic feat. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt,

plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifi ce three turn 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 change.

Special: This feat may be taken multiple times. Each time you take this feat choose a different metamagic feat to which to apply it.

### **[Divine] DIVINE MIGHT**

Flavor text: You can channel energy to increase the damage you deal in combat
Prerequisite: Str 13, turn or rebuke undead ability, Power Attack.
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.

### **[Divine] DIVINE SPELL POWER**

Flavor text: You can channel positive or negative energy to enhance your divine spellcasting ability.

Prerequisite: Ability to turn or rebuke undead, able to cast 1st-level divine spells.

Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifi ers you’d normally apply to your turning check). Treat the result of the turning check as a modifi er to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a –1 penalty to his caster level for the next divine spell he cast in the round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.

### **[Divine] DIVINE VIGOR**

Flavor text: You can channel energy to increase your speed and durability.

Prerequisite: Turn or rebuke undead ability

Benefit: As a standard action, spend one of your turn or rebu ke undead at tempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.

### **[Divine] DOMAIN SPONTANEITY**

Flavor text: You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.

Prerequisite: Ability to turn or rebuke undead.

Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.

Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.

### **[Divine] ELEMENTAL HEALING**

Flavor text: You can channel elemental energy to heal creatures of a specific elemental subtype.

Prerequisite: Ability to rebuke creatures with an elemental subtype.

Benefit: You can spend a rebuke attempt as a standard action to send a burst of healing energy in a 60-foot burst. This affects all creatures with an elemental subtype that you could normally rebuke; such creatures are healed of 1d8 points of damage per two cleric levels. For example, a cleric with the Fire domain could use this feat to heal a fi re elemental or any other creature with the fi re subtype (since he would normally rebuke creatures with the fi re subtype with his domain power).

Special: You may only activate this feat by spending a rebuke attempt that would normally be used to rebuke creatures with a specifi c elemental subtype (air, earth, fi re, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat.

### **[Divine] ELEMENTAL SMITING**

Flavor text: You can channel elemental energy to deal extra damage to creatures tied to a specific element.

Prerequisite: Ability to turn creatures with an elemental subtype.

Benefit: Once per round, you can spend a turn attempt as a free action when making a melee attack. If you successfully strike a creature that you could turn with that turn attempt because of its elemental subtype, you may add a

bonus on your damage roll equal to your cleric level. If your attack misses, the turn attempt is lost to no effect.For example, a cleric with the Fire domain could use this feat to smite a water elemental or any other creature with the water subtype (since he would normally turn creatures 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 with a specifi c elemental subtype (air, earth, fi re, or water). Unlike other divine feats, you can’t use a turn or rebuke undead attempt (or other turning attempt) to activate the feat.

### **[Divine] GLORIOUS WEAPONS**

Flavor text: You can channel positive or negative energy to imbue your allies’ weapons with an alignment.

Prerequisite: Ability to turn or rebuke undead.

Benefit: You can spend a turn or rebuke attempt as standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn.

### **[Divine] PROFANE BOOST**

Flavor text: You can channel negative energy to increase the power of inflict wounds spells cast near you.

Prerequisite: Ability to rebuke undead.

Benefit: You can spend a rebuke attempt as standard action to place an aura of negative energy upon each creature within a 60-ft. burst. Any infl ict spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time.

### **[Divine] RETRIEVE SPELL**

Flavor text: You can channel raw divine energy to recharge a previously cast spell.

Prerequisite: Any two divine feats, ability to turn or rebuke undead.

Benefit: As a standard action, you can expend turn or rebuke undead attempts to recover a spell you have already cast that day. You must spend a number of daily uses equal to 1 + the level of the spell you wish to recover. You can recover only spells within the class that grants your turn or rebuke undead ability. You cannot, for example, use this ability to regain a previously cast wizard spell.

### **[Divine] SACRED BOOST**

Flavor text: You can channel positive energy to increase the power of cure wounds spells cast near you.

Prerequisite: Ability to turn undead.

Benefit: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell’s level or casting time.

### **[Divine] SACRED HEALING**

Flavor text: You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Prerequisite: Heal 8 ranks, ability to turn undead.
Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifi er (minimum 1 round).

### **[Divine] SANCTIFY WATER**

Flavor text: You can call upon positive energy to momentarily trans-form normal water around you into holy water. This feat is often learned by the clerics and paladins of sea gods, as well as aquatic clerics of all stripes.

Prerequisite: Cha 13, ability to channel positive energy.

Benefit: By expending a daily turn undead attempt, you 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 take damage as though they’d been struck directly by a flask of holy water. The water retains positive energy for a number of rounds equal to 1 + your Charisma modifier, and deals damage each round. Creatures unaffected by holy water are similarly unaffected by this ability.

### [**Divine] SPIRITUAL COUNTER**

Flavor text: Your devotion and faith allow you to counter the effects of other spells.

Prerequisite: Any other divine feat, ability to turn or rebuke undead.

Benefit: As a standard (readied) action, you can expend one or more turn or rebuke undead attempts to counter another caster's spell, as though you had cast the same spell yourself (see Counterspells, PH 170). You must spend a number of daily uses equal to 2+ the level of the spell you wish to counter (minimum l) and be able to cast that spell as if it were on your spell list.

Normal: You can counter a spell only by casting the same spell, a specific counterspell, or dispel magic.

### **[Domain] AIR DEVOTION**

Flavor text: You can defend yourself with the power of air.

Prerequisite: None

Benefit: Once per day as a swift action, you can shroud yourself in a mantle of air. This effect grants you a +1 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC. This bonus increases by 1 for every four character levels you possess (maximum +6 at 20th level). In addition, thrown and projectile weapons have an automatic 50% miss chance against you while the air mantle is active. This protection lasts for 1 minute.

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.

### **[Domain] ANIMAL DEVOTION**

Flavor text: You enhance your own abilities with the characteristics of animals.

Prerequisite: None

Benefit: Once per day as a swift action, you can give yourself the power of a specific animal. Select one of the following abilities each time you activate the feat. Each effect lasts for 1 minute.

\*Ape's Fury: Gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your Strength score. The value of this bonus increases by 2 for every six character levels you possess (maximum +8 at 18th level). When you activate ape's jury, fur sprouts all over your body and remains until the effect ends.

\*Cheetah's Sprint: Gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base land speed. The value of this bonus increases by 5 feet for every four character levels you possess (maximum +30 feet at 20th level). Your body is covered in black spots while cheetah's sprint is active.

\*Hawk's Flight: You can fly as if using the overland flight spell. At 5th level and every five levels thereafter, you gain a +5-foot sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to your base fly speed (maximum +20 feet at 20th level). Intangible, luminescent wings grow from your back when you activate hawk's flight and remain as long as the effect is active.

\*Serpent's Strike: You gain a natural bite attack that deals ld3 points of Constitution damage but no hit point damage. A successful Fortitude save (DC 10 + 1/2 your character level + your Cha modifier) negates the Constitution damage. 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.

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.

Special: You can have multiple abilities active simultaneously. However, you can still activate only one ability per round.

### **[Domain] CHAOS DEVOTION**

Flavor text: The forces of chaos assist you in combat.

Prerequisite: None

Benefit: Once per day as a swift action, you can summon the force of chaos to aid you. When you activate this ability, roll ld6. If the result is odd, add that number as a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls until your next action. If the result is even, add that number as a sacred or profane bonus to your AC. At the beginning of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 minute. When you attain 10th level, the die you roll increases to a d8. When you attain 15th level, the die increases to a d10.

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.

### **[Domain] DEATH DEVOTION**

Flavor text: The power of death imbues your weapon with exceptional might.

Prerequisite: None

Benefit: Once per day as a swift action, you can cause one of your melee weapons to radiate negative energy for 1 minute. When you make a successful attack with this weapon, the target must succeed on a Fortitude save (DC 10 +1/2 your character level + your Cha modifier) or gain a negative level. You can bestow only one negative level per target for every four character levels you possess (minimum one, maximum five negative levels at 20th level).

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.

### **[Domain] DESTRUCTION DEVOTION**

Flavor text: Your attacks weaken your opponents' defenses.

Prerequisite: None

Benefit: Once per day as an immediate action, you can call upon the forces of destruction to weaken your opponents' defenses. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce the struck opponent's armor bonus or natural armor bonus by 1. Reductions from multiple hits stack, to a minimum bonus of+0. If the opponent has both armor and natural armor bonuses, it chooses which one to reduce. Once one bonus reaches +0, the other bonus automatically gets reduced until it too reaches +0 or the effect ends. This effect lasts for 1 minute, after which all armor and natural armor bonuses reduced in this way return to normal. Upon reaching 10th level, you reduce your opponent's armor or natural armor bonus by 2 per successful hit.

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.

### **[Domain] EARTH DEVOTION**

Flavor text: You can manipulate the earth to your advantage.

Prerequisite: None

Benefit: Once per day as an immediate action, you can ignore the effects of difficult terrain or make terrain near you more difficult to move through. If you use this ability on yourself, you can ignore the effects of difficult terrain for 1 minute. This ability also grants you a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Balance, Climb, and Jump checks. If you use this ability to affect nearby terrain, you can change one 5-foot square of earth or stone from normal to difficult terrain for every three character levels you possess (minimum 1 square; maximum 6 squares at 18th level). The first square you change must be within 30 feet of you, and all other squares must be linked to that one in an unbroken line. 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. On attaining 10th level, you can cause stone spikes to grow from any surface you have changed to difficult ter- rain using this ability. These spikes work like caltrops (PH 126), except that the bonus on attack rolls for each spike equals your base attack bonus, and they cannot be swept away. This effect also lasts 1 minute. If you cause spikes to appear underneath a creature on the affected surface, they immediately "attack. "

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.

### **[Domain] EVIL DEVOTION**

Flavor text: The power of evil cloaks you and your allies.

Prerequisite: None

Benefit: Once per day as an immediate action, you can surround yourself with an aura of evil that grants you and each of your allies within 30 feet damage reduction that can be overcome only by good-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/good at 20th level). In addition, your and your allies' natural and weapon attacks are evil-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.

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.

### **[Domain] FIRE DEVOTION**

Flavor text: You can burn your enemies with your melee attacks.

Prerequisite: None

Benefit: Once per day as a swift action, you can sheathe your body in red and orange flames. The fire does not harm you, but you illuminate the nearby area as a torch would. While you are thus alight, each of your melee attacks deals 1 extra point of fire damage + 1 point for every three character levels you possess (maximum +7 at 18th level). This effect lasts for 1 minute. Any foe injured by this fire ignites and burns for an additional ld4 points of fire damage per round unless it succeeds on a Reflex save (DC 10 + 1/2 your character level + your Cha modifier). A burning creature can take a move action to automatically douse the flames.

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 two daily turn or rebuke uses you expend.

### **[Domain] GOOD DEVOTION**

Flavor text: The power of good shields you and your allies.

Prerequisite: None

Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.

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.

### **[Domain] HEALING DEVOTION**

Flavor text: You can heal damage faster than normal.

Prerequisite: None

Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).

Special: As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability.

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.

### **[Domain] KNOWLEDGE DEVOTION**

Flavor text: You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.

Prerequisite: Knowledge (any) 5 ranks.

Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.

Check Bonus: Result Granted

15 or below: +1

16-25: +2

26-30: +3

31-35: +4

36 or higher: +5

You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.

Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra's Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well. This benefit is an extraordinary ability.

### **[Domain] LAW DEVOTION**

Flavor text: The power of law assists you in combat.

Prerequisite: None

Benefit: Once per day as a swift action, you can summon the power of law to aid you. Upon activating this ability, you immediately gain a +3 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls or to your AC until your next action. At the beginning of your next action, you can reallocate the bonus if desired. This effect lasts for 1 minute. The bonus increases to +5 when you attain 10th level, and to +7 when you attain 15th level.

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.

### **[Domain] LUCK DEVOTION**

Flavor text: Luck makes your attacks more effective.

Prerequisite: None

Benefit: Once per day as a swift action, you can activate this ability to improve your combat prowess. For 1 minute, if the result of any damage roll you make is below average, you can increase it to one-half the maximum possible (rounded up). This effect works for all damage you deal, whether from physical or magical attacks.

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.

### **[Domain] MAGIC DEVOTION**

Flavor text: You channel your faith into a bolt of energy that strikes your target from afar.

Prerequisite: None

Benefit: Once per day as a standard action, you can launch an energy bolt as a ranged touch attack against a target within 30 feet, + 5 feet per two character levels you possess. If this attack hits, it deals ld6 points of damage per two character levels you possess.

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 two daily turn or rebuke uses you expend.

### **[Domain] PLANT DEVOTION**

Flavor text: Your body takes on the resilience of plants.

Prerequisite: None

Benefit: Once per day as an immediate action, you can force your body to take on plant characteristics. Your skin becomes brown and barklike, your hair becomes leafy, and your blood oozes like sap. This effect lasts for 1 minute. While in this form, your natural armor bonus increases by 2. In addition, you gain light fortification (25% chance to ignore extra damage from critical hits and sneak attacks). The resistance chance granted by this fortification effect increases to 50% when you attain 10th level and to 75% when you attain 15th level. At 20th level, you gain heavy fortification (immune to critical hits and sneak attack damage) while in this form.

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 two daily turn or rebuke uses you expend.

### **[Domain] PROTECTION DEVOTION**

Flavor text: You exude an aura that protects you and those around you.

Prerequisite: None

Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute.

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.

### **[Domain] STRENGTH DEVOTION**

Flavor text: You can overcome an opponent's normal resistance to damage.

Prerequisite: None

Benefit: Once per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction. As a natural weapon, your slam attack does not provoke attacks of opportunity. It deals damage based on your size and character level, as given on the following table.

Character Level Damage (S) Damage (M) Damage (L)

lst-5th 1d4 ld6 ld8

6th-10th ld6 ld8 2d6

llth-15th ld8 1d10 2d8

16th-20th 1d10 2d6 3d6

If you already have a natural weapon, use whichever damage value is higher. You gain a +2 circumstance bonus on any damage rolls you make with that weapon.

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.

### **[Domain] SUN DEVOTION**

Flavor text: Your weapon blazes with the power of the sun.

Prerequisite: None

Benefit: Once per day as a swift action, you can cause one of your melee weapons to glow with the power of the sun. The illumination radius is the same as that of a torch, but the light is true sunlight and affects creatures within a 10-foot! radius as such. This effect lasts for 1 minute. While your weapon glows, it deals an additional 1 point I of sacred (if your deity is good or neutral) or profane (if your deity is evil) damage per character level you possess to any undead it strikes.

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.

### **[Domain] TRAVEL DEVOTION**

Flavor text: You can move quickly around the battlefield.

Prerequisite: None

Benefit: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full- round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute.

Special: You cannot take a 5-foot step in the same round that you use this feat to move as a swift action.

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 two daily turn or rebuke uses you expend.

### **[Domain] TRICKERY DEVOTION**

Flavor text: You project a simulacrum of yourself that can perform limited tasks.

Prerequisite: None

Benefit: Once per day as a standard action, you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum's movements as a free action. The image becomes more "real" as you advance in level. This ability is usable up to a maximum of 1 minute per level each day. The simulacrum combines the characteristics of the silent image (PH 279) and unseen servant (PH 297) spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If you have a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations. When you attain 5th level, you gain more control over the simulacrum. At this point, it behaves more like a major image spell (PH 252), though it still performs actions like an unseen servant. 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. You gain a +4 bonus on this check, which is opposed by your opponents' Sense Motive checks. If you are successful, your foes believe the image is you (and vice versa) for 1 round. Once you reach 10th level, you can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body, using the simulacrum's movement characteristics (ignor- ing terrain, "flying, " and the like). You can also perform any skill and ability checks using the simulacrum, as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate. When you attain 15th level, the image can become more "real" at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance. In addition, you can now cast spells originating from the image as if with a proj- ect image spell (PH 265), with one exception. 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.

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.

### **[Domain] WAR DEVOTION**

Flavor text: You can control your abilities more effectively in combat.

Prerequisite: 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.

Benefit: 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.

### **[Domain] WATER DEVOTION**

Flavor text: You can create a water guardian.

Prerequisite: None

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.

Character Level Water Elemental Summoned

lst-5th Small

6th-10th Medium

llth-15th Large

16th-20th Huge

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.

### **[Draconic] DRACONIC BREATH**

Flavor text: 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 (fi re 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 Refl ex save (DC 10 + level of the spell used + your Cha modifi er) for half damage. This is a supernatural ability.

### **[Draconic] DRACONIC CLAW**

Flavor text: You develop the natural weapons of your draconic ances-tors.

Prerequisite: Draconic Heritage.

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] DRACONIC FLIGHT**

Flavor text: The secret of draconic fl ight is revealed to you, granting you the ability to fl y occasionally.
Prerequisite: Draconic Heritage.
Benefit: After you cast an arcane spell with a casting time of 1 standard action, you gain a fl y speed equal to 10 feet per level of the spell you just cast for the remainder of your turn.

### **[Draconic] DRACONIC HERITAGE**

Flavor text: You have greater connection with your distant draconic bloodline.

Prerequisite: Sorcerer level 1st.

Benefit: Choose one dragon from the Draconic Heritage list below and gain the indicated skill as a class skill. This is your draconic heritage, which cannot be changed once the feat has been taken. Half-dragons must choose the same dragon kind as their dragon parent. In addition, you gain a bonus on saving throws against sleepand paralysis, as well as spells and abilities with the energy type of your Draconic Heritage. This bonus is equal to the number of draconic feats you have.

### **[Draconic] DRACONIC LEGACY**

Flavor text: You have realized greater arcane power through your draconic heritage.
Prerequisite: Any four draconic feats.
Benefit: Based on your draconic heritage, add the following spells to your list of spells known. Each spell is added at the level that a spellcaster would normally gain it unless otherwise indicated.
Special: if any of the spells you would gain from this feat are spells you already know, you can pick another spell that a sorcerer would ordinarily have available to him at that same level.

### **[Draconic] DRACONIC PRESENCE**

Flavor text: When you use your magic, your mere presence can terrify those around you.

Prerequisite: Draconic Heritage.

Benefit: Whenever you cast an arcane spel l, al l opponents within 10 feet of you who have fewer Hit Dice than you become shaken for a number of rounds equal to the level of the spell you cast. The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifi er). A successful save indicates that the opponent is immune to your draconic presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any effect on dragons.

### **[Draconic] DRACONIC RESISTANCE**

Flavor text: Your bloodline hardens your body against the energy type of your progenitor.
Prerequisite: Draconic Heritage.
Benefit: You gain resistance to the energy type of your draconic heritage equal to three times the number of draconic feats you currently have (including draconic feats you take after gaining this feat).

### **[Draconic] DRACONIC SKIN**

Flavor text: Your skin takes on the sheen, luster, and hardness of your draconic parentage.
Prerequisite: Draconic Heritage.
Benefit: Your natural armor increases by 1.

### **[Exalted] ANIMAL FRIEND**

Flavor text: Animals respond favorably to the aura of goodness that exudesfrom you.

Prerequisite: Cha 15, wild empathy class feature.

Benefit: You receive a +4 exalted bonus on wild empathychecks to sway the attitudes of animals and good-alignedmagical beasts (including, but not limited to, blink dogs, uni-corns, pegasi, and animals with the celestial template). In thecase of good magical beasts, this bonus simply eliminates thepenalty you normally take when trying to deal with magicalbeasts rather than animals.

### **[Exalted] CELESTIAL FAMILIAR**

Flavor text: As long as you are able to acquire a new familiar, you mayreceive a celestial as a familiar.

Prerequisite: Able to acquire a new familiar, minimumlevel requirement (see below).

Benefit: When choosing a familiar, the following creaturesare also available to you. You must choose a familiar whose align-ment is the same as yours.

Familiar Alignment Arcane Spellcaster Level

Celestial animal1 Any good 3rd

Coure eladrin Chaotic good 7th

Lantern archon Lawful good 7th

Musteval guardinal Neutral good 7th

1 Apply the celestial template to any animal from the standardfamiliar list. Unlike other celestial familiars, a celestial animalgrants its master the standard benefit for having an animalfamiliar of that type

The celestial familiar is magically linked to its master like anormal familiar. The familiar uses the basic statistics for a crea-ture of its kind, as given in the Monster Manualor this volume,except as noted below.Hit Dice:For effects related to Hit Dice, use the master’s levelor the familiar’s normal total, whichever is higher.Hit Points:One-half the master’s total or the familiar’s normaltotal, 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 arebetter than the familiar’s.Familiar Special Abilities:Use the information in the Familiarssidebar on pages 52–53 of the Player ’s Handbookto determineadditional abilities as you would for a normal familiar. With theexception of celestial animals, celestial familiars do not granttheir masters any of the benefits that appear in that sidebar.

### **[Exalted] CELESTIAL MOUNT**

Flavor text: Your special mount is a true creature of the heavens

Prerequisite: Paladin level 4th

Benefit: Your special mount gains the celestial creature tem-plate. It gains the ability to smite evil once per day, darkvisionout to 60 feet, resistances (acid, cold, and electricity) based on itstotal Hit Dice, and damage reduction and spell resistance thatincrease as its Hit Dice increase. See the celestial creature tem-plate in the Monster Manualfor details.

### **[Exalted] CONSECRATE SPELL TRIGGER**

Flavor text: You can channel holy power through a spell trigger item, suchas a wand or staff.

Prerequisite: Craft Wand or Craft Staff, ability to turn undead.

Benefit: When you use a spell trigger item, such as a wand orstaff, you can use one of your turning attempts for the day totrigger the item. You still expend a charge from the wand orstaff. The spell cast by the item is modified as though it had theConsecrate Spell feat applied to it.

### **[Exalted] EXALTED COMPANION**

Flavor text: Instead of an animal companion, you have a magical beast ofgood alignment.

Prerequisite: Able to acquire a new animal companion,minimum level requirement (see below).

Benefit: When choosing an animal companion, you maychoose a magical beast as shown on the table below. You mustchoose a companion whose alignment is the same as yours, soonly a ranger can have a blink dog, pegasus, or unicorn as a com-panion. Even though your companion is a magical beast, youcan cast spells on it as though it were an animal. The exaltedcompanion has all the normal abilities of a typical creature of itskind, as well as the characteristics of an animal companiondetermined by the druid or ranger’s level

Companion Alignment Druid Level1, 2

Celestial animal3 Any good 4

Blink dog Lawful good 4th (–3)

Asperi5 Neutral good 7th (–6)

Giant eagle Neutral good 7th (–6)

Giant owl Neutral good 7th (–6)

Pegasus Chaotic good 7th (–6)

Unicorn Chaotic good 7th (–6)

1 A ranger’s effective druid level, for purposes of this feat, ishalf his ranger level.

2 Subtract the number in parentheses from the druid’s level(or the ranger’s effective druid level) for purposes of deter-mining the companion’s characteristics and special abilitiesas shown on page 36 of the Player’s Handbook.

3 Apply the celestial creature template to a potential animalcompanion listed in the Player’s Handbook.

4 Subtract an extra –1 from the druid’s level (or the ranger’seffective druid level) for purposes of determining thecompanion’s characteristics and special abilities.

5 Monster detailed in the Monster Manual II.

### **[Exalted] EXALTED SMITE**

Flavor text: Your smite ability is empowered with holy energy.
Prerequisite: Smite evil class ability.
Benefit: When you use your smite evil ability, your weapon isconsidered good-aligned for purposes of bypassing damage reduc-tion.

### **[Exalted] EXALTED SPELL RESISTANCE**

Flavor text: You are particularly resistant to evil spells.
Prerequisite: Cha 15, spell resistance
Benefit: Against evil spells (spells with the evil designator)and spell-like abilities used by evil outsiders, your spell resist-ance increases by +4.

### **[Exalted] EXALTED TURNING**

 **Flavor text: You turn undead with such power that affected undead takedamage.
Prerequisite: Ability to turn undead
Benefit: Any undead creature that you turn takes 3d6 pointsof damage in addition to the normal turning effect.**

### **[Exalted] FAVORED OF THE COMPANIONS**

 **Flavor text: You swear allegiance to Talisid or one of the Five Companions,the paragons of the guardinals, and in exchange gain power toact on their behalf.
Prerequisite: Once per day, while performing an act of good, youmay call upon your guardinal patron to gain a +1 luck bonus onany one roll or check.
Benefit: Once you take this feat, you may not take it again,nor can you take either the Servant of the Heavens feat or the Knight of Stars feat. Your allegiance is only yours to give once.**

### **[Exalted] [Combat] FIST OF THE HEAVENS**

Flavor text: Your stunning attack is empowered by celestial might.
Prerequisite: Wis 15, Sanctify KiStrike, Stunning Fist.
Benefit: The saving throw DC of your Stunning Fistincreases by 2 when you use it against an evil creature. If thestunning attack succeeds, the creature is staggered for 1 roundfollowing the round it is stunned.
Special:A fighter may select Fist of the Heavens as one of his fighter bonus feats

### **[Exalted] GIFT OF FAITH**

Flavor text: You have an unusual capacity to trust in divine providenceworking all things for the good

Prerequisite: Wis 13.

Benefit: You gain a +2 bonus on saving throws to resist anyfear effect, despair effect (such as the crushing despairspell), orsimilar mind-affecting condition, but not charms or compul-sions (such as the charm personand dominate personspells)

### **[Exalted] GIFT OF GRACE**

Flavor text: You can improve the saving throws of your allies by sharingsome of your divine grace.

Prerequisite: Divine grace class ability.

Benefit: You can give up some of your saving throw bonusgranted by divine grace and share it with one or more othercharacters. You can sacrifice any amount of your own divinegrace, up to your full Charisma bonus. You can divide that bonusamong allies that you touch, to a maximum of one ally per char-acter level you possess. For example, if you are a 5th-level pal-adin with a +3 Charisma bonus, you can give three characterseach a +1 bonus on their saving throws, one character a +3bonus, two characters a +1 bonus (keeping a +1 bonus for your-self ), or any similar division of your +3 bonus.This shared divine grace lasts for one day or until you revokeit (as a free action).

### **[Exalted] HANDS OF A HEALER**

Flavor text: You can heal more damage than normal by laying on hands.

Prerequisite: Cha 13, lay on hands class ability.

Benefit: When determining how many hit points you cancure, treat your Charisma score as if it were 2 points higher. Forexample, a 7th-level paladin with a 16 Charisma could cure upto 28 points of damage per day with this feat

### [Exalted] HOLY KI STRIKE

Flavor text: Your unarmed attacks deal extra damage to evil creatures.

Prerequisite: Cha 15, Improved Unarmed Strike, Kistrike(holy), Sanctify KiStrike.

Benefit: Your unarmed strike deals 2d6 points of extra holydamage to evil creatures. In addition, it is considered holy,which means that it can bypass the damage reduction of someevil outsiders. This does not stack with the extra damage fromthe Sanctify KiStrike feat

### [Exalted] HOLY RADIANCE

Flavor text: You can increase the intensity of the light surrounding you todamage undead creatures

Prerequisite: Cha 15, Nimbus of Light.

Benefit: At will, as a free action, you can empower the radi-ance surrounding you into a blazing glow that sheds bright lightin a 10-foot radius (and shadowy illumination out to 20 feet).Undead within 10 feet of you take 1d4 points of damage perround they remain within your halo.

### **[Exalted] [Combat] HOLY SUBDUAL**

Flavor text: You can turn bonus damage into nonlethal damage.
Prerequisite: Subduing Strike.
Benefit: When you use your weapon to deal nonlethal damage, you can also transform bonus damage from a holy weapon, your smite evil class ability, or your smite granted power into nonlethal damage.
Special:A fighter may select Holy nonlethal as one of his fighter bonus feats.

### **[Exalted] [Combat] INTUITIVE ATTACK**

Flavor text: You fight by faith more than brute strength.
Prerequisite: Base attack bonus +1.
Benefit: With a simple weapon of your size or a naturalweapon, you may use your Wisdom modifier instead of yourStrength modifier on attack rolls.
Special:A fighter may select Intuitive Attack as one of hisfighter bonus feats

### **[Exalted] KNIGHT OF STARS**

Flavor text: You swear allegiance to the Court of Stars, the paragons of theeladrin, and in exchange gain power to act on their behalf.
Prerequisite: None
Benefit: Once per day, while performing an act of good, youmay call upon your eladrin patron to gain a +1 luck bonus onany one roll or check.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat or the Favored of the Companions feat. Your allegiance is only yours to give once.

### **[Exalted] NEMESIS**

Flavor text: You are the holy bane of creatures of a particular type

Prerequisite: Favored enemy class ability

Benefit: Choose one of your favored enemies. You can sense thepresence of creatures of this type within 60 feet, as well as pinpointtheir exact location (distance and direction) relative to you. Normal barriers and obstructions do not block this supernatural ability,allowing you to sense the presence and location of creaturesbehind doors or walls, for example. This feat does not allow you tosee an invisible or hidden creature (although you can still discernits location).In addition to sensing the presence of your favored enemy,you deal +1d6 points of damage on weapon attack rolls madeagainst evil representatives of the favored enemy creature type.

Special:You can choose this feat multiple times. Its effects donot stack. Each time you select this feat, it applies to a differentfavored enemy.

### **[Exalted] NIMBUS OF LIGHT**

Flavor text: You are cloaked in a radiant light that marks you as a servant ofthe purest ideals. All who look upon you know without a doubtthat you are a champion of good and are favored by the powersof the Upper Planes. The nimbus may take the form of a cloudsurrounding your entire body, or it may appear as beams of lightaround your head.

Prerequisite: None

Benefit: Good creatures automatically recognize the radi-ance surrounding you as a sign of your purity and devotion tothe powers of good. You gain a +2 circumstance bonus on allDiplomacy and Sense Motive checks made when interactingwith good creatures.Your radiance sheds light as a common lamp: bright light to aradius of 5 feet and shadowy illumination to 10 feet. You canextinguish this radiance at will and reactivate it again as a freeaction.

### **[Exalted] NYMPH’S KISS**

Flavor text: By maintaining an intimate relationship with a good-aligned fey(such as a nymph or dryad), you gain some of the characteristicsof fey

Prerequisite: None

Benefit: Fey creatures regard you as though you were fey. Yougain a +2 circumstance bonus on all Charisma-related checks,and a +1 bonus on all saving throws against spells and spell-likeabilities. Starting with the level when you take this feat, yougain 1 extra skill point per level.

### **[Exalted] PURIFY SPELL**

Flavor text: You can charge your damaging spells with celestial energy that leaves good creatures unharmed.

Prerequisite: Any good alignment.

Benefit: A spell you modify with this feat gains the gooddescriptor. Furthermore, if the spell deals damage, neutral crea-tures take half damage, or one-quarter with a successful savingthrow (if allowed), while good creatures take no damage at all.Evil outsiders affected by the spell take extra damage: Thespell’s damage is increased by one die type (each 1d6 becomes1d8, each 1d8 becomes 2d6, and so on, using the same progres-sion as weapons increasing in size). For example, a purifiedlightning boltcast by a 7th-level wizard deals 7d6 points of elec-tricity damage to evil creatures, half damage to neutral crea-tures, and no damage at all to good creatures caught in its path.Evil outsiders (except ones immune to electricity) take 7d8points of damage.A purified spell uses up a spell slot one level higher than thespell’s actual level

###

### [Exalted] PURIFY SPELL TRIGGER

Flavor text: You can channel holy power through a spell trigger item, suchas a wand or staff

Prerequisite: Craft Wand or Craft Staff, ability to turnundead

Benefit: When you use a spell trigger item, such as a wand orstaff, you can use one of your turning attempts for the day totrigger the item. You still expend a charge from the wand orstaff. The spell cast by the item is modified as though it had thePurify Spell feat applied to it

### [Exalted] QUELL THE PROFANE

Flavor text: Your mightiest attacks weaken evil foes.

Prerequisite: Str 13, Power Attack, Resounding Blow, baseattack bonus +8.

Benefit: Whenever you deal a critical hit to an evil creatureusing a melee weapon with which you are proficient, your opponent must succeed on a Fortitude save (DC 10 + 1/2 your char-acter level + your Cha modifier) or take 1d4+1 points of tempo-rary Strength damage. A monk’s unarmed strike is considered amelee weapon for purposes of this feat.

### [Exalted] RANGED SMITE EVIL

 **Flavor text: Your smite ability can be channeled through your rangedweapon
Prerequisite: Smite evil class ability.
Benefit: Your smite evil ability can be channeled througha missile that you fire. This counts as one use of your smiteevil ability.**

### **[Exalted] RIGHTEOUS WRATH**

Flavor text: Your rage is empowered with divine fury.

Prerequisite: Rage class ability.

Benefit: When you first deal damage with a melee attackagainst an evil foe during your rage, that creature must make a suc-cessful Will saving throw (DC 10 + 1/2 your raging class level +your Cha modifier) or be shaken. If you fail to affect a creature thefirst time you hit it, you cannot affect it in that encounter. Theshaken effect remains until you withdraw or are killed or incapac-itated.While raging, you maintain clarity of mind unusual amongbarbarians. You are perfectly able to deal nonlethal damage, stopyour attacks to show mercy, and distinguish friend from foeeven in the heat of your rage

[Exalted] SACRED STRIKE

Flavor text: Your sneak attack is enhanced by your unshakable faith in agood-aligned deity.

Prerequisite: Sneak attack class ability

Benefit: When you use your sneak attack ability against anevil creature, roll d8s for your sneak attack dice (instead of d6s)and your sneak attack damage is considered good-aligned forpurposes of overcoming damage reduction

### **[Exalted] SACRED VOW**

Flavor text: You have willingly given yourself to the service of a good deityor cause, denying yourself an ordinary life to better serve yourhighest ideals
Prerequisite: You gain a +2 perfection bonus on Diplomacychecks.
Benefit: This feat serves as the prerequisite for several otherfeats, including the Vow of Abstinence, Vow of Chastity, Vow ofNonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty,and Vow of Purity.

### **[Exalted] SANCTIFY KI STRIKE**

Flavor text: Sacred power suffuses your unarmed strikes.
Prerequisite: Improved Unarmed Strike, Kistrike (lawful),Cha 15
Benefit: Your unarmed strikes deal 1 extra point of damageto evil creatures, or 1d4 points to evil outsiders and evil undead.In addition, they are considered good-aligned for purposes ofovercoming damage reduction.

### **[Exalted] SANCTIFY MARTIAL STRIKE**

Flavor text: Sacred power suffuses your attacks with a certain kind of weapon

Prerequisite: Cha 15, Weapon Focus with the specified weapon

Benefit: Whenever you wield a specific kind of weapon, itdeals 1 extra point of damage to evil creatures, or 1d4 points toevil outsiders and evil undead. In addition, that weapon is con-sidered good-aligned for purposes of overcoming damagereduction.

Special:You can take this feat more than once, selecting a dif-ferent weapon each time.

### **[Exalted] SANCTIFY NATURAL ATTACK**

Flavor text: You can focus holy power into your natural attacks

Prerequisite: One or more natural weapon attacks, baseattack bonus +5

Benefit: Each time you deal damage with a natural attack,you deal 1 extra point of damage to evil creatures, or 1d4 pointsto evil outsiders and evil undead. In addition, your naturalattacks are considered good-aligned for purposes of overcomingdamage reduction

**[Exalted] SANCTIFY WEAPON**

Flavor text: You can focus holy power into your weapon

Prerequisite: Able to cast align weapon

Benefit: When you cast align weapon, the affected weaponalso becomes sanctified. A sanctified weapon deals 1 extra pointof holy damage to evil creatures or 1d4 points of damage to eviloutsiders and evil undead. In addition, creatures with the cor-rupted template (described in the Book of Vile Darkness) cannotrecover hit point damage dealt by a sanctified weapon by meansof normal healing, including fast healing

### **[Exalted] SERVANT OF THE HEAVENS**

Flavor text: You swear allegiance to one of the Tome Archons who rule theSeven Heavens, and in exchange gain power to act on theirbehalf.
Prerequisite: None
Benefit: Once per day, while performing an act of good, youmay call upon your archon patron to gain a +1 luck bonus onany one roll or check.
Special: Once you take this feat, you may not take it again,nor can you take either the Knight of Stars feat or the Favored ofthe Companions feat. Your allegiance is only yours to give once.

### **[Exalted] STIGMATA**

Flavor text: You bear the marks of wounds on your body, as sort of a livingmartyrdom.

Prerequisite: Nimbus of Light.

Benefit: ou can heal the wounds and ailments of others usingyour own life energy. When you activate this ability, as a freeaction, you immediately take at least 2 points of temporary Con-stitution damage. You can take as many points of Constitutiondamage as you wish, as long as you remain alive and conscious.Once you have activated your stigmata, you can touch yourallies to heal them of 1 point of damage per level they possessfor every 2 points of Constitution damage you take. In addition,any character you touch who is suffering from a disease canimmediately make a new saving throw against that disease witha sacred bonus equal to the number of points of Constitutiondamage you took. If the character succeeds on that savingthrow, she is freed from the disease.You can use this touch on one ally per point of Constitutiondamage you take. As with delivering a touch spell, you cantouch up to six allies as a full-round action. A single person canonly benefit once from each activation of your stigmata, buteach activation lasts for 1 hour.For example, if you sacrifice 4 points of Constitution, youcan grant four allies a number of hit points of healing equal totwice their level. Each ally who was suffering from a diseasewould make a new saving throw with a +4 sacred bonus. Ifonly two of your allies were wounded at the time you activatedthe stigmata, you could “save” the other two uses for up to 1hour, in case other characters become wounded within thattime. Even if the characters you originally healed were injuredagain, however, they could not benefit from the same activa-tion of your stigmata.When you use this ability, the wounds on your body bleed inproportion to the Constitution damage you take. The bleedingpersists for 1 hour, and the Constitution damage cannot berestored by any means until the bleeding has stopped. Once thebleeding has stopped, you can freely activate the stigmata again,whether or not you have recovered your lost Constitution, aslong as you have enough Constitution left to use the ability andsurvive.

[Exalted] TOUCH OF GOLDEN ICE
Flavor text: Your touch is poisonous to evil creatures.
Prerequisite: Con 13
Benefit: Any evil creature you touch with your bare hand, fist,or natural weapon is ravaged by golden ice (see Ravages andAfflictions in Chapter 3: Exalted Equipment for effects)

[Exalted] VOW OF ABSTINENCE

Flavor text: You have taken a sacred vow to abstain from alcoholic bever-ages, drugs, stimulants such as caffeine, and intoxication.

Prerequisite: Sacred Vow.

Benefit: You gain a +4 perfection bonus on Fortitudesaving throws against poisons and drugs (as long as you aresubjected to a drug unwillingly).

Special:To fulfill your vow, you must not consumeintoxicating, stimulating, depressant, or hallucinogenicsubstances, including alcohol, caffeine,and other drugs. If you intentionallybreak your vow, you immediately andirrevocably lose the benefit of thisfeat. You may not take another featto replace it. If you break your vow asa result of magical compulsion, or oth-erwise unintentionally (a drug slippedinto your drink, for example), you lose the benefit of this feat until you perform asuitable penance and receive an atonement spell.

[Exalted] VOW OF CHASTITY

Flavor text: You have taken a sacred vow to refrain frommarriage and sexual intercourse

Prerequisite: Sacred Vow.

Benefit: You gain a +4 perfection bonus onWill saving throws against charm and phantasmspells and effects.

Special:To fulfill your vow, you must abstainfrom any sexual contact with any other creature. Ifyou intentionally break your vow, you immedi-ately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as are sult of magical compulsion, you losethe benefit of this feat until you performa suitable penance and receive an atone-mentspell.

**[Exalted] VOW OF NONVIOLENCE**

Flavor text: You have taken a sacred vow to avoid violenceagainst humanoids.

Prerequisite: Sacred Vow

Benefit: The saving throw DC for spells you cast or other spe-cial abilities you use against humanoid or monstrous humanoidtargets is increased by +4 if the spell does not deal damage(including ability damage but not nonlethal damage), bestownegative levels, or cause death. Spells affected by this feat includemost Abjuration, Enchantment, and Illusion spells (though notphantasmal killer,for example), those few Divination spells that have targets and require saving throws (including detect thoughtsand discern lies), and even Necromancy spells such as waves offatigueand ray of exhaustion.It does not affect most Evocation,Conjuration, and Transmutation spells.The bonus granted by this feat does not stack with the bonusgranted by the Spell Focus feat. It affects only saving throw DCs,not caster level checks or other elements of a spell.The benefit of this feat extends to special abilities other thanspells that allow a saving throw, but only if the ability does notdeal damage and is not dependent on dealing damage. Forexample, a character with the Stunning Fist feat can increase thesaving throw DC to avoid being stunned by +4 if she dealsnonlethal damage, rather than regular damage, withher stunning attack. A couatl’s venom would notbecome more virulent because of this feat, however,because it deals ability damage and requiresthe couatl to deal hit point damage inorder to deliver it.

Special:To fulfill your vow, you mustnot cause harm or suffering to humanoidor monstrous humanoid foes. You maynot deal real damage or ability damage tosuch foes through spells or weapons,though you may deal nonlethal damage.You may not target them with deatheffects, disintegrate,pain effects, orother spells that have the immediatepotential to cause death, suffering,or great harm.Your purity is so great that anyally of yours who slays a helplessor defenseless foe within 120 feetof you feels great remorse. Yourally takes a –1 morale penalty on hisattack rolls for 1 hour per your charac-ter level. For each helpless foe slain, theattack penalty increases by 1, to a maxi-mum equal to your character level. Theduration of the increased penalty starts fromthe latest slaying.You may ask your allies to give you anoath that a helpless foe will not beslain. If the oath is sworn, an ally wholater breaks the oath takes thepenalty for doing so as if youwere present. If you leave ahelpless foe to be killed byyour allies, you have brokenyour vow. You may ask a de-feated creature to give you anoath of surrender or noninterferencein exchange for its life. If the creature breaks this oathto you, you can allow your allies to deal with the creature as theysee fit without breaking their oaths or your vow of nonviolence.If you intentionally break your vow, you immediately andirrevocably lose the benefit of this feat. You may not takeanother feat to replace it. If you break your vow as a result ofmagical compulsion, you lose the benefit of this feat until youperform a suitable penance and receive an atonementspell

### **[Exalted] VOW OF OBEDIENCE**

Flavor text: You have taken a sacred vow to live according to the dictates ofanother, generally your superior in a religious order or similarorganization

Prerequisite: Sacred Vow

Benefit: You gain a +4 perfection bonus on Will savingthrows against compulsion spells and effects.

Special:To fulfill your vow, you must unquestioningly obeyyour superior and live according to the rules of your organiza-tion. If you intentionally break your vow, you immediately andirrevocably lose the benefit of this feat. You may not takeanother feat to replace it. If you break your vow as a result ofmagical compulsion, you lose the benefit of this feat until youperform a suitable penance and receive an atonementspell

### **[Exalted] VOW OF PEACE**

Flavor text: You have taken a sacred vow to abstain from harming any livingcreature.

Prerequisite: Sacred Vow, Vow of Nonviolence

Benefit: This sacred vow grants significant supernaturalbenefits, but its cost is high.First, you are constantly surrounded by a calming aura to aradius of 20 feet. Creatures within the aura must make a suc-cessful Will save (DC 10 + one-half your character level + yourCha modifier) or be affected as by the calm emotionsspell. Crea-tures who leave the aura and reenter it receive new savingthrows. A creature that makes a successful saving throw andremains in the aura is unaffected until it leaves the aura andreenters. The aura is a mind-affecting, supernatural compulsion.Second, you gain a +2 natural armor bonus to your AC, a +2deflection bonus to your AC, and a +2 exalted bonus to your AC.This exalted bonus does not apply to touch attacks and does nothinder incorporeal touch attacks. Brilliant energy weapons,however, do not ignore it. It does not stack with an armor bonus.If you also have the Vow of Poverty feat, the natural armor,deflection, and exalted Armor Class bonuses granted by that featall increase by +2. If a creature strikes you with a manufacturedweapon, the weapon must immediately make a successful Forti-tude save (DC 10 + one-half your character level + your Conmodifier) or shatter against your skin, leaving you unharmed.Finally, you gain a +4 exalted bonus on all Diplomacy checks

Special:To fulfill your vow, you must not cause harm to anyliving creature (constructs and undead are not included in thisprohibition). You may not deal real damage or ability damage tosuch creatures through spells or weapons, though you may dealnonlethal damage. You may not target them with death effects,disintegrate,or other spells that have the immediate potential tocause death or great harm. You also may not use nondamagingspells to incapacitate or weaken living foes so that your allies cankill them—if you incapacitate a foe, you must take him prisoner.If you intentionally break your vow, you immediately andirrevocably lose the benefit of this feat. You may not take anotherfeat to replace it. If you break your vow as a result of magical com-pulsion or otherwise unwittingly, you lose the benefit of this featuntil you perform a suitable penance and receive an atonementspell. (Characters who have taken a Vow of Peace are known todrink water through a strainer in order to avoid accidentally swal-lowing, and thereby causing harm to, a small insect.)

### **[Exalted] VOW OF POVERTY**

Flavor text: You have taken a sacred vow to forswear material possessions.

Prerequisite: Sacred Vow.

Benefit: You gain bonuses to your Armor Class, ability scores,and saving throws, as well as bonus exalted feats, all depending onyour character level. See Voluntary Poverty in Chapter 2 (Book of Exalted Deeds) for details.

To fulfill your vow, you must not own or use anymaterial possessions, with the following exceptions: You maycarry and use ordinary (neither magic nor masterwork) simpleweapons, usually just a quarterstaff that serves as a walkingstick. You may wear simple clothes (usually just a homespunrobe, possibly also including a hat and sandals) with no magicalproperties. You may carry enough food to sustain you for oneday in a simple (nonmagic) sack or bag. You may carry and use aspell component pouch. You may not use any magic item of anysort, though you can benefit from magic items used on yourbehalf—you can drink a potion of cure serious woundsa friendgives you, receive a spell cast from a wand, scroll, or staff, or rideon your companion’s ebony fly.You may not, however, “borrow” acloak of resistanceor any other magic item from a companion foreven a single round, nor may you yourself cast a spell from ascroll, wand, or staff.If you break your vow, you immediately and irrevocably losethe benefit of this feat. You may not take another feat to replace it.

### [Exalted] WORDS OF CREATION

Flavor text: You have learned a few of the words that were spoken to createthe world.

Prerequisite: Int 15, Cha 15, base Will save bonus +5

Benefit: You can use the Words of Creation to enhancebardic music, to help cast good spells and create good magicitems, and to enhance the process of creation (see Words of Cre-ation in Chapter 2).

Normal:A nonevil creature that tries to utter the Words ofCreation without learning them properly is affected as by a fee-blemindspell, while an evil character is struck dead. Fortunately,it is impossible to make someone speak the Words of Creationagainst his will, because their pronunciation is so exacting.

### [Exalted/Wild] EXALTED WILD SHAPE

Flavor text: You can use your wild shape ability to take the form of a good-aligned magical beast.

Prerequisite: Wild shape class ability, wild shaping classlevel 8th.

Benefit: You can use your wild shape ability to turn yourselfinto a blink dog, giant eagle, giant owl, pegasus, or unicorn. You can also turn into a celestial version of any animal youcould normally transform into. (At the DM’s discretion, othermagical beast forms might be available to you. In general, onlycreatures of CR 3 or lower are possible.) You gain the extraor-dinary and supernatural abilities of the creature. This abilitycounts as a use of your wild shape ability and functions thesame way.

### **[Faith] Pious Defense**

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

### **[Faith] Pious Soul**

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

Prerequisite: Knowledge (religion) 2 ranks.

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

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

### **[Faith] Pious Spellsurge**

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

Prerequisite: Knowledge (religion) 4 ranks.

Benefit: By spending 2 faith points when you cast a spell, you gain a +1d6 bonus to the DC of any save required to resist the spell or to your caster level for that spell. Special: When chosen, this feat gives you 4 faith points, and you may earn additional faith points as outlined in the Faith Feats section.

### **[General] ALACRITOUS COGITATION**

Flavor text: You can leave a prepared spell slot open to spontaneously cast a spell.

Prerequisite: Must prepare arcane spells.

Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open.

Special: A wizard can select this feat as a wizard bonus feat.

### **[General] ALTITUDE ADAPTATION**

Flavor text: Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.

Prerequisite: Base Fortitude save bonus +2.

Benefit: You gain a +4 bonus on all Fortitude saving throws to avoid the effects of altitude. Additionally, when you determine what effect the altitude has on you, you apply the effect for the next lower category of altitude than the category you are actually in. After you spend a week at a specific altitude, you become acclimated to that altitude and all lower altitudes, and no longer have to make Fortitude saving throws for each 6-hour period to avoid altitude sickness. If you travel to a lower altitude and remain there for a week, you lose your acclimation to the higher altitude and must reacclimatize, although you always retain the other benefits granted by this feat.

Special: This feat grants a +2 bonus on all Survival checks made in high altitude (above 5,000 feet) areas.

### **[General] ANCESTRAL RELIC**

Flavor text: You own an ancestral heirloom and can invest it with increas-ing power

Prerequisite: Any good alignment, character level 3rd

Benefit: Choose an item you own. The item must be of masterwork quality, and it must be an item that once belonged to a member of your family. Alternatively, the item may have belonged to another person to whom you are somehow connected, such as another member of your religious order. At any time, you may retreat to a consecrated or hallowed location and spend time in prayer in order to awaken the spirits in your ancestral relic. 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 relic. This sacrifice does not have to be gold you cansacrifice magic items or other goods worth the required amount, rather than selling your goods (at half value) to pay for the sacrifice. You must spend 1day per 1,000 gp value you sacrifice. During this time, you must spend at least 8 hours each day in prayer or meditation, not stopping to eat or rest. For example, a 4th-level paladin has a master-work bastard sword she inherited from her grand-father. She makes sacrifices worth 2,000 gp andspends 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 days in prayer. A character’s level dictates the maximum value of his or herancestral relic, as shown in Table 4–2.No character may have more than one ancestral relic.

Character Level Maximum Relic Value Character Level Maximum Relic Level

3rd 1,350 gp 12th 44,000 gp

4th 2,700 gp 13th 55,000 gp

5th 4,500 gp 14th 75,000 gp

6th 6,500 gp 15th 100,000 gp

7th 9,500 gp 16th 130,000 gp

8th 13,500 gp 17th 170,000 gp

9th 18,000 gp 18th 220,000 gp

10th 24,500 gp 19th 290,000 gp

11th 33,000 gp 20th 380,000 gp

### **[General] APPRAISE MAGIC VALUE**

Flavor text: Your ability to determine an item’s worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic.

Prerequisite: Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.

Benefit: If you know that an item is magical, you can use the Appraise skill to identify the item’s properties. This use of the Appraise skill requires 8 hours of uninterrupted work and consumes 25 gp worth of special materials. The DC of the Appraise check is 10 + the caster level of the item.

### **[General] AQUATIC SHOT**

Flavor text: You have developed the technique of fi ring a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.

Prerequisite: Point Blank Shot.

Benefit: You can employ ranged weapons underwater at a reduced range increment. You do not take the normal penalty for making a ranged attack through water.

Thrown Weapons: You can use thrown piercing weapons underwater with a –2 penalty for every 5 feet of water passed through, in addition to any range increment penalties.

Missile Weapons: You can use bows and crossbows under- water with a –2 penalty for every 10 feet of water passed through, in addition to any range increment penalties.

Aquatic Longbow: You can fire an aquatic longbow (see page 107) underwater with a range increment of 30 feet In addition, water does not provide any cover against your ranged attacks if you are out of the water and firing at a target in the water. If your weapon’s range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.

Normal: Thrown weapons are not useable underwater. Ranged attacks through water normally receive a penalty of –2 for every 5 feet of water they pass through. An aquatic longbow has a range increment of 10 feet underwater. A target in water has improved cover or total cover against attacks from out of the water.

### **[General] ARCANE DEFENSE**

Flavor text: Choose a school of magic, such as illusion. You can resist spells from that school better than normal.
Prerequisite: Spell Focus in the chosen school.
Benefit: You get a +3 bonus on your sav ing throws against spel ls from the chosen school.
Special: You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, it applies to a new school of magic.

### **[General] ARCANE DISCIPLE**

Flavor text: Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.

Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity’s alignment.

Benefit: Add the chosen domain’s spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class; however, you use Wisdom (rather than the normal ability for your spellcasting) when determining the save DC for the spell. In addition, you must have a Wisdom score equal to 10 + the spell’s level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of these domains spells of each level.

Special: You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the fi rst time you selected the feat. For example, a character who chose Heironeous and the Good domain with his fi rst selection could choose Law or War with successive selections of the same feat. He couldn’t choose Protection, since that domain isn’t available to clerics of Heironeous.

### **[General] ARCANE MASTERY**

Flavor text: You are quick and certain in your efforts to defeat the ar-cane defenses and spells of others.
Prerequisite: Ability to cast arcane spells or use spell-like abilities (including in-vocations).
Benefit: You can take 10 on caster level checks (as if the caster level check was a skill check).

### **[General] ARCANE PREPARATION**

Flavor text: You can prepare an arcane spell ahead of time, just as a wizard does.

Prerequisite: Ability to cast arcane spel ls w ithout prepara-tion.

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 increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast.

Normal: Spellcasters who cast arcane spells without prepa-ration (such as sorcerers and bards) who apply a metamagic feat to a spell must cast it as a full-round action instead of a standard action.

### [General] ARCANE STRIKE

Flavor text: You can channel arcane energy into your melee attacks

Prerequisite: Ability to cast 3rd-level arcane spells, base attack bonus +4

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 1st 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. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus.For example, Yarren the bladesinger has a base attack bonus of +11 and the ability to cast 4th-level arcane spells. On his turn, he chooses to sacrifice one of his 4th-level spells for the day, marking it off as if he had cast it. Until his next turn, Yarren gains an extra +4 bonus on his attack rolls and an extra 4d4 points of damage with a single melee weapon of his choice (his rapier).

### **[General] ARCTIC PRIEST**

Flavor text: You can swap out prepared spells to cast spells to aid in exploring and surviving in frostfell areas.

Prerequisite: Access to Cold or Winter cleric domain.

Benefit: You can channel stored spell energy into spells that aid in exploring and surviving in the frostfell, even if you did not prepare these spells ahead of time. You can “lose” any prepared spell that is not a domain spell in order to cast any of the spells that appear on the list below, as long as the spell to be cast is of an equal or lower level to the one you lose. Spells you can spontaneously cast when using this feat include: control weather, create food and water, endure elements, heroes’ feast, hibernate, protection from energy, and resist energy.

### [General] ARTERIAL STRIKE

Flavor text: Your sneak attacks target large blood vessels, leaving wounds that cause massive blood loss.

Prerequisite: Sneak attack ability, base attack bonus +4.

Benefit: If you hit with a sneak attack, you may choose to forgo +1d6 of extra sneak attack damage to deliver a wound that won’t stop bleeding. Each wound caused in this manner saps an extra 1 point of damage per round from the victim, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 2 points of damage per round until healed). You may deliver only one bleeding wound per successful sneak attack.

### **[General] ASCETIC HUNTER**

Flavor text: You have gone beyond the bounds of your monastic training to incorporate new modes of bringing the unlawful to justice. Although many of your fellow monks frown on your methods, none can doubt that your diverse training has added to your ability to strike precisely and bring down your foes quickly.

Prerequisite: Improved Unarmed Strike, favored enemy.

Benefit: When you use an unarmed strike to deliver a stunning attack against a favored enemy, you can add one-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 the purpose of determining your unarmed strike damage. For example, a human 7th-level ranger/1st- level monk would deal 1d10 points of damage with her unarmed strike. In addition, you can multiclass freely between the monk and ranger classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.

### **[General] ASCETIC KNIGHT**

Flavor text: You belong to a special order of religious monks that teaches its adherents that self-enlightenment and honorable service grow from the same well of purity. As a student of this philosophy, you have blended your training as a paladin and as a monk into one seamless whole.

Prerequisite: Improved Unarmed Strike, ability to smite evil.

Benefit: Your paladin and monk levels stack for the purpose of determining your unarmed strike damage. 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 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 paladin abilities and take paladin levels, and you must remain lawful in order to continue advancing as a monk.

### **[General] ASCETIC MAGE**

Flavor text: You practice an unusual martial art that mixes self-taught spellcasting and melee attacks to great effect.

Prerequisite: Improved Unarmed Strike, ability to spontaneously cast 2nd-level arcane spells.

Benefit: As a swift action that doesn’t provoke attacks of opportunity, you can sacrifice one of your daily allotment of spells to add a bonus to your unarmed strike attack rolls and damage rolls for 1 round. The bonus is equal to the level of the spell sacrificed. 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. For example, a human 4th-level sorcerer/1st-level monk would have a +1 bonus to AC as if she were a 5th-level monk. If you would normally be allowed to add your Wisdom bonus to AC (such as for a unarmored, unencumbered monk), you instead add your Charisma bonus (if any) to your AC. In addition, you can multiclass freely between the sorcerer and monk classes. You must still remain lawful in order to continue advancing as a monk. You still face the normal XP penalties for having multiple classes more than one level apart.

### **[General] ASCETIC ROGUE**

Flavor text: You have gone beyond the bounds of your monastic training to incorporate new modes of stealthy combat. Although your fellow monks may frown on your methods, none can doubt that your diverse training has improved your ability to strike precisely and bring down your foes quickly.

Prerequisite: Improved Unarmed Strike, sneak attack.

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. If you have levels in rogue and monk, those levels stack for the purpose of determining your unarmed strike damage. For example, a human 5th-level rogue/1st-level monk would deal 1d8 points of damage with her unarmed strike. In addition, you can multiclass freely between the monk and rogue classes. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.

### **[General] Ascetic Stalker**

Flavor text: You have practiced a secret technique that combines your considerable talents in unarmed combat with a greater understanding of your inner ki.

Prerequisite: Ki power, ki strike (magic).

Benefit: Your monk and ninja levels stack for the purpose of determining the size of your ki pool. For example, a 4th-level monk/2nd-level ninja with this feat could use her ki powers a number of times equal to 3 (half the sum of her monk and ninja levels) + her Wis- dom bonus (if any). Your monk and ninja levels also stack for the purpose of determining your unarmed strike damage, as well as your ki strike class feature. For example, a 4th-level monk/6th-level ninja would deal 1d10 points of damage with her unarmed strike, and her unarmed strike would overcome damage reduction as a lawful magic weapon (as if she were a 10th-level monk).

Special: A monk can select Ascetic Stalker as a bonus feat at 1st, 2nd, or 6th level instead of one of the other feats indicated for those levels (PH 41).

### **[General] AUGMENT HEALING**

Flavor text:

Prerequisite: Heal 4 ranks

Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moder- ate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell).

### **[General] AXIOMATIC STRIKE**

Flavor text: You can turn your fist into an instrument of law

Prerequisite: Ki strike (lawful), Stunning Fist.

Benefit: Against a chaotic opponent, you can make an unarmed attack that does an extra 2d6 points of damage. You must declare that you are using this feat before you make your attack roll (thus, a failed attack ruins the attempt). Each attempt counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning can be affected by this extra damage.

### **[General] BATTLE CASTER**

Flavor text: Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal.

Prerequisite: Ability to ignore arcane spell failure chance from armor.

Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.

### **[General] BECKON THE FROZEN**

Flavor text: Creatures you summon are infused with cold energy and have the cold subtype.

Prerequisite: Augment Summoning, Spell Focus (conjuration).

Benefit: When you summon a creature or creatures using 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 subtype, and its natural attacks deal an additional 1d6 points of cold damage. Creatures with the fire subtype can never be enhanced with the cold subtype in this manner.

### **[General] BLAZING BERSERKER**

Flavor text: When you enter your rage, your body becomes infused with fire.

Prerequisite: Ability to rage.

Benefit: As long as you are under the effects of a rage, you gain the fi re subtype. You gain immunity to fi re, 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 success or failure.

### **[General] BLESSED BY TEM-ET-NU**

Flavor text: Tem-Et-Nu has marked you as having an important destiny in her temple.

Prerequisite: Patron deity Tem-Et-Nu, must have defeated a hippopotamus in single combat.

Benefit: Hippopotami cannot attack you unless they are magically compelled. In addition, if you possess the turn or rebuke undead class feature, you can rebuke and command hippopotami as an evil cleric rebukes or commands undead. You gain a +2 sacred bonus to your Armor Class against chaotic-aligned creatures with the fire subtype. Cleric is now an additional favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing.

Special: Your aura radiates law with a strength equal to your character level (see detect law, page 219 of the Player’s Handbook). 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 hippopotamus. You do not gain a replacement feat. If you later return to Tem-Et-Nu’s faithful and receive an atonement spell, you regain the benefit of this feat.

### **[General] BOOST SPELL RESISTANCE**

Flavor text: By making a deal with an evil power, the charactermakes himself even more resistant to magic
Prerequisite: Any evil alignment.
Benefit: If the character already has innate spellresistance, he gains a +2 profane bonus to his exist-ing spell resistance score

### **[General] BOOST SPELL-LIKE ABILITY**

Flavor text: One of the creature’s spell-like abilities is harder to resistthan it otherwise would be

Prerequisite: None

Benefit: The saving throw Difficulty Class (DC) of a boostedspell-like ability is increased by +2. Each of a creature’s spell-likeabilities can be boosted three times per day, though the featdoes not allow the creature to exceed its normal usage limit forany ability. Thus, if a succubus chooses to boost itssuggestion ability, it can use a boosted suggestion up to three times that day.Thereafter, it could use itssuggestionability again normally(since it can usesuggestionat will), or it could boost another of itsspell-like abilities, such ascharm monster.

Special:This feat can be taken multiple times. Eachtime it is taken, the creature can apply it to each of its spell-like abilities three additional times per day.

### **[General] BRACHIATION**

Flavor text: You can swing through trees like a monkey.

Prerequisite: Climb 4 ranks, Jump 4 ranks.

Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests.

### **[General] Burning Shade of the Umbral Wood**

Flavor text: You wield an incongruous and fearsome power, for your anguished visions have led you to gaze deep into the heart of twilight. Between ragged gasps, there in the choking fumes, you have seen the insane truth behind the Midnight Master’s potent gifts: the great Dark Prince of Pain cares not for blooms of frost, nor does he despise the blaze of a quickening flame ... he desires and cherishes only darkness, envy, terror, chains and the slick beauty of exquisite suffering. For his glory, there- fore, you gladly build — with trembling hands — a black pyre from spilled ichor and still shrieking flesh.

Prerequisite: Shade of the Umbral Wood, Welcome Pain.

Benefit: You may cast or activate spells with the fire descriptor normally, and you may use wildshape to take the form of creatures with the fire subtype. Whenever you cast a spell or use an ability that deals acid, cold, electricity, or fire damage, you may freely change the damage dealt to another of those four energy types. This changes the descriptor ofthe spell or ability to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them: thus, an ice storm that deals acid or fire damage would still provide a penalty on Perception checks due to a spray of smoke or fumes, but it would most likely not create difficult terrain. Such effects are subject to GM discretion. In addition, you may spontaneously cast sympathetic wounds in place of any spell of 2nd-level or higher; the damage dealt to your target by this spell is of the fire energy type. Your maximum hit-points are reduced by 1 per Hit Die, and you gain the light blindness special quality.

Special: Your personal Umbrae-Token now radiates faint abjuration and evocation magic as well as necromancy. You may never acquire the Frozen Shade of the Umbral Wood nor the Winter Shade of the Umbral Wood feat.

### **[General] CAPTIVATING MELODY**

Flavor text: You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells.

Prerequisite: Bardic music, ability to cast arcane spells.

Benefit: As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you intend to cast). If you succeed, you can sacrifice one of your daily uses of bardic music to increase the save DC of the next enchantment or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of bardic music but gain no benefit. You can apply Captivating Melody only to spells cast by the same class that grants you your bardic music ability. 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.

### **[General] CHOSEN OF IBORIGHU**

Flavor text: 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.

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 a detect evil spell. Cleric is now a favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing. Once per day, you can cause one creature within 30 feet that meets your gaze to become overwhelmed with a wave of super- natural cold. The target can resist the effects of this attack with a successful Fortitude save (DC 10 + 1/2 your character level + your Charisma modifi er), otherwise it causes cold damage equal to your Charisma modifi er + 3 (minimum 1 point of damage) and causes the victim to become fatigued. If you use this attack against someone who is fatigued, they instead become exhausted. Using this supernatural ability is a standard action that does not provoke attacks of opportunity.

Special: If you ever lose favor with Iborighu, or change your patron deity to another deity, you lose all benefi ts of this feat but your unusual skin color and eye color remain. You do not gain a replacement feat. If you later return to Iborighu’s faithful and receive an atonement spell, you regain the benefits of the feat.

### **[General] CLEVER WRESTLING**

Flavor text: You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin.

Prerequisite: Smal l or Medium size, Improved Unar med Strike.

Benefit: When your opponent is larger than Medium, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent’s size, according to the following table.

Opponent Size Bonus

Large +2

Huge +4

Gargantuan +6

Colossal +8

### **[General] CLEVER WRESTLING**

Flavor text: You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin.
Prerequisite: Small or Medium size, Improved Unarmed Strike.
Benefit: When your opponent is Large or larger, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent’s size.
Opponent Size Bonus
Large +2
Huge +4
Gargantuan +6
Colossal +8

### **[General] CLOUDY CONJURATION**

Flavor text: Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.

Prerequisite: Spell Focus (conjuration) or conjurer level 1st.

Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sick- ened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.

Special: A conjurer can select this feat as a wizard bonus feat.

### **[General] COLD ENDURANCE**

Flavor text: Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments.

Prerequisite: Base Fortitude save bonus +2.

Benefit: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as described in Cold Dangers, page 8). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn’t provide any level of resistance to cold damage.

### [General] COLD FOCUS

Flavor text: Your cold spells are more potent than normal.
Prerequisite: None
Benefit: Add +1 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.

### **[General] COLD SPELL SPECIALIZATION**

Flavor text: You do additional damage with cold spells.

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. For example, if an 11th-level wizard with this feat casts a cone of cold in a cold area, the spell does 11d6+11 points of damage. In areas of extreme cold (below–20° F), the damage bonus increases to +2 per die.

### **[General] COMMUNICATOR**

Flavor text: You possess a magical understanding of the essence of language.
Prerequisite: None
Benefit: An innate talent for magic grants you the fol-lowing spell-like abilities as a 1st-level caster: 1/day—arcane mark, comprehend languages, message.

### **[General] CONSECRATE SPELL-LIKE ABILITY**

Flavor text: You can channel holy power into your spell-like abilities.

Prerequisite: Any good alignment

Benefit: This feat adds the good descriptor to a spell-like abil-ity. Furthermore, if the ability deals damage, half that damage(rounded down) results from divine power and can’t be reducedby resistance or immunity to energy-based attacks. For example,if a consecrated lightning boltfrom an avoral deals 31 points ofdamage, 16 points of that is electricity damage and the other 15points is not. Thus, a nongood creature immune to electricitystill takes 15 points of damage if it fails its Reflex save.Each of your spell-like abilities can be consecrated threetimes per day, though this feat does not allow you to exceed yournormal usage limit for any ability. Thus, if a tulani eladrinchooses to consecrate its chain lightningability, it can use a con-secrated chain lightningup to three times that day. Thereafter, itcould use its chain lightningability again normally (since it canuse chain lightningat will), or it could consecrate another of itsspell-like abilities, such as meteor swarm

### **[General] Cool Head**

Flavor text: Your mental acuity serves you better than most.

Prerequisite: Any two mental skill tricks.

Benefit: You immediately learn up to two mental skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on mental skill tricks. Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.

### **[General] Corpsecrafter**

Flavor text: Undead you raise or create are tougher than normal.
Prerequisite: None
Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

### **[General] CORRUPT SPELL-LIKE ABILITY**

Flavor text: One of the creature’s spell-like abilities is powered by evil. Adark pact provides the creature with unholy energy

Prerequisite: Any evil alignment

Benefit: This feat adds the evil descriptor to a spell-like abil-ity. Furthermore, if the spell-like ability deals damage, half ofthat damage (rounded down) is unholy damage. For example,if a corruptedfireballfrom a pit fiend deals a total of 35 pointsof damage, half of that amount (18 points) is fire damage andthe other half (17 points) is unholy damage. Nonevil creaturesimmune to fire still take the 17 points of unholy damage.Each of a creature’s spell-like abilities can be corruptedthree times per day, though the feat does not allow the crea-ture to exceed its normal usage limit for any ability. Thus, if a pit fiend chooses to corrupt itsfireballability, it can use acorruptedfireballup to three times that day. Thereafter, itcould use itsfireballability again normally (since it can usefireballat will), or it could corrupt another of its spell-likeabilities, such asmeteor swarm.

Special:This feat can be taken multiple times. Each timeit is taken, the creature can apply it to each of its spell-likeabilities three additional times per day.

### **[General] CRAFT SKULL TALISMAN**

Flavor text: You can create skull talismans, which carry spells within themselves (for more information on skull talismans, see page 112 Frostburn).

Prerequisite: Caster level 6th.

Benefit: You can create a skull talisman of any spell you know and that targets one or more creatures. Crafting a skull talisman takes one day. When you create a skull talisman, you set the caster level. The caster level must be suffi cient to cast the spell in question and no higher than your own level. The base price of a skull talisman is its spell level × its caster level × 100 gp. To craft the talisman, you must spend 1/25 of this base price in XP and use up raw materials (mostly com- prised of the rare metallic inks needed to inscribe the runes of power on the skull) costing one-half this base price. When you create a skull talisman, you make any choices that you would normally make when casting the spell. Who- ever destroys the skull is the target of the spell. Any skull talisman that stores a spell with a costly material component or a 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 skull talisman. The skull to be used to create a skull talisman must be from a creature of at least Small size. A Small creature’s skull can store a spell of up to 3rd level. A Medium creature’s skull can store a spell of up to 6th level. A Large creature’s skull can store a spell of up to 9th level. The art of crafting skull talismans was perfected by neanderthal druids, but any spellcaster can learn the art of making these devices. Many view the act of creating or using a skull talis-man as a distasteful activity, but neither in and of itself is it an evil act.

### **[General] CURLING WAVE STRIKE**

Flavor text: Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.

Prerequisite: Dex 13, Improved Trip.

Benefit: If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round.

Normal: A character with Improved Trip who trips an opponent in melee gets a free attack against that opponent.

### **[General] DANGER SENSE**

Flavor text: You are one twitchy individual.
Prerequisite: Improved Initiative.
Benefit: Once per day, you can reroll an initiative check you have just made. You use the better of your two rolls. You must decide to reroll before the round starts.

### **[General] Daredevil Athlete**

Flavor text: You are capable of pulling off amazing stunts.
Prerequisite: None
Benefit: Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check.

### **[General] Daring Outlaw**

Flavor text: You combine grace and stealth to deadly effect.

Prerequisite: Grace +1, sneak attack +2d6.

Benefit: Your rogue and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler’s dodge bonus to AC. For example, a 7th-level rogue/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler. Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attack, as if she were an 11th-level rogue.

### **[General] DASH**

Flavor text: You can move faster than normal
Prerequisite: None
Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster.

### **[General] DAZZLING ILLUSION**

Flavor text: Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
Prerequisite: Spell Focus (illusion) or illusionist level 1st.
Benefit: When you cast an illusion spell, you can choose to render all enemies within 30 feet dazzled for 1 round. Blind creatures are immune to this effect.
Special: An illusionist can select this feat as a wizard bonus feat.

### **[General] DEATH BLOW**

Flavor text: You waste no time in dealing with downed foes.
Prerequisite: Improved Initiative, base attack bonus +2.
Benefit: You can perform a coup de grace attack against a helpless defender as a standard action. Doing this still provokes attacks of opportunity as normal.
Normal: Performing a coup de grace is a full-round action.

### **[General] DEFENDING SPIRIT**

Flavor text: Your watchful spirit helps keep you safe in combat.

Prerequisite: Watchful spirit class feature (see the wu jen class in Complete Arcane).

Benefit: Your watchful spirit helps you defend yourself. If you use an initiative reroll from your watchful spirit class feature, you gain a +2 dodge bonus to your Armor Class for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit class feature.

### **[General] DEFENSIVE THROW**

Flavor text: You can use your opponent’s weight, strength, and momen-tum against her, defl ecting her attack and throwing her to the ground

Prerequisite: Dex 13, Combat Refl exes, Dodge, Im proved Trip, Improved Unarmed Strike.

Benefit: If the opponent you have chosen to use your Dodge feat against attacks you and misses, you can make an immediate trip attack against that opponent. This attempt counts against your allowed attacks of opportunity in the round.

### **[General] DEFT OPPORTUNIST**

Flavor text: You are prepared for the unexpected.
Prerequisite: Dex 15, Combat Reflexes.
Benefit: You get a +4 bonus on attack rolls when making attacks of opportunity.

### **[General] DEFT STRIKE**

Flavor text: You can place attacks at weak points in your opponent’s defenses.

Prerequisite: Int 13, Combat Expertise, Spot 10 ranks, sneak attack.

Benefit: As a standard action, you can attempt to find a weak point in a visible target’s armor. This requires a Spot check against a DC equal to your 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 target’s armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.

### **[General] DELAY POTION**

Flavor text: You can drink a potion and postpone its effects.

Prerequisite: Knowledge (arcana) 1 rank.

Benefit: You can drink a potion and delay its effects for a number of hours equal to your Constitution modifier (minimum 1 hour). At any time during this period, you can activate the potion’s effect as a swift action. If the duration expires before you activate the potion, it is wasted. You can delay only one potion at a time. You must activate a delayed potion before you can choose to delay another one.

### **[General] Demon-Haunted Drifter**

Flavor text: There’s another soul that rides within you, and its name is death

Prerequisite: Grit pool, eidolon class feature

Benefit: Benefit: While in an area of dim or lower lighting, you may spend 2 grit points as a standard action to instantly call forth your eidolon, as per summon eidolon APG, or to enhance your eidolon as per a lesser evolution surge APG. This is a spell-like ability, using your character level as your caster level and your Charisma modifier for concentration checks, if required. At your 9th character level, you may instead spend 3 points of grit to produce an evolution surgeAPG; at 13th level, you may spend 4 grit to instead activate a greater evolution surge APG or a transmogrify APG effect..

### **[General] DESTRUCTIVE RAGE**

Flavor text: You can shatter barriers and objects when enraged.
Prerequisite: Rage or frenzy ability.
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.

### **[General] DEVOTED INQUISITOR**

Flavor text: Your faithful service to your patron deity involves training and methods that many paladins consider questionable. By using the unconventional methods of rogues and assassins, you have learned to deliver devastating sneak attacks against evil foes.

Prerequisite: Smite evil, sneak attack.

Benefit: When you successfully use your sneak attack ability and your smite evil ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round. In addition, you can multiclass freely between the paladin and rogue classes. You must still remain lawful good in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

### **[General] DEVOTED PERFORMER**

Flavor text: You have foregone the pursuit of frivolous musical talents, instead entering religious training in service of honor and justice.

Prerequisite: Bardic music, smite evil.

Benefit: If you have levels in paladin and bard, those levels stack for the purpose of determining the bonus damage dealt by your smite evil ability and determining the number of times per day that you can use your bardic music. This feat does not allow additional daily uses of smite evil or bardic music abilities beyond what your class levels would normally allow. In addition, you can multiclass freely between the paladin and bard classes and may even gain additional bard levels regardless of your lawful alignment. You must still remain lawful good in order to retain your paladin abilities and take paladin levels.

**[General] DEVOTED TRACKER**

Flavor text: You have found a balance between your woodland training and your devotion to religious training, blending these two aspects into one seamless whole.

Prerequisite: Track, smite evil, wild empathy.

Benefit: If you have levels in paladin and ranger, those levels stack for the purposes of determining the extra damage dealt by your smite evil ability and determining the bonus for your wild empathy class feature. This feat does not allow additional daily uses of smite evil. If you have both the special mount and animal companion class features, you can designate your special mount as your animal companion. The mount gains all the benefits of being both your special mount and your animal companion. For instance, a 5th-level paladin/6th-level ranger’s special mount would have 4 bonus Hit Dice, a +6 natural armor adjustment, +2 Strength, +1 Dexterity, two bonus tricks, and Intelligence 6, as well as the empathic link, improved evasion, share spells, share saving throws, and link special abilities.

### **[General] DISGUISE SPELL**

Flavor text: You can cast spells without observers noticing.

Prerequisite: Perform (any) 9 ranks, bardic music.

Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check as part of the action used to cast the spell. Onlookers must match or exceed your check result with a Spot check to detect that you’re casting a spell (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 have some other means of determining its source, they don’t know where the effect came from. A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. The act of casting still provokes attacks of opportunity as normal.

### **[General] DIVE FOR COVER**

Flavor text: You can dive behind cover or drop to the ground quickly enough to avoid many area effects.
Prerequisite: Base Reflex save bonus +4.
Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll.

### **[General] DIVINE RESISTANCE**

Flavor text: You can channel energy to temporarily reduce damage you and your allies take from some sources.

Prerequisite: Turn or rebuke undead ability, Divine Cleansing

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, electricity 5, and fire 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier

### **[General] DIVINE SHIELD**

Flavor text: You can channel energy to make your shield more effective for either offense or defense

Prerequisite: Turn or rebuke undead ability, profi ciency with a shield

Benefit: As a standard action, spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it a bonus equal to your Charisma modi-fier. This bonus applies to the shield’s bonus to Armor Class and lasts for a number of rounds equal to half your character level.

### **[General] DOMAIN FOCUS**

Flavor text: You have mastered the subtle intricacies of the divine power you’ve devoted yourself to.

Prerequisite: Access to relevant domain.

Benefit: You can cast spells associated with one of your domains at +1 caster level. This benefi t also applies to caster level checks to overcome a target’s spell resistance as well as other variables such as spell duration. If you cast a spell from one of your nondomain spell slots, this feat does not help you, even if the spell also happens to appear on your domain list.

Special: You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain to which you have access.

### **[General] DOUBLE WAND WIELDER**

Flavor text: You can activate two wands at the same time.

Prerequisite: Craft Wand, Two-Weapon Fighting.

Benefit: As a full-round action, you can wield a wand in each hand (if you have both hands free), with one wand des-ignated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.

### **[General] DRACONIC POWER**

Flavor text: You have greater power manipulating the energies of your heritage.
Prerequisite: Draconic Heritage.
Benefit: Your caster level increases by 1, and you add 1 to the save DC of all arcane spells with the energy descriptor of the same energy type as determined by your draconic heritage.
Special: If the Energy Substitution feat is used to modify a spell, this feat will work if the new type of energ y matches the energy type of your draconic heritage.

### **[General] DRIFT MAGIC**

Flavor text: You can tap the power of drift magic.
Prerequisite: Knowledge (local wasteland region) 4 ranks, ability to cast spells.
Benefit: You can use drift magic, as described on page 105 of Sandstorm

### **[General] EAGLE CLAW ATTACK**

Flavor text: Your superior insight allows you to strike objects with impressive force.
Prerequisite: Wis 13, Improved Sunder, Improved Unarmed Strike.
Benefit: When you make an unarmed strike against an object, you may add your Wisdom bonus to the damage dealt to the object.

### **[General] EAGLE’S FURY**

Flavor text: You know how to wield the eagle’s claw with deadly speed.

Prerequisite: Dex 15, profi ciency with eagle’s claw.

Benefit: You can get one extra attack per round with an eagle’s claw (see page 96, Sandstorm). The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must take a full attack action to use this feat.

### **[General] EARTH’S EMBRACE**

Flavor text: You can crush opponents when you grapple them

Prerequisite: Str 15, Improved Grapple or improved grab, Improved Unarmed Strike.

Benefit: While grappling, if you pin your opponent, you deal an extra 1d12 points of damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you’re pinning) a +4 bonus on attack rolls against you (but you are not helpless). You do not gain this extra damage against creatures that are immune to critical hits.Normal: You may deal normal damage to a pinned oppo-nent by making a successful grapple check.

### **[General] ELEMENTAL ADEPT**

Flavor text: You can spontaneously cast a spell of the element you have mastered.

Prerequisite: Elemental mastery class feature (see the wu jen class in Complete Arcane).

Benefit: Choose one spell of the element you have chosen for your elemental mastery class feature. You can now spontaneously cast that spell by sacrificing a prepared spell of equal or higher level. The spell you choose must be in your spellbook. When you gain a level, you can change the spell you can spontaneously cast by picking a new spell of the element you chose for elemental mastery.

### **[General] EMPOWER SPELL-LIKE ABILITY**

Flavor text: The creature can use a spell-like ability with greater effect.

Prerequisite: None

Benefit: All variable, numeric effects of an empoweredspell-like ability are increased by one-half. An empoweredspell-like ability deals half again as much damage as normal,cures half again as many hit points, affects half again asmany targets, and so on as appropriate. For example, a nighthag’s empoweredmagic missiledeals one and one-half timesnormal damage (roll 1d4+1 and multiply the result by 1.5 foreach missile). Saving throws and opposed rolls (such as theone made when a character casts dispel magic) are notaffected. Spell-like abilities without random variables arenot affected.Each of a creature’s spell-like abilities can be empoweredtwice per day, though the feat does not allow the creature toexceed its normal usage limit for any ability. Thus, if a nighthag chooses to empower itsmagic missileability, it can use anempoweredmagic missileup to two times that day. There-after, it could use itsmagic missileability again normally(since it can usemagic missileat will), or it could corruptanother of its spell-like abilities, such assleep.

Special:This feat can be taken multiple times. Each timeit is taken, the creature can apply it to each of its spell-likeabilities two additional times per day.

### **[General] EMPOWER TURNING**

Flavor text: You can turn or rebuke more undead with a single turning attempt.
Prerequisite: Ability to turn or rebuke undead.
Benefit: You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifi er to your turning damage roll multiply it by 1.5.

### **[General] Enduring Ki**

Flavor text: You can channel inner energy to make your ki powers last longer.

Prerequisite: Ki power.

Benefit: By spending an extra daily use of your ki power when you activate it, the chosen effect lasts for an additional round (ki power is a class feature of the ninja; see the sidebar for details). You also gain one extra daily use of your ki power.

### **[General] ENERGY ABJURATION**

Flavor text: Casting an abjuration spell grants you protection from energy damage.

Prerequisite: Spell Focus (abjuration) or abjurer level 1st.

Benefit: When you cast an abjuration spell, you can choose to gain a special energy resistance equal to (1 + the 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 of energy damage (acid, cold, fire, electricity, or sonic). The resistance applies to the first energy damage to which you are exposed, and thereafter you lose the energy resistance until you cast another abjuration spell.

Special: An abjurer can select this feat as a wizard bonus feat.

### **[General] Expanded Ki Pool**

Flavor text: You know the secret mantras that grant you greater understanding of your ki.
Prerequisite: Ki power.
Benefit: You gain three extra daily uses of your ki power (ki power is a class feature of the ninja; see the sidebar for details).

### **[General] EXPERT SWIMMER**

Flavor text: You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.

Prerequisite: Swim 4 ranks, Endurance.

Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). Your natural swim speed increases by 10 feet, if you have a swim speed.

Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at 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 move action.

### **[General] EXPERT TACTICIAN**

Flavor text: Your tactical skills work to your advantage.
Prerequisite: Dex 13, Combat Reflexes, base attack bonus +2.
Benefit: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on melee attack rolls and damage rolls against that creature for 1 round.

**[General] EXTEND RAGE**

Flavor text: You are able to maintain your rage longer than most.
Prerequisite: Rage or frenzy ability.
Benefit: Each of the uses of your rage or frenzy ability lasts an additional 5 rounds beyond its normal duration.
Special: You can take this feat multiple times. Its effects stack.

### **[General] EXTRA EDGE**

Flavor text: Your ability to deal spell damage is particularly striking.

Prerequisite: Warmage level 4th

Benefit: You gain a +1 bonus on your warmage edge, plus an additional +1 bonus per four warmage levels. For instance, an 8th-level warmage with 18 Intelligence gets a +7 bonus on the damage dealt by any spell that deals hit point damage.

Normal: A character’s warmage edge is equal to his Intelligence modifier.

### **[General] EXTRA INVOCATION**

Flavor text: You learn an additional invocation.

Prerequisite: Ability to use lesser invocations.

Benefit: You learn one ad-ditional invocation from the list available to you, choos-ing an invocation of one grade lower than the highest grade of invocation you know. For example, a 6th-level warlock could learn a least in-vocation, while a 16th-level warlock could learn any least, lesser, or greater invocation.

Special: You can gain this feat multiple times. 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 cur-rently use.

### **[General] EXTRA MUSIC**

Flavor text: You can use your bardic music more often than you otherwise could.
Prerequisite: Bardic music.
Benefit: You can use your bardic music four extra times per day.
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.

### **[General] EXTRA RAGE**

Flavor text: You may rage more frequently than normal
Prerequisite: Rage or frenzy ability
Benefit: You rage or frenzy two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.

### [**General] EXTRA SLOT**

Flavor text: You can cast an additional spell.

Prerequisite: Caster level 4th.

Benefit: You gain one extra spell slot in your daily allot-ment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th-level sorcerer (maximum spell level 2nd) gains either an extra 0-level or 1st-level slot, and is able to cast any spell he knows of the chosen level one more time each day. Likewise, a 4th-level wizard can prepare any extra 0-level or 1st-level spell he knows. Once selected, the extra spell slot never changes level.

Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.

### **[General] EXTRA SMITING**

Flavor text: You can make more smite attacks.

Prerequisite: Smite ability, base attack bonus +4.

Benefit: When you take this feat, you gain two extra 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 undead, for example).Special: You can ta ke this feat multiple times. Its effects stack.

### **[General] EXTRA SPELL**

Flavor text: You learn an additional spell.

Prerequisite: Caster level 3rd

Benefit: You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a new 0-level or 1st-level spell known with which to expand her repertoire. For classes such as wizard that have more options for learning spells, Extra Spell is generally used to learn a specifi c spell that the character lacks access to and would be unable to research.

Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast.

### **[General] EXTRA SPELL SECRET**

Flavor text: You learn an additional spell secret.

Prerequisite: Spell secret class ability, able to cast 2nd-level spells.

Benefit: You choose one spell known to you that becomes permanently modifi ed as though affected by Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, nor does the choice of spell and modifi cation once chosen. As you go up in level, you can choose the same spell to be modifi ed in different ways with multiple spell secrets (either from additional uses of this feat or through the spell secret class ability). You do not need to have the metamagic feat that you apply to the spell.

Special: You can take this feat multiple times. Each time, you can select another spell to be permanently modifi ed as though affected by one of the metamagic feats mentioned above. You can choose the same spell to be modifi ed with multiple applications of this feat.

### **[General] EXTRA STUNNING**

Flavor text: You gain extra stunning attacks.
Prerequisite: Stunning Fist, base attack bonus +2
Benefit: You gain the ability to make three extra stunning attacks per day.
Special: You can take this feat multiple times. Its effects stack.

### **[General] EXTRAORDINARY CONCENTRATION**

Flavor text: Your mind is so focused that you can cast spells even while concentrating on another spell.

Prerequisite: Concentration 15 ranks.

Benefit: When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If you beat the DC by 10 or more, you can maintain concentra- tion on the spell as a swift action (see Swift Actions and Immediate Actions, page 137). Using this ability is a free action, but if you fail the Concentration check, you lose concentration on the maintained spell and its effect ends. This feat does not give you the ability to maintain concentration on more than one spell at a time.

Normal: Concentrating on a spell is a standard action.

### **[General] EXTRAORDINARY SPELL AIM**

Flavor text: You can shape a spell’s area to exclude one creature from its effects.

Prerequisite: Spellcraft 15 ranks.

Benefit: Whenever you cast a spell with an area, you can attempt to shape the spell’s area so that one creature within the area is unaffected by the spell. To accomplish this, you must succeed on a Spellcraft check (DC 25 + spell level). Casting a spell affected by the Extraordinary Spell Aim feat requires a full-round action unless the spell’s normal casting time is longer, in which case the casting time is unchanged.

### **[General] EYES IN THE BACK OF YOUR HEAD**

Flavor text: Your superior battle sense helps minimize the threat of fl ank-ing attacks.

Prerequisite: Wis 13, base attack bonus +1.

Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to Armor Class, such as when you are flat-footed. You may still be sneak attacked when flanked

Normal: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls against you.

### **[General] FAITH IN THE FROST**

Flavor text: You channel frozen energies from your deity when you turn or rebuke creatures.
Prerequisite: Ability to turn or rebuke creatures, access to Cold or Winter cleric domain.
Benefit: When you successfully turn or rebuke a creature, it takes cold damage equal to your Charisma modifier as blasts of ice and cold energy tear through its body.

### **[General] FASTER HEALING**

Flavor text: You recover faster than normal

Prerequisite: Base Fortitude save bonus +5

Benefit: You recover lost hit points and ability score points faster than you normally would, according to the table on the next page

Hit Points Recovered per Character Level per Day

With Faster Healing With Faster Healing Normal and Long-Term Care From a successful Heal Check Normal Normal and Long-Term Care from a successful Heal Check

Strenuous activity 1 2 0 0

Light activity 1.5 3 1 2

Complete bed rest 2 4 1.5 3

Ability Score Points Recovered per Day

With Faster Healing With Faster Healing Normal and Long-Term Care From a successful Heal Check Normal Normal and Long-Term Care from a successful Heal Check

Strenuous activity 1 2 0 0

Light activity 1.5 3 1 2

Complete bed rest 2 4 1.5 3

### **[General] FAVORED MAGIC FOE**

Flavor text: Through study, you have learned how best to defend yourself against your favored enemies' spells and how to best affect them with your own.

Prerequisite: Knowledge 6 ranks (in appropriate skill; see below) or favored enemy class feature.

Benefit: Choose a creature type for which you have the favored enemy class feature, or one associated with a Knowledge skill in which you have at least 6 ranks (see below, Complete Mage). If you choose humanoid or outsider, you must also choose a subtype from Table 3–14: Ranger Favored Enemies (PH 47). 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 spell-like abilities.

Special: You can take this feat multiple times. Each time you take this feat, you choose a new creature type (or subtype, in the case of humanoids or outsiders).

### **[General] FAVORED POWER ATTACK**

Flavor text: You are able to deal more damage against your favored enemies.

Prerequisite: Favored enemy ability, Power Attack, base attack bonus +4

Benefit: When you use the Power Attack feat against a favored enemy, you may subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. If you attack with a weapon in two hands, add three times the number. The normal restrictions of the Power Attack feat apply

### **[General] FEARSOME NECROMANCY**

Flavor text: Creatures subjected to your necromantic spells feel the chill of fear.

Prerequisite: Spell Focus (necromancy) or necromancer level 1st.

Benefit: Any foe required to save against a necromancy spell you cast is shaken for 1 round, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).

Special: A necromancer can select this feat as a wizard bonus feat.

### **[General] Feral Companion**

Flavor text: Your bond with nature calls to you vicious and rabid beasts that hunger for vio-lence and the taste of blood, able to subsist on flesh and carrion even if normally herbivorous. This feral beast is untamable by anyone but you

Prerequisite: Any evil alignment, hunter’s bond, mount, nature bond, or similar class feature that grants an animal companion.

Benefit: Your animal companion gains a +2 pro-fane bonus to Strength and Constitution and a +2 profane bonus on saves vs. mind-affecting effects. This is doubled to +4 on saves against effects that specifically target animals. Any creature other than you takes a -10 penalty on Handle Animal or wild empathy checks it makes with your animal com-panion. In addition, your companion is a carrier for a type of rabies. This does not harm the animal itself, but any creature damaged by its bite attack contracts rabies (DC 14 Fortitude negates). If your animal companion does not normally possess a bite attack, it gains a bite attack appropriate for its size as a secondary natural weapon. When you reach 15th level in the class that grants you your companion, your companion gains Bleed-ing Critical as a bonus feat in place of gaining improved evasion.

### **[General] FISTS OF IRON**

Flavor text: You have learned the secrets of imbuing your unarmed attacks with extra force.

Prerequisite: Improved Unarmed Strike, Stunning Fist, base attack bonus +2

Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day.

### **[General] FLEET OF FOOT**

Flavor text: You run nimbly, able to turn corners without losing momen-tum.

Prerequisite: Dex 15, Run.

Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat in medium or heavy armor, or if you’re carrying a medium or heavier load. If you are charging, you must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.

Normal: Without this feat you can run or charge only in a straight line.

### **[General] FLICK OF THE WRIST**

Flavor text: With a single motion, you can draw a light weapon and make a devastating attack

Prerequisite: Dex 17, Sleight of Hand 5 ranks, Quick Draw

Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent fl at-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter.

### **[General] FLYING FISH LEAP**

Flavor text: You can hurl yourself out of the water with ease.

Prerequisite: Jump 8 ranks, Swim 4 ranks.

Benefit:When leaping out of the water with a high jump, you ignore the penalty on the Jump check. In addition, you can fling yourself over the surface of the water when you make a high jump, leaping laterally just as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump.

Normal: Jump checks incur a –10 penalty when making a high jump out of water.

### **[General] FLYING KICK**

Flavor text: You literally leap into battle, dealing devastating damage.
Prerequisite: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack.
Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack

### **[General] FORCE OF PERSONALITY**

Flavor text: You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower.
Prerequisite: Cha 13.
Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.

### **[General] Freerunner**

Flavor text: You can move in more baffling ways than others.
Prerequisite: Any two movement skill tricks.
Benefit: You immediately learn up to two movement skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on movement skill tricks.
Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.

### **[General] FROSTFELL PRODIGY**

Flavor text: You gain additional bonus spells in cold regions.

Prerequisite: Con 13, Snowcasting, Frozen Magic, Cold Focus.

Benefit: In cold areas (temperature at or below 40° F), the ability score used to determine how many bonus spells you may prepare or cast is treated as if it were 2 higher than its actual score. 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. In areas of extreme cold (below –20° F), the ability score is treated as if it were 4 higher than its actual score for purposes of determining how many bonus spells you can prepare or cast.

### **[General] FROZEN BERSERKER**

Flavor text: When you enter your barbarian rage, your body becomesinfused with cold energy.

Prerequisite: Ability to rage.

Benefit: As long as you are under the effects of a barbarian rage, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

### [**General] FROZEN MAGIC**

Flavor text: Your cold spells are more powerful when you cast them in a cold region.
Prerequisite: Con 13, Snowcasting.
Benefit: In cold areas (temperature at or below 40° F), spells with the cold descriptor cast by you manifest at caster level +1. In areas of extreme cold (below –20° F), cold spells cast by you manifest at caster level +2.

### **[General] Frozen Shade of the Umbral Wood**

Flavor text: Raised high in the esteem of that pale procession which stalks the heart of the Midnight Lord’s hunting grounds, you are granted even greater power to carve his icy will into yielding, shrieking flesh. These incredible gifts mimic many of those attributed to heretic oracles and witches who would pretend to some mastery over your cruel god’s portfolio, but the cold majesty of your will outshines the most potent of their feeble dabblings.

Prerequisite: Neutral evil, Shade of the Umbral Wood

Benefit: Whenever a creature fails a saving throw and takes cold damage from one of your druid spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow crea-tures. At 11th level, the duration increases to 1d4 rounds.Whenever you cast a touch or ranged touch spell, you may infuse the magic with cold as a swift ac-tion. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect 13If the spell allows a saving throw, a successful save negates this additional cold damage.Add the following spells to your druid spell list: 3rd—draconic reservoir (may absorb fire, but that energy is released as cold); 4th—wall of ice, freez-ing strike (as flame strike, but with the cold de-scriptor and dealing cold instead of fire damage); 5th—ice body, icy prison; 6th—cone of cold; 7th—freezing sphere; 8th—polar ray; 9th—icy prison, mass. You also may spontaneously cast frostbite in place of any spell of 1st-level or higher, and frigid touch in place of any spell of 2nd-level or higher.Special: You may never again light a fire, includ-ing a torch or candle, nor use a sun rod, alchemist’s fire or firearm of any kind. You may not consume cooked meat, nor anything that has been baked or fried, nor drink any liquid that has been warmed by a hearth — violating any of these tenets instantly destroys your Umbrae-Token. In addition, you gain vulnerability to fire.

Special: Your personal Umbrae-Token now radi-ates faint evocation magic as well as necromancy.

### **[General] FROZEN WILD SHAPE**

Flavor text: You can assume the form of magical beasts with the cold subtype.

Prerequisite: Base Fortitude save bonus +6, wild shape ability.

Benefit: You may use your wild shape ability to assume the form of any magical beast with the cold subtype. Your new form must still fall within the size limitations of your wild shape ability. As with the standard wild shape ability, you do not gain any of the extraordinary special qualities or any supernatural abilities possessed by the new form, with the exception of the cold subtype. This subtype grants you immunity to cold but vulnerability to fi re, which means you take half again as much (+50%) damage as normal from fi re while in a frozen wild shape, regardless of whether a saving throw is allowed, or if the save is a success or failure. Possible cold magical beasts from the Monster Manual include cryohydras (Huge wild shape required), frost worms (Huge wild shape required), and winter wolves. Possible cold magical beasts from Monster Manual II include frost salamanders. Possible cold magical beasts from this book (Frostburn) include brantas (Large wild shape required), ice toads (Large wild shape required), urskans (Large wild shape required), and tlalusks (Huge wild shape required).

### **[General] GREAT CAPTAIN**

Flavor text: You are a master pilot and battle leader; your crew antici-pates your every command and leaps to do your bidding.

Prerequisite: Profession (sailor) 7 ranks, Knowledge (geography) 7 ranks, Leadership

Benefit: If you are in command of a vessel, you can use the aid another action to assist all other persons on board who are performing the same action in the current round—for example, making an attack, making Profession (siege engineer) checks, making Profession (sailor) checks, and so forth. Commanding the vessel in combat is a move action for you.

Normal: You can only use the aid another action to assist one character at a time. Commanding a vessel in combat requires a standard action.

### **[General] GREATER COLD FOCUS**

Flavor text: Your cold spells are now even more potent than before.
Prerequisite: Cold Focus.
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 Cold Focus, Spell Focus, and Greater Spell Focus.

### **[General] GREATER KIAI SHOUT**

Flavor text: Your kiai shout can panic your opponents.

Prerequisite: Cha 13, Kiai Shout, base attack bonus +9.

Benefit: When you make a kiai shout, your opponents are panicked for 2d6 rounds unless they succeed on Will saves (DC 10 + 1/2 your character level + your Cha modifi er). The kiai shout affects only opponents with fewer Hit Dice or levels than you have.

### **[General] GREATER RESILIENCY**

Flavor text: Your extraordinary resilience to damage increases.

Prerequisite: Damage reduction as a class feature or innate ability.

Benefit: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbar-ian has damage reduction 3/–. By taking this feat, he raises it to 4/–. When he reaches 16th level, his damage reduction becomes 5/– and at 19th level, it becomes 6/–. 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 reduc-tion, choose which to increase when you take this feat.

### **[General] GREEN EAR**

Flavor text: Your bardic music can affect plant creatures.

Prerequisite: Perform (any) 10 ranks, bardic music.

Benefit: You can alter any of your mind-affecting bardic music abilities (or similar Perform-based abilities from other classes) so that they influence only plant creatures instead of other creatures. However, plants receive a +5 bonus on Will saves against any of these effects.

Normal: Plants are normally immune to all mind-affecting spells and abilities.

### **[General] Grim-Masked Shade of the Umbral Wood**

Flavor text: The dreadful, soulless gaze of your awful fetish-effigy allows you to reach much farther with your terrible magics

Prerequisite: Neutral evil, Shade of the Umbral Wood, able to cast 2nd level spells

Benefit: ou may deliver touch spells at range as long as you are within an area of dim or lower lighting. After casting a touch spell, as a full-round action, you can designate a target and focus upon them, delivering the spell as a ranged touch attack. The target must be within 25 ft. At 5th level and every 2 levels thereafter, the range of this ability increases by 5 feet, to a maximum of 70 feet at 20th level.

Special: Your personal Umbrae-Token is incorpo-rated into a hideous mask, which must be worn to gain the effects of this feat

### **[General] GUARDIAN SPIRIT**

Flavor text: Your watchful spirit is more capable than normal.

Prerequisite: Watchful spirit class ability

Benefit: Your watchful spirit allows you to reroll your 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 initiative check or saving throw is made.

### **[General] Guns Out of the Grave**

Flavor text: You don’t stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you’re a shade too rough and an ounce too mean to stay buried ... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.

Prerequisite: Grit pool, undead type

Benefit: If you are destroyed while you have at least 1 point in your grit pool, you rise again in 2d4 days, much like the rejuvenation ability of a ghost. If you have no grit remaining when you are destroyed, you instead rise after 1d10 years.If your firearms have been removed from your remains after your destruction, they are teleported back to your person when you rise if they are within 1 mile per Hit Die. If they were broken or destroyed, they are immediately repaired and fully functional, as if make whole had been cast upon them. If your firearms are outside this range or are otherwise blocked from returning to you, you can instead sense their direction regardless of distance (including if they are in an extradimensional space). This sense can be blocked by any effect that blocks scrying. You gain the benefits of true seeing and discern lies (caster level equal to your Hit Dice) constantly with respect to any creature carrying one of your f i r e a r m s. T h e s e abilities cannot be dispelled. In addition, you may spend one point of grit to perform any of the following special deeds for which you qualify:

Desolate Cry (Su): As a move action, you can expend 1 grit point while unleashing a deathly scream of despair and loss, causing all creatures within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn. You can maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also causes mundane and non-magical vegetation in the area, causing it to blacken and shrivel, with a 50% chance each round of crumbling to dust. It otherwise functions identically to the dirge of doom bardic performance ability. You must have at least 8 Hit Dice to use this deed.

Ghost Rider (Sp): As a full-round action, you can use phantom steed as a spell-like ability, using your Hit Dice as your caster level. This spectral or skeletal speed has a unique and distinctive appearance, which is the same each time it is created. You must have at least 6 Hit Dice to use this deed.

Hideous Wound (Su): If your undead form possesses a supernatural special attack that is normally conveyed by a melee attack, such as a vampire’s energy drain or a ghoul’s disease or paralysis, as a swift action you can expend 1 grit point to add the effects to a single firearm attack you make. You must choose to use this ability before the attack roll is made. If the attack misses, the effect is wasted. You must have at least 4 Hit Dice to use this deed.

Shake Off Control (Ex): Whenever you fail a saving throw that would take control of your undead form, such as the Command Undead feat or command undead spell, you can expend 1 grit point to reroll the saving throw. You must accept the result of the second roll. You must have at least 2 Hit Dice to use this deed.

### **[General] HAMSTRING**

Flavor text: You can wound your opponents’ legs, hampering their movement.

Prerequisite: Sneak attack ability, base attack bonus +4.

Benefit: If you hit with a melee sneak attack, you may choose to forgo 2d6 points of extra sneak attack damage to reduce your opponent’s base speed by half. This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical healing is made. Creatures immune to sneak attack damage and creatures with no legs or more than four legs can’t be slowed down with a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other speeds (fl y, burrow, and so on) aren’t affected. You may use this ability once per round

### **[General] HASTY SPIRIT**

Flavor text: Your watchful spirit lends you a burst of speed in times of great need.

Prerequisite: Watchful spirit class feature (see the wu jen class in Complete Arcane).

Benefit: If you use an initiative reroll from your watchful spirit class feature, you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit class feature.

### **[General] HEAR THE UNSEEN**

Flavor text: Your sense of hearing is so acute that you can partially pinpoint an opponent’s location by sound, allowing you to strike even if the opponent is concealed or displaced.

Prerequisite: Listen 5 ranks, Blind-Fight.

Benefit: As a move action that does not provoke attacks of opportunity, you can attempt a DC 25 Listen check. If successful, you can pinpoint the location of all foes within 30 feet, as long as you have line of effect to them. This benefit does not eliminate the normal miss chance for fighting foes with concealment, but it ensures that you can target the correct square with your attacks. If you are deafened or within an area of silence, you can’t use this feat. If an invisible or hidden opponent is attempting to move silently, your Listen check is opposed by your opponent’s Move Silently check, but your opponent gains a +15 bonus on this check. This feat does not work against perfectly silent opponents, such as incorporeal creatures.

[General] HEAT ENDURANCE

Flavor text: Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you can exist with ease in high-temperature environments.

Prerequisite: Base Fortitude save +2.

Benefit: You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up to 120° F without having to make Fortitude saves (see Heat Dangers, page 12, Sandstorm). Your protection against heat is level 1 (see Protection against Heat, page 14).

### **[General] HEIGHTEN SPELL-LIKE ABILITY**

Flavor text: You can use a spell-like ability as if it were a higher spell-level equivalent than it actually is.

Prerequisite: Spell-like ability at caster level 6th or higher

Benefit: Choose one of your spell-like abilities (subject to the restrictions below) to use at a heightened level up to three times per day (or the ability’s normal use limit, whichever is less). The spell-level equivalent of the heightened spell-like ability is two higher than its normal level (to a maximum of 9th level), with all effects dependent on spell level (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 than or equal to 1/2 your caster level (round down), minus 2.

Special: This feat can be ta ken multiple times. Each time, you apply it to a different one of your spell-like abilities.

### **[General] HOLD THE LINE**

Flavor text: You are trained in defensive techniques against charging opponents
Prerequisite: Combat Refl exes, base attack bonus +2.
Benefit: You may make an attack of opportunity against a charging opponent who enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.

### **[General] ICE HARMONICS**

Flavor text: You can use your voice to shatter ice.

Prerequisite: Bardic music ability, Perform (sing) 6 ranks.

Benefit: By expending one of your daily uses of bardic music, you can cause any unattended nonmagical ice object 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. Any creature located in the 5-foot square in which you target with this ability takes piercing damage equal to 2d6 + your Charisma modifi er. Creatures made of ice that you specifically target with this effect take double damage.

### **[General] ICY CALLING**

Flavor text: Your summon spells work better in the frostfell if you summon native creatures.

Prerequisite: Con 13, Snowcasting.

Benefit: In cold areas (temperature at or below 40° F), creatures native to cold environments and creatures with the cold subtype summoned by you are more powerful and agile than normal. The summoned creatures gain a +4 enhancement bonus to Strength and Dexterity for the duration of the spell that summoned them. In areas of extreme cold (below –20° F), any summoned creature affected by this feat has maximum hit points when summoned.

### **[General] IMPROVED COLD ENDURANCE**

Flavor text: Your training and natural hardiness have improved your natural resistance to cold temperatures.

Prerequisite: Base Fortitude save bonus +6, Cold Endurance.

Benefit: You gain resistance to cold 5. If you already have resistance to cold, it increases by 5 (maximum resistance to cold 15). Special: You can gain this feat multiple times; its effects stack. You cannot have more than resistance to cold 15 as a result of taking this feat.

### **[General] IMPROVED FAMILIAR**

Flavor text: 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 Hand-book). This feat was originally presented on page 200 of the Dungeon Master’s Guide; the description here provides new alternatives for arcane spellcasters who want familiars to stand beside them in battle.

Prerequisite: Ability to acquire a new familiar, compat-ible alignment, suffi ciently high arcane spellcaster level, and base attack bonus

Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). For example, a chaotic good spellcaster could acquire a neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar. The spellcaster must have at least the arcane spellcaster level and base attack bonus indi-cated below in order to acquire the familiar.

Familiar Alignment Arcane Spellcaster Level Base Attack Bonus

Krenshar Neutral 3rd +3

Worg Neutral evil 3rd +3

Blink dog Lawful good 5th +5

Hell hound Lawful evil 5th +5

Hippogriff Neutral 7th +7

Howler Chaotic evil 7th +7

Winter wolf Neutral evil 7th +7

Improved familiars otherwise use the rules presented on pages 52 and 53 of the Player’s Handbook.

\*Granted Abilities: In addition to their own special qualities, all familiars grant their masters the Alertness feat, the benefit of an empathic link, and the ability to share spells with the familiar.

\*Improved Evasion (Ex): If a familiar is exposed to any effect that normally allows it to attempt a Refl ex saving throw for half damage, it takes no damage with a successful saving throw and only half damage on a failed save.

### **[General] Improved Familiar**

Flavor text: You can acquire a new familiar from a nonstandard list of creatures.

Prerequisite: Ability to acquire a new familiar, compatible alignment, sufficiently high arcane spellcaster level.

Benefit: When you choose a familiar, the creatures on the table below are also available. You can choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). For example, a chaotic good spellcaster could acquire a neutral familiar. A lawful neutral spellcaster could acquire a neutral good familiar. Except as noted here, improved familiars otherwise use the normal rules for familiars (PH 52).

Familiar Alignment Arcane Caster Level

Monstrous centipede, Small N 2nd

Badger N 3rd

Monstrous scorpion, Small N 3rd

Viper, Medium N 3rd

Monstrous spider, Small N 4th

Vargouille\* NE 6th

Mephit, any N 7th

Special: This feat was originally presented on page 200 of the DMG; the description here provides new alternatives for arcane spellcasters who want familiars stealthy and versatile enough to follow them anywhere.

### **[General] IMPROVED FAVORED ENEMY**

Flavor text: You know how to hit your favored enemies where it hurts.
Prerequisite: Favored enemy ability, base attack bonus +5.
Benefit: You deal an extra 3 points of damage to your favored ene-mies. This benefi t stacks with any existing favored enemy bonus gained from another class

### **[General] IMPROVED FLIGHT**

Flavor text: You gain greater maneuverability when flying than you would normally have.
Prerequisite: Ability to fly (naturally, magically, or through shapechanging).
Benefit: Your maneuverability class while flying improves by one step—clumsy to poor, poor to average, average to good, or good to perfect.

### **[General] IMPROVED FROSTY TOUCH**

Flavor text: Your frosty touch causes more cold damage.
Prerequisite: Uldra.
Benefit: Your frosty touch ability now deals 2 points of cold damage.
Normal: Your frosty touch ability deals 1 point of cold damage.

### **[General] IMPROVED HEAT ENDURANCE**

Flavor text: You can survive even in the most extreme natural heat conditions.

Prerequisite: Base Fortitude save +6, Heat Endurance.

Benefit: You gain fire resistance 5. If you already have fire resistance, it increases by 5. You can exist comfortably in temperatures up to 160° F without having to make Fortitude saves (see Heat Dangers, page 12, Sandstorm). Your protection against heat is level 3 (see Protection against Heat, page 14).

### **[General] Improved Skirmish**

Flavor text: With a few extra steps, you gain even greater benefits from your skirmishing combat style.
Prerequisite: Skirmish +2d6/+1 AC.
Benefit: If you move at least 20 feet away from where you were at the start of your turn, your skirmish damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2.
Normal: A scout’s bonus damage and AC bonus apply if she moves at least 10 feet away from where she was at the start of her turn (see the skirmish class feature in the sidebar on page 25).
Special: A scout can select Improved Skirmish as one of her scout bonus feats (Complete Adventurer 13).

### **[General] IMPROVED SMITING**

Flavor text: Your smite attacks deal more damage to specific foes, and can damage creatures with alignment-based damage reduction.

Prerequisite: Cha 13, smite ability.

Benefit: Whenever you make a smite attack, your attack overcomes damage reduction as if had an alignment, and you deal an extra +1d6 points of damage to targets of a specific alignment. If the smite attack has an alignment associated with it, it deals its extra damage to foes of that alignment and it is treated as having the opposite alignment for overcoming damage reduction. For example, a paladin’s smite evil attacks are treated as having the good alignment and deal +1d6 damage to evil targets, while a blackguard’s smite good attacks are treated as having the evil alignment and deal +1d6 damage to good targets. If the smite attack has no alignment associated with it, you must choose an alignment component (chaotic, evil, good, or lawful) when you select the feat. Your smite attacks overcome damage reduction as if they had that alignment, and deal +1d6 points of damage to foes of the opposite alignment. For example, a lawful neutral cleric of St. Cuthbert with the Destruction domain who selected this feat must choose for his smite attacks to be lawfully aligned (and these attacks would deal +1d6 points of damage to chaotic targets). A lawful evil cleric of Hextor with the Destruction domain could choose to have his smite attacks be lawfully or evilly aligned (and these attacks would deal +1d6 points of damage to chaotic targets or to good targets, respectively). 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. If you later change alignment so that the chosen alignment component is no longer part of your alignment, you lose the benefi ts of this feat.

Special: If you have the smite ability from more than one class, the effect of the feat applies to all your smite abilities, and it is possible to select different alignments for each (as long as the alignments chosen are legal selections). For example, a paladin/cleric with the Destruction domain must choose good for his smite good ability, but could choose law for his smite domain power.

### **[General] IMPROVED SWIMMING**

Flavor text: You can swim faster than you normally could.
Prerequisite: Swim 6 ranks.
Benefit: You can swim half your speed as a move action or your speed as a full-round action.
Normal: You swim at one-quarter your speed as a move action or at half your speed as a full-round action.

### **[General] INNATE SPELL**

Flavor text: You have mastered a spell so thoroughly that you can now use it as a spell-like ability.

Prerequisite: Quicken Spell, Silent Spell, Still Spell.

Benefit: Choose any spell you can cast. 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 perma-nently used to power it, and any XP cost for the innate spell is paid each time you use it. As well, you must have any focus required by the spell in order to use it as a spell-like ability, and if the innate spell has a costly material component, you must use an item worth 50 times that cost as a focus. Since an innate spell is a spell-like ability and not an actual spell, a cleric can’t lose it to spontaneously cast a cure or inflict spell. As well, spellcasters who become unable to cast spells of the level of the spell slot used to power the innate spell become unable to use the spell-like ability.

Special: You can choose this feat more than once, selecting another spell and paying the spell slot, focus, and material components costs each time.

### **[General] INSIGHTFUL**

Flavor text: You possess a magical understanding of the workings of arcane detection.
Prerequisite: None
Benefit: An innate talent for magic grants you the follow-ing spell-like abilities as a 1st-level caster: 1/day—detect magic, detect secret doors, read magic.

### **[General] INSIGHTFUL DIVINATION**

Flavor text: Casting a divination spell grants you an uncanny insight into danger.

Prerequisite: Spell Focus (divination) or diviner level 1st.

Benefit: When you cast a divination spell, you gain an insight bonus equal to the spell's level + 1 on initiative 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 both bonuses until you cast another divination spell. If you cast a second divination spell when the first benefit is still active, you choose whether to retain your existing bonus or take the new one granted by the second spell.

Special: A diviner can select this feat as a wizard bonus feat.

### **[General] INSIGHTFUL REFLEXES**

Flavor text: Your keen intellect allows you an uncanny knack for evading dangerous effects.
Prerequisite: None
Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.

### **[General] INSTANTANEOUS RAGE**

Flavor text: You activate your rage instantly

Prerequisite: Rage or frenzy ability.

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 as a free action in response to another’s action. Thus, you can gain the benefits of rage in time to prevent or ame-liorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.Normal: You enter a rage only during your turn.

### **[General] INTIMIDATING RAGE**

Flavor text: Your rage engenders fear in your opponents

Prerequisite: Rage or frenzy ability.

Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see the Intimidate skill, page 76 of the Player’s Handbook). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter

### **[General] Iron Shade of the Umbral Wood**

Flavor text: You have willingly made your flesh a canvas for the agonizing art of your fellow Kuthites, and have shown them the full measure of your cruel inventiveness in turn - all under the black, ever-watchful gaze of the Midnight Lord’s most pious. In the course of your excruciating devotion, deep in halls beneath the earth, you have been ordained as a full member of that sadistic clergy in fellow service to the Dark Prince; many terrible, dimly-lit secrets of slick, gore-drenched steel have been unveiled before you.

Prerequisite: Neutral evil, Heal 3 ranks, Knowl-edge (planes) 3 ranks, Knowledge (religion) 3 ranks, patron deity The Dark Prince of Pain, Shade of the Umbral Wood

Benefit: You are no longer prohibited from wear-ing metal armor, and you gain proficiency with the spiked chain. However, you permanently lose 1 hit point per Hit Die you possess, and you gain the light blindness special quality.Whenever you use summon nature’s ally, you may choose to summon any of the following crea-tures in place of other creatures of the appropriate level: 1st—lesser shadow; 2nd—augur kyton; 3rd—shadow; 4th—ostiarius kyton, umbral shepard; 5th—evangelist kyton, shadow mastiff; 6th—shad-ow demon; 7th—greater shadow; 8th—interlocu-tor kyton. In addition, you may spontaneously cast sympathetic wounds in place of any spell of 2nd-level or higher.

Special: Your personal Umbrae-Token now radiates faint abjuration and conjuration magic as well as necromancy.

### **[General] JACK OF ALL TRADES**

Flavor text: You have picked up a smattering of even the most obscure skills.

Prerequisite: Int 13.

Benefit: You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don’t allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn’t allow skill checks (such as Speak Language), this feat has no effect.

Normal: Without this feat, you can’t attempt some skill checks (Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of Hand, Speak Language, Spellcraft, Tumble, and Use Magic Device) unless you have ranks in the skill.

### **[General] JUDGED BY AURIFAR**

Flavor text: Aurifar, the Caliph of the Sky, has judged you, and he now shows you special favor.

Prerequisite: Patron deity Aurifar, must have survived at least three days in the waste without water.

Benefit: You gain a +2 sacred bonus on Constitution checks to avoid the negative effects of thirst (see Dehydration, page 15 Sandstorm). You gain a +2 sacred bonus to your Armor Class against undead creatures that are adversely affected by sunlight, such as vampires and wraiths. Cleric is now an additional favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing.

Special: Your aura shows faint abjuration magic. If you ever lose favor with Aurifar, or change your patron deity to another deity, you lose the benefit of this feat, and you immediately begin experiencing the effects of thirst as though you had gone without water for one week. You do not gain a replacement feat. If you later return to Aurifar’s faithful and receive an atonement spell, you regain the benefi t of this feat.

### **[General] KARMIC STRIKE**

Flavor text: You have learned to strike when your opponent is most vulnerable—the same instant your opponent strikes you

Prerequisite: Dex 13, Combat Expertise, Dodge

Benefit: You can make an attack of opportunity against an opponent that hits you in melee. On your action, you choose to take a -4 penalty to your Armor Class in exchange for the ability to make an attack of 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 area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a round. You specify on your turn that you are activating this feat, and the change to your Armor Class and your ability to make these special attacks of opportunity last until your next turn.

### **[General] KIAI SHOUT**

Flavor text: You can bellow forth a shout that strikes terror into your enemies.

Prerequisite: Cha 13, base attack bonus +1

Benefit: Making a kiai shout is a standard action. Oppo-nents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. The kiai shout affects only opponents with fewer Hit Dice or levels than you have. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + 1/2 your character level + your Cha modifi er). You can use the benefi t of this feat three times per day

### **[General] Kung Fu Genius**

Flavor text: Some styles of martial arts require the student to memorize advanced medical texts and anatomical charts. These styles favor the intellectual over the introspective.
Prerequisite: Int 13, must be gained at or before the first level of the monk class is taken.
Benefit: You use your Intelligence modifier rather than Wisdom for all monk special abilities that normally rely on Wisdom.

### **[General] LANDWALKER**

Flavor text: You can survive out of the water for a longer period of time than most of your kind.
Prerequisite: Aquatic elf.
Benefit: You can survive out of the water for 3 hours per point of Constitution. After this point you must make a Fortitude saving throw each hour (DC 15, + 1 for each previous check) or you begin to suffocate.
Normal: Aquatic elves can survive out of water for 1 hour per point of Constitution; after this point they begin to suffocate.

### **[General] LEAP ATTACK**

Flavor text: You can combine a powerful charge and a mighty leap into one devastating attack.

Prerequisite: Jump 8 ranks, Power Attack.

Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

### **[General] LIGHT OF AURIFAR**

Flavor text: Undead that you turn or rebuke immolate.
Prerequisite: Ability to turn or rebuke undead, access to either the Fire or Sun domain.
Benefit: Any undead that you successfully turn or rebuke take 2d6 points of fi re damage in addition to the normal turning or rebuking effect.

### **[General] LINGERING SONG**

Flavor text: Your inspirational bardic music stays with the listeners long after the last note has died away.
Prerequisite: Bardic music.
Benefit: If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after an inspired ally stops hearing you play.
Normal: Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bardsing plus an additional 5 rounds thereafter.

### **[General] MAGE SLAYER**

Flavor text: You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.

Prerequisite: Spellcraft 2 ranks, base attack bonus +3

Benefit: You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.

Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4

### **[General] MAGIC DEVICE ATTUNEMENT**

Flavor text: You have a knack for activating familiar magic items.

Prerequisite: Use Magic Device 1 rank.

Benefit: If you successfully activate an item with the Use Magic Device skill, you can take a free action to attune yourself to the item. For the next 24 hours, you can activate that item without making further Use Magic Device checks. You can attune yourself to only one item at a time. If you attune yourself to a second item, the previous attunement ends.

### **[General] MALIGN SPELL FOCUS**

Flavor text: The character’s spells that have the evil descriptor are morepotent than normal due to a deal she makes with an evil power.
Prerequisite: Any evil alignment.
Benefit: Add +2 to the DC for all saving throws againstany of the character’s spells that have the evil descriptor.

### **[General] MARK OF HLEID**

Flavor text: You bear a birthmark in the shape of the holy symbol of Hleid (a ragged white triangle with a vortex of blue fl ame in its center) somewhere on your body; this mark identifi es you as an ally of the church of Hleid and grants you supernatural qualities.

Prerequisite: Your patron deity must be Hleid.

Benefit: The actual birthmark itself radiates faint abjuration magic if it is viewed with a detect magic spell, and faint good if viewed with a detect good spell. You are immune to the frost touch special attack of a rimefire eidolon. Additionally, you can handle rimefire ice barehanded without taking any cold damage. Cleric is now a favored class for you; the cleric class does not count when determining whether you take an experience point penalty for multiclassing. You gain a +2 sacred bonus to your Armor Class against nevil-aligned creatures with the cold subtype.

Special: If you ever lose favor with Hleid, or change your patron deity to another deity, the mark of Hleid fades and you lose all benefi ts of this feat. You do not gain a replacement feat. If you later return to Hleid’s faithful and receive an atonement spell, the mark reappears and you regain the benefi ts of the feat.

### **[General] MASTER OF UNDEATH**

Flavor text: You can control an undead that you create . . . for a time.

Prerequisite: Knowledge (religion) 5 ranks.

Benefit: When you create an undead creature, you can decide that it doesn't count against your normal limit of controlled undead creatures. In this case, you still control the creature, but only for a number of days equal to your caster level. When this duration ends, the undead immediately becomes hostile to you (though you can establish control over it by other means). You can have only one creature of this kind at a time.

### **[General] Master Spellthief**

Flavor text: Your arcane studies allow you to mingle arcane magic of different flavors for great effect.

Prerequisite: Ability to cast 2nd-level arcane spells, steal spell.

Benefit: Your spellthief levels stack with levels of other arcane spellcaster classes (that is, levels of any class that grants arcane spellcasting other than the spellthief) for the purpose of determining what level of spell you can steal. For example, a 4th-level spellthief/4th-level wizard could steal spells of up to 4th level, as if he were an 8th-level spellthief. Your spellthief and arcane spellcaster levels also stack when determining your caster level for all arcane spells. The character described above would have a caster level of 8th for both his spellthief spells and his wizard spells. In addition, you do not incur a chance of arcane spell failure for arcane spells cast or stolen from other classes, but only if you are wearing light armor. You incur the normal arcane spell failure chance when wearing medium or heavy armor or when using a shield.

Normal: A spellthief does not incur a chance of arcane spell failure when casting spellthief spells in light armor. He incurs the normal arcane spell failure chance for other arcane spells he casts, including those stolen from arcane casters (Complete Adventurer 15).

### **[General] MAXIMIZE SPELL-LIKE ABILITY**

Flavor text: You can use a spell-like ability at its maximum effect.

Prerequisite: spell-like ability at caster level 6th or higher.

Benefit: Choose one of your spell-like abilities (subject to the restrictions below) to use at maximum effectiveness up to three times per day (or the ability’s normal use limit, whichever is less). All variable, numeric effects of the spell-like ability are maximized, dealing maximum damage, curing the maximum number of hit points, affecting the maximum number of targets, and so on. For example, a 10th-level warlock’s maximized eldritch blast deals 36 points of damage three times per day. Saving throws and opposed checks (such as the one you 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 benefi t of each feat separately (getting the maximum result plus one-half the normally rolled result). For example, a fi re mephit’s empowered maximized scorching ray would deal 24 points of damage plus one-half of 4d6 points of damage. 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 2. For a summary, see the Caster Level to Empower column in the table on page 304 of the Monster Manual.

Special: This feat can be taken multiple times. Each time, you apply it to a different one of your spell-like abilities.

### **[General] MELODIC CASTING**

Flavor text: You can weave your music and magic together into a single perfect voice.

Prerequisite: Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature.

Benefit: Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.

Normal: A bard can't cast spells or activate magic items by command word or spell completion while using bardic music.

### **[General] METAMAGIC SCHOOL FOCUS**

Flavor text: You are unusually skilled at modifying the effects of a particular school of magic.

Prerequisite: Spell Focus (chosen school) or specialist wizard in chosen school.

Benefit: Choose a school of magic for which you have the Spell Focus feat, or the school in which you have specialized. Three times per day, you can reduce by one level the cost of a metamagic feat applied to a spell of the chosen school. If you prepare spells, you can have only up to three such reduced cost spells prepared at any time.

Special: A wizard can select this feat as a wizard bonus feat. This feat can be taken more than once. Each time you take it, it applies to a different school of magic.

### **[General] METAMAGIC SPELL TRIGGER**

Flavor text: You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.

Prerequisite: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks.

Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires. If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th-level spell slot to cast). If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.

### **[General] MOBILE SPELL-CASTING**

Flavor text: Your focused concentration allows you to move while casting a spell.

Prerequisite: Concentration 8 ranks.

Benefit: You can make a special Concentration check (DC 20 + spell level) when casting a spell. 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 than 1 standard action to cast.) If the check fails, you lose the spell and fail to cast it, just as if you had failed a Concentration check to cast the spell defensively. You still provoke attacks of oppor- tunity for casting spells from any creatures who threaten you at any point of your movement. You can cast defensively while using this feat, but doing so increases the Concentration DC to 25 + spell level.

[General] MONKEY GRIP

Flavor text: You are able to use a larger weapon than other people your size

Prerequisite: Base attack bonus +1.

Benefit: You can use melee weapons one size category larger than you are with a –2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. 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 cannot use this feat with a double weapon.

Normal: You can use a melee weapon one size category larger than you are with a –2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all

### **[General] MORTALBANE**

Flavor text: The creature can make a spell-like ability particularly deadlyto mortals.

Prerequisite: None

Benefit: A mortalbane ability is a damaging spell-like abil-ity that deals 2d6 points of additional damage when usedagainst living nonoutsiders, but only half damage (roundeddown) against outsiders, undead, and constructs. For example,if a mortalbanecone of coldfrom a gelugon would normally deal 45 points of damage, it actually deals 45 + 2d6 points of damageto a humanoid, but only 22 points of damage to a night hag.Creatures immune to cold—regardless of their type—stilltake no damage from a mortalbanecone of cold.Mortalbane can be applied to each of a creature’s spell-likeabilities five times per day, though the feat does not allowthe creature to exceed its normal usage limit for any ability.Thus, if a gelugon chooses to apply Mortalbane to itscone ofcoldability, it can use a mortalbanecone of coldup to fivetimes that day. Thereafter, it could use itscone of cold ability again normally (since it can usecone of coldat will).

Special:This feat can be taken multiple times. Each timeit is taken, the creature can apply it to each of its spell-likeabilities five additional times per day.

### **[General] MOUNTAINEER**

Flavor text: You are a particularly gifted explorer and mountain climber.
Prerequisite: None
Benefit: You get a +2 bonus on all Climb and Survival checks.

### **[General] NATURAL BOND**

Flavor text: Your bond with your animal companion is exceptionally strong.

Prerequisite: Animal companion.

Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the Player’s Handbook). This bonus can never make your effective druid level exceed your character level.

### **[General] NECROPOLIS BORN**

Flavor text: You possess a magical understanding of the essence of mortal dread.
Prerequisite: None
Benefit: An innate talent for magic grants you the follow-ing spell-like abilities as a 1st-level caster: 1/day—cause fear, ghost sound, touch of fatigue. Save DC 10 + spell level + your Chamodifier.

### **[General] NIGHT HAUNT**

Flavor text: You possess a magical understanding of the workings of the unseen.
Prerequisite: None
Benefit: An innate talent for magic grants you the follow-ing spell-like abilities as a 1st-level caster: 1/day—dancing lights, prestidigitation, unseen servant. Save DC 10 + spell level + your Cha modifier.

### **[General] OBSCURE LORE**

Flavor text: You are a treasure trove of little-known information.
Prerequisite: Bardic knowledge or lore class feature.
Benefit: You gain a +4 insight bonus on checks using your bardic knowledge or lore class feature.

### **[General] OBTAIN FAMILIAR**

Flavor text: You gain a familiar.

Prerequisite: Knowledge (arcana) 4 ranks, arcane caster level 3rd.

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 Handbook).As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp. For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack

### **[General] OLD SALT**

Flavor text: You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather.

Prerequisite: Profession (sailor) 5 ranks.

Benefit: You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. Additionally, you can use a Profession (sailor) check to predict the weather (as described in the Survival skill on page 83 of the Player’s Handbook).

Normal: Survival is normally used to predict the weather.

### **[General] OPEN MINDED**

Flavor text: You are naturally able to reroute your memory and skill expertise.
Prerequisite: You immediately gain 5 skill points. Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Benefit: Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

**[General] PAIN TOUCH**

Flavor text: You cause intense pain in an opponent with a successful stunning attack.

Prerequisite: Wis 15, Stunning Fist, base attack bonus +2.

Benefit: Victims of a successful stunning attack are sub-ject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.

### **[General] PIERCE MAGICAL CONCEALMENT**

Flavor text: You ignore the miss chance provided by certain magical effects.

Prerequisite: Con 13, Blind-Fight, Mage Slayer.

Benefit: You r fierce contempt for magic allows you to disregard the miss chance g ranted by spel ls or spel l-like abilities such as darkness, blur, invisibility,obscuring mist, ghostform(see page 109), and spells when used to create concealment effects (such as a wizard using permanent image to fi ll a cor-ridor with illusory fi re and smoke). In addition, when facing a creature protected by mirror image, you can immediately pick out the real creature from its fi gments. Your ability to ignore the miss chance granted by magical concealment doesn’t grant you any ability to ignore nonmagical conceal-ment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

### **[General] PIERCE MAGICAL PROTECTION**

Flavor text: You can overcome the magical protections of your enemies.

Prerequisite: Con 13, Mage Slayer.

Benefit: Your contempt for magic is so fi erce that as a standard action you can make a melee attack that ignores any bonuses to Armor Class granted by spells (including 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 automatically dispel all that opponent’s spells and spell effects that grant a bonus to Armor Class.

Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

### **[General] PIERCING COLD**

Flavor text: Your cold spells are so cold that they can damage creatures normally resistant or immune to cold.

Prerequisite: None

Benefit: You can only apply this metamagic feat to spells with the cold descriptor. Piercing cold spells are so horribly cold that they are capable of damaging creatures normally unharmed by or resistant to cold. Piercing cold spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to cold at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). Creatures normally immune to cold can be damaged by piercing cold spells as well. Piercing cold spells deal half damage to these creatures (or one-quarter on a successful saving throw). For example, Mialee casts a piercing cold cone of cold at a night hag, a creature normally immune to cold. She makes her level check to penetrate the night hag’s spell resistance, but the night hag makes her Reflex save against the spell. Mialee rolls the dice, and her cone of cold deals 42 points of cold damage; since the night hag made her save, the damage is halved to 21 points. This damage is then halved again (since the night hag is 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. Creatures with the cold subtype can tell that a piercing cold spell is colder than normal, but they remain undamaged by the attack. Creatures with the fire subtype who are damaged by a piercing cold spell take double normal damage instead of the usual +50%. A piercing cold spell uses up a spell slot one level higher than the spell’s actual level.

### **[General] PIERCING EVOCATION**

Flavor text: Your evocation spells ignore an amount of energy resistance.

Prerequisite: Spell Focus (evocation) or evoker level 1st.

Benefit: When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose for 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. If the spell deals multiple types of energy damage, you 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 feat.

### **[General] PIN SHIELD**

Flavor text: You know how to get inside your opponent’s guard by pin-ning his shield out of the way

Prerequisite: Two-Weapon Fighting, base attack bonus +4

Benefit: This feat can be used only when fi ghting against an opponent who is using a shield and who is your size or one size categor y bigger or smaller than you. When making a full attack action, you may give up all your off-hand attacks. If you do, you momentarily pin your opponent’s shield with your off-hand weapon, and all your remaining attacks during the round are made with your primary weapon (with the normal penalties for fi ghting with two weapons), and your foe gains no Armor Class benefi t from her shield until the end of your action. You cannot use this feat if you are fi ghting with only one weapon.

[General] Poison Expert

Flavor text: Your skill at crafting and delivering toxins has made you a more deadly poisoner.

Prerequisite: Craft (poisonmaking) 4 ranks, poison use.

Benefit: Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist both the initial and secondary damage of poisons of this type that you create and use increases by 1. This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature’s body).

Special: You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison

### **[General] POISON IMMUNITY**

Flavor text: After prolonged exposure to a poison or toxin, the characterhas rendered himself immune to it.

Prerequisite: None

Benefit: The character is immune to one specific poison(chosen by the DM or the character’s player), whether avail-able as a blade poison, the venom of a specific creature, orone other toxin. The character also gains a +1 circumstancebonus on saving throws against other poisons.

Special:A character may take this feat multiple times,choosing a different poison each time. The +1 bonus againstother poisons doesn’t stack with itself, because the circum-stances of each poison immunity are essentially the same.

**[General] Poison Master**

Flavor text: The toxins you create and use are particularly virulent.

Prerequisite: Poison Expert, Craft (poisonmaking) 8 ranks, poison use.

Benefit: Choose a type of poison (contact, ingested, inhaled, or injury) for which you have selected the Poison Expert feat. The initial and secondary damage dealt by poi- sons of this type that you create and use increases by 1 point per die of damage (or by 1 point, if it deals a fixed amount of damage). For example, lich dust used by a character with Poison Master (ingested) would deal initial damage of 2d6+2 Str and secondary damage of 1d6+1 Con plus 1d6+1 Str. If a poison doesn’t deal damage, this feat has no effect. This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature’s body).

Special: You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison for which you have selected Poison Expert.

### **[General] POWER CRITICAL**

Flavor text: Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts

Prerequisite: Weapon Focus with weapon, base attack bonus +4.

Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Special: A fi ghter may select Power Critical as one of his fi ghter bonus feats.You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

### **[General] PRACTICED SPELLCASTER**

Flavor text: Choose a spel lcasting class that you possess. Your spel ls cast from that class are more powerful.

Prerequisite: Spellcraft 4 ranks.

Benefit: Your caster level for the chosen spellcasting class increases by 4. 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 immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fi ghter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice). 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. This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spel ls as an 8th-level caster and wizard spells as a 9th-level caster.

### **[General] PRACTICED SPELLCASTER**

Flavor text: Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.

Prerequisite: Spellcraft 4 ranks.

Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. However, even if you can’t benefi t from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fi ghter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fi ghter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). 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. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

### **[General] PRIEST OF THE WASTE**

Flavor text: You can swap out prepared spells for others that aid in exploring and surviving in wastelands.

Prerequisite: Access to the Fire, Summer, Sun, Travel, or Water domain.

Benefit: You can use a spell slot currently occupied by a prepared spell that is not a domain spell to cast a spell of 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 dessication, protection from energy, and resist energy. (New domain spells explained in chapter 5 of Sandstorm)**[General] PRIMEVAL WILD SHAPE**

Flavor text: Your wild shape forms are stronger than normal.

Prerequisite: Wild shape ability.

Benefit: When you assume a wild shape form, you can opt to cause the shape assumed to be a primeval form of the creature that existed in the ancient past during a vast ice 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. A primeval wild shape has a much shorter duration than normal, since the enhanced qualities of the new shape drain your supernatural energies much more quickly. A primeval wild shape has a duration of 1 round per druid level (or per level of the class that granted you the wild shape ability) instead of the normal 1 hour per druid level.

### **[General] PRIMITIVE CASTER**

Flavor text: You use screeches, wild gesticulations, and extra material components to give your spells additional power.

Prerequisite: None

Benefit: This feat only functions when you cast a spell that does not already have a verbal, somatic, or material component. For each component you voluntarily add, you increase the effective caster level of the spell by +1. You can only add a component that’s not already present in the spell. For example, you can’t add a somatic component to a gaseous form spell, because it already has one. You could add a verbal component, however. The verbal component you add consists of animalistic shouts, screams, and growls. 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 have two hands free to add a somatic component with this feat. The extra material component you add with this feat must be a rare plant found in the frostfell, which requires a successful DC 15 Profession (herbalist) check to locate. This feat originally appeared in Races of Faerûn.

### **[General] Psithief**

Flavor text: You can drain psychic energy and use it against others.

Prerequisite: Manifester level 1st, steal spell.

Benefit: You can use your steal spell ability to siphon psionic energy instead of spell energy. 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 manifester level of the creature struck). For example, a 4th-level spellthief/1st-level psychic warrior could steal up to 3 power points; if he used this ability against a 2nd-level psion he could steal only 2 power points, since that is the target’s manifester level. You can use the stolen power points only to manifest a psionic power you already know. You must use these power points within 1 hour of stealing them; otherwise, the extra psionic energy fades harmlessly away. This feat otherwise follows the rules for the steal spell class feature (Complete Adventurer 16). In addition, Knowledge (psionics) and Psicraft are spellthief class skills for you. These skills appear on page 38 of Expanded Psionics Handbook.

### **[General] PURIFY SPELL-LIKE ABILITY**

Flavor text: You can charge your damaging spell-like abilities with celestialenergy that leaves good creatures unharmed.

Prerequisite: Any good alignment.

Benefit: This feat adds the good descriptor to a spell-like abil-ity. Furthermore, if the ability deals damage, neutral creaturestake half damage, or one-quarter with a successful saving throw(if allowed), while good creatures take no damage at all. Evil out-siders affected by the ability take extra damage: The ability’sdamage is increased by one die type (each 1d6 becomes 1d8,each 1d8 becomes 2d6, and so on, using the same progression asweapons increasing in size). For example purified lightning boltcast by an avoral deals 8d6 points of electricity damage to evilcreatures, half damage to neutral creatures, and no damage at allto good creatures caught in its path. Evil outsiders (except onesimmune to electricity) take 8d8 points of damage.Each of your spell-like abilities can be purified three times perday, though this feat does not allow you to exceed your normalusage limit for any ability. Thus, if a tulani eladrin chooses topurify its chain lightningability, it can use a purified chain lightningup to three times that day. Thereafter, it could use its chain light-ningability again normally (since it can use chain lightningat will),or it could purify another of its spell-like abilities, such as meteorswarm

### **[General] QUICK RECONNOITER**

Flavor text: You can learn a lot of information from just a quick scan of an area or object.
Prerequisite: Listen 5 ranks, Spot 5 ranks.
Benefit: You can make one Spot check and one Listen check each round as a free action. You also gain a +2 bonus on initiative checks.
Normal: Using Spot or Listen in a reactive fashion is a free action, but actively trying to make a Spot check or Listen check requires a move action.

### **[General] QUICKEN SPELL-LIKE ABILITY**

Flavor text: The creature can use a spell-like ability with a moment’s thought.

Prerequisite: None

Benefit: Using a quickened spell-like ability is a freeaction that does not provoke an attack of opportunity. Thecreature can perform another action—including the use of another spell-like ability—in the same round that it uses aquickened spell-like ability. The creature may use only onequickened spell-like ability per round. A spell-like abilitythat duplicates a spell with a casting time greater than 1 fullround cannot be quickened.Each of a creature’s spell-like abilities can be quickenedonly once per day, and the feat does not allow the creature toexceed its normal usage limit for any ability. Thus, if ademon chooses to quicken itsdarknessability, it cannot usequickeneddarknessagain the same day, though it could useitsdarknessability again normally (since it can usedarknessatwill), or it could quicken another of its spell-like abilities,such asdesecrate.

Normal:Normally the use of a spell-like ability requires astandard action and provokes an attack of opportunityunless noted otherwise.

Special:This feat can be taken multiple times. Each timeit is taken, the creature can apply it to each of its spell-likeabilities one additional time per day.

### **[General] QUICKEN TURNING**

Flavor text: 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. You may still make only one turning attempt per round.

### **[General] RANGED RECALL**

Flavor text: Your magical ranged attacks rarely miss.
Prerequisite: Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell).
Benefit: When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can spend a swift action to reroll the attack with a –5 penalty. You can use this ability three times per day.

### **[General] RANGED SPELL SPECIALIZATION**

Flavor text: You deal more damage with ranged touch attack spells

Prerequisite: Weapon Focus (ranged spell), caster level 4th.

Benefit: Damage-deal ing spel ls that require a ranged touch at tack rol l gain a +2 bonus on the damage they deal. This ex tra damage applies only to the fi rst successful attack of spells that create multiple rays or missiles, or to the fi rst round of damage for spells that deal damage over multiple rounds on a single successful attack (such as Melf’s acid arrow). Because you must be able to str i ke precisely, the ex tra damage appl ies only to targets within 30 feet. Only spells that deal hit point damage can be affected by this feat.

### **[General] RAPID METAMAGIC**

Flavor text: You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.

Prerequisite: Spellcraft 12 ranks, ability to spontaneously cast spells.

Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time.

Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally 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 to cast).

### **[General] RAPID SWIMMING**

Flavor text: You are one with the water.
Prerequisite: Natural swim speed, base Fortitude save +2.
Benefit: Your swim speed increases by 20 feet.

### **[General] RAZING STRIKE**

Flavor text: You have mastered the art of delivering precise strikes against nonliving creatures while channeling spell energy through your melee attacks.

Prerequisite: Sneak attack, caster level 5th.

Benefit: To activate this feat, you must sacrifice one of your daily allotment of spells (minimum spell level 1st). Doing this is a swift action that doesn’t provoke attacks of opportunity. In exchange, you gain an insight bonus on your melee attack rolls and damage rolls for 1 round. The bonus on attack rolls equals the level of the spell sacrificed. The bonus on damage rolls is 1d6 points per level of the spell sacrificed, plus any extra damage based on your sneak attack ability. These bonuses apply against only one type of creature, depending on the type of spell sacrificed. If you sacrifice an arcane spell, they apply against constructs; if the sacrificed spell is divine, the bonuses apply against undead.

Example: A 5th-level wizard/1st-level rogue activates this feat, sacrificing a prepared web spell. She gains a +2 insight bonus on her melee attack rolls against constructs for 1 round, and also adds 3d6 points of damage to successful attacks against constructs during that round (2d6 for the 2nd-level spell, plus 1d6 for her sneak attack damage).

This feat does not allow you to deliver critical hits or sneak attacks against constructs or undead.

### **[General] RECKLESS WAND WIELDER**

Flavor text: You can increase the effectiveness of spells cast from a wand.

Prerequisite: 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, changing all the spell’s level-dependent effects. For example, by expending 2 charges at once, a wand of magic missile (created at caster level 3rd) can be used at caster level 5th, firing three missiles instead of two. You can expend only 1 extra charge at a time using this feat.

### **[General] Requiem**

Flavor text: Your bardic music affects undead creatures.

Prerequisite: Perform (any) 8 ranks, Bardic music class feature,

Benefit: You can extend the effects of your mind-affecting bardic music and virtuoso's performance abilities so that they infl uence 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-infl uencing effects.

### **[General] ROUNDABOUT KICK**

Flavor text: You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick

Prerequisite: Str 15, Improved Unarmed Strike, Power Attack.

Benefit: If you score a critical hit on an unarmed attack, you can immediately make an addi-tional unarmed attack against the same opponent, using the same attack bonus that you used for the critical hit roll. For example,Ember the 15th-level monk can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If she scores a critical hit on her second attack, she can make an additional attack using her +6 base attack bonus. She then makes her third attack (at +1) as normal

### **[General] SAHUAGIN FLIP**

Flavor text: You can safely attack and withdraw underwater.
Prerequisite: Swim speed, Dex 13, Dodge.
Benefit: After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.
Normal: Withdrawing from combat is a full-round action (see page 143 of the Player’s Handbook).

### **[General] SAILOR’S BALANCE**

Flavor text: You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.
Prerequisite: Profession (sailor) 4 ranks.
Benefit: You gain a +5 competence bonus on Balance checks made while on the deck or in the rigging of a ship. You can move across a slippery deck (see page 20) at your normal speed.
Normal: Without this feat, each square of movement across a slippery deck costs 2 squares of movement.

### **[General] SAND CAMOUFLAGE**

Flavor text: You can hide yourself in sand with a moment’s notice.

Prerequisite: Hide 5 ranks, Sandskimmer.

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. In areas with 1 to 11 inches of appropriate loose soil, you gain a +4 bonus on Hide checks. In areas with 12 inches or more of appropriate loose soil, you instead gain a +10 bonus on Hide checks. You must still have cover or concealment to make a Hide check, as described on page 76 of the Player’s Handbook.

### **[General] SAND DANCER**

Flavor text: While making another attack, you attempt to blind a foe with thrown sand.

Prerequisite: Wis 13, Tumble 4 ranks.

Benefit: In any round when you first move at least 10 feet using your Tumble skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can supplement an attack made in that same round with flung or kicked material. A foe damaged by your attack must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) or be blinded for 1 round.

### **[General] SAND SNARE**

Flavor text: When you knock your foes into the sand, they have a hard time regaining their feet.

Prerequisite: Combat Expertise, Improved Trip.

Benefit: If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a fullround action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal.

### **[General] SAND SPINNER**

Flavor text: You spray sand with your acrobatic maneuvers.

Prerequisite: Wis 13, Tumble 8 ranks, Sand Dancer.

Benefit: In any round when you fi rst move at least 10 feet using your Tumble skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can take a standard action to hurl a spray of sand into the eyes of all creatures in a 5-foot-radius burst. Those within the area must make Fortitude saving throws (DC 10 + 1/2 your character level + your Wis modifi er) or be blinded for 1 round.

### **[General] SANDSKIMMER**

Flavor text: You are particularly adept at moving over sand.

Prerequisite: None

Benefit: You treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust does not break beneath your feet, allowing you to move atop it as if it were normal terrain.

Special: This feat can be taken twice, allowing a creature to treat all sand as normal terrain. Its effects also stack similarly with other abilities that improve movement over sand. For example, if a bhuka takes Sand skimmer, she treats all sand as normal terrain and never breaks through sand crust by moving across it.

### **[General] Savvy Rogue**

Flavor text: You have mastered one or more of your rogue special abilities.

Prerequisite: Rogue level 10th.

Benefit: Based on the rogue special abilities you have (PH 50), you gain one or more additional special benefits as described below. You gain the benefits for all the special abilities you have, even those you gain after selecting this feat.

\*Crippling Strike: You can deal Strength damage even to a target that is immune to extra damage from sneak attacks.

\*Defensive Roll: You can use this ability three times per day, rather than once per day.

\*Improved Evasion: You gain a +2 competence bonus on Reflex saves.

\*Opportunist: You can use the opportunist ability as many times per round as you can make attacks of opportunity, but no more than once per creature per round. Each use of the opportunist ability counts as an attack of opportunity. Skill Mastery: When taking 10 with a skill to which you have assigned skill mastery, you can treat the die roll as a 12 instead of as a 10. (In effect, you’re “taking 12.”)

\*Slippery Mind: You gain a +2 competence bonus on the extra save granted by slippery mind.

### **[General] SCORPION’S GRASP**

Flavor text: Like the scorpion, you can grab and hold your prey.

Prerequisite: 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 damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must drop your one-handed weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal –4 penalty on the attack roll. If you initiated the grapple while armed, however, you cannot make additional grapple checks to deal damage during the round in which you use this feat. You have the option to conduct the grapple normally, or you may hold a creature one or more sizes smaller than you 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 damage with your grapple checks, but you are not considered grappled yourself. You don’t lose your Dexterity bonus to AC, you still threaten an area, and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent’s weight.

### **[General] SCORPION’S INSTINCTS**

Flavor text: You are hard to fi nd in the waste.

Prerequisite: Dex 13, Hide 5 ranks.

Benefit: You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Hide checks and reducing the distance within which creatures can detect you by scent to 10 feet (20 feet if upwind, 5 feet if downwind). If you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you gain an additional +2 bonus on Hide checks, a +2 bonus on Move Silently checks, and a creature can detect you by scent only if it is within 5 feet (pinpointing your location as normal).

### **[General] SCORPION’S RESOLVE**

Flavor text: Like the scorpion, you are not easily distracted.
Prerequisite: None
Benefit: You gain a +4 bonus on saving throws against mind-affecting spells and abilities.

### **[General] SCORPION’S SENSE**

Flavor text: Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.

Prerequisite: Scorpion’s Resolve.

Benefit: You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. 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 you still have the normal miss chance from concealment if you cannot see the creature.

### **[General] SCOURGE OF THE SEAS**

Flavor text: You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.

Prerequisite: Cha 15, Intimidate 5 ranks.

Benefit: You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors (see the rules on page 25 for sighting another ship). 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 frightened for as long as it remains able to see you and for 1d6×10 minutes afterward. A frightened character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, and tries to flee from you as best it can. If escape is impossible (for example, due to ship damage or the loss of sails), that character will strike the ship’s colors and surrender. Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect.

### **[General] SEA LEGS**

Flavor text: You are accustomed to the rolling motion on board a ship and can use this motion to your advantage.
Prerequisite: None
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 initiative checks.

### **[General] SEA LEGS**

Flavor text: You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage.
Prerequisite: None
Benefit: Benefi t: As long as you are on board a ship, you get a +2 bonus on all Balance and Tumble checks, and a +1 bonus on Initiative checks.

### **[General] SERPENT FANG**

Flavor text: 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.

### **[General] Shifting Shade of the Umbral Wood**

Flavor text: Long and lonely pilgrimage on bare and bleeding feet brought you to the smoking rift where your god shattered his chains and emerged into the unready world; in the blasted volcanic wastes of Ridwan, you supplicated yourself and were tested by the iron might of the Midnight Lord’s champions. You were found worthy. Blessed, anointed and united by the strange shadowcallers of your faith, you and your hunting-companion have become something more than mere blood and bone, bound together by something more supple than silk yet stronger than steel

Prerequisite: Neutral evil, patron deity The Dark Prince of Pain, Shade of the Umbral Wood, Wel-come Pain

Benefit: Your animal companion gains an evolu-tion pool as if it were an eidolon, with a class level equal to one half your druid level, rounded down [minimum 1]. You and your animal companion gain the evil and extraplanar subtypes; you are both considered evil outsiders in addition to all other types for purposes of smite, bane weapons, favored enemy and other attacks. Your animal companion does not gain any other restrictions or benefits of an eidolon, such as evasion, additional feats, enhanced Strength or Dexterity scores, nor vulner-ability to banishment or dismissal. You may change your animal companion’s evolutions any time you gain a new level or gain a new animal companion.You gain the class feature of aspect and life link with your animal companion; your animal companion gains the link extraordinary ability, and as you advance in level you gain the following summoner class abilities, which apply to your com-panion as if it were an eidolon: 3rd— bond senses; 7th—maker’s call; 11th—greater aspect; 15th—life bond. In addition, you add the following spells to your druid spell list: 3rd—evolution surge, lesser; 4th—evolution surge; 5th—transmogrify; 6th—evolution surge, greater.

### **[General] SHIP’S MAGE**

Flavor text: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.

Prerequisite: Profession (sailor) 2 ranks, Spellcraft 4 ranks.

Benefit: Add +1 to the caster level of all spells cast while 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. It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship. Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.

### **[General] Silent Shade of the Umbral Wood**

Flavor text: Through prayer and agonizing sacrifice, you have honed your ghostly form into a lethal, ultimately-quiet hunter in service to the Midnight Lord. Via black rituals, you have obtained incredible talents for use in assassination and surgical elimination of those deemed fit for destruction by the cult. Mistrusted by the more cloistered, city-dwelling members of your faith, these gifts come at the cost of your voice and a measure of your freedom

Prerequisite: Neutral evil, Shade of the Umbral Wood

Benefit: As a swift action, you may gain the abil-ity to make sneak attacks for one round, as per a ninja of a level equal to your druid level -4. You may use this ability a number of times per day equal to one-half your druid level, rounded down. Your eyes turn a fathomless and inky black while doing reveling in these obsidian gifts, as a mark of your god’s favor; this effect cannot be disguised in any way.You may may never again speak to those not of the faith. Spell-casting is unaffected; in addition, you are allowed to make nonvocal noises, and use gestures or motions, to communicate (including sign language). You are allowed to write. In regards to other worships of the Midnight Master — you may not deliberately speak any lies, including bluff-ing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication — violating any of these tenets instantly destroys your Umbrae-Token.

### **[General] SMITE FIERY FOE**

Flavor text: You can smite creatures with the fire subtype.

Prerequisite: Smite ability.

Benefit: Once per day, you may attempt to smite a creature with the fi re subtype with a normal melee attack. When you activate this ability, your attack becomes infused with cold energy. You add your Charisma modifi er to your attack roll and deal 1 extra point of cold damage per character level. If you smite a creature that does not have the fi re subtype, the blast of cold does not manifest and the smite attempt is used up for that day. Remember that creatures with the fire subtype take half again as much (+50%) damage as normal from cold, includ- ing the additional damage dealt by this ability. You may swap out any daily uses of a smite ability gained by a character class or cleric domain to smite fiery foes instead.

### **[General] SNOWCASTING**

Flavor text: You add ice or snow to your spell’s components to make them more powerful.

Prerequisite: Con 13.

Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fi reball cast with this feat still deals fi re damage, but since it also carries the cold descriptor, it can be augmented by a number of feats listed in this chapter, such as Cold Focus and Frozen Magic. If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1. Adding this additional material component requires you to spend a move action immediately before the spell is cast to gather fresh snow or ice from the surrounding environment. This snow or ice can be magically created by a conjuration spell, but no other ice manifested by a spell will do. You may take no other action between gathering the snow or ice and casting the spell.

### **[General] SNOWFLAKE WARDANCE**

Flavor text: You have mastered the snowfl ake wardance, a mystical style of fighting with slashing weapons that allows you to leap and almost seem to float haphazardly across the battlefi eld like a whirling, razor-edged snowfl ake.

Prerequisite: Bardic music ability, Perform (dance) 6 ranks.

Benefit: By expending one of your daily uses of bardic music, you may perform a deadly style of combat known as the snowflake wardance. Activating a snowfl ake 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 snowfl ake wardance is physically tiresome—when the snowflake wardance ends, you become fatigued for the next 10 minutes.

### **[General] SNOWRUNNER**

Flavor text: You are particularly adept at moving through snow and over ice.

Prerequisite: Woodland stride ability.

Benefit: You can move through loose snow at full speed, as if you were moving across open terrain. 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.

### **[General] SOMATIC WEAPONRY**

Flavor text: You are adept at performing somatic spell components while your hands are occupied.

Prerequisite: Concentration 5 ranks, Spellcraft 5 ranks.

Benefit: When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size. This feat doesn't allow you to use somatic components while grappling, regardless of the size of your foe.

Normal: You must have a hand free to cast spells that have somatic components.

### **[General] SOUL OF THE NORTH**

Flavor text: You possess a magical understanding of the nature of cold
Prerequisite: None
Benefit: An innate talent for magic grants you the fol-lowing spell-like abilities as a 1st-level caster: 1/day—chill touch, ray of frost, resistance. Save DC 10 + spell level + your Cha modifier.

### **[General] Soul-Bound Shade of the Umbral Wood**

Flavor text: Your ties to darkness have grown ever more potent, capable now of imbuing living flesh with the black, cold power of the Midnight Lord’s subtle strength. You may even forge intangible chains of obsidian obligation between yourself and the base & bestial creatures who serve you, making yourself into a likeness of the Dark Prince himself.

Prerequisite: Shade of the Umbral Wood, Wel-come Pain, wild shape class feature.

Benefit: As a standard action, you may expend one daily use of your wild shape ability to grant yourself — or your animal companion — the shadow creature template for 10 minutes per druid level. You may use this ability upon yourself and on your animal companion simultaneously, although it costs two daily uses of your wild shape ability to do so.In addition, you may expend one daily use of your wild shape ability as a standard action to apply a condition identical to the shield guardiantemplate to your animal companion for 10 minutes per druid level. Your Umbrae-Token is treated as the amulet for this ability.

Special: Your personal Umbrae-Token now radi-ates faint abjuration and transmutation magic as well as necromancy

### **[General] SPELL FOCUS (CHAOS, EVIL, GOOD, OR LAW)**

Flavor text: Your spells with an alignment descriptor are more potent than normal.

Prerequisite: Relevant alignment.

Benefit: Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil, good, or lawful) that matches your alignment. This bonus does not stack with any other bonus from Spell Focus feats.

Special: This feat can be taken twice, choosing a different alignment descriptor each time.

### **[General] SPELL FOCUS (GOOD)**

Flavor text: Your spells with the good descriptor are more potent thannormal due to your relationship with the powers of good.
Prerequisite: Any good alignment.
Benefit: Add +2 to the Difficulty Class for all saving throwsagainst your spells with the good descriptor
Special: The +2 increase also applies to the Difficulty Class fora possessing fiend to Hide from your good spells such as detect evilor magic circle against evil(as detailed in the Book of Vile Darkness)

### **[General] SPELL HAND**

Flavor text: You possess a magical understanding of the manipulation of force.
Prerequisite: None
Benefit: An innate talent for magic grants you the follow-ing spell-like abilities as a 1st-level caster: 1/day—mage hand, open/close, Tenser’s fl oating disk. Save DC 10 + spel l level + your Cha modifier

### **[General] SPONTANEOUS DOMAINS**

Flavor text: You need not prepare your domain spells in advance.

Prerequisite: Ability to cast 3rd-level spells, access to two or more cleric domains.

Benefit: When preparing your spells for the day, you can leave your domain slots open. You can then choose, when the situation arises, to cast any of the domain spells you could normally have prepared for a given level. How- ever, you are still limited to one domain spell per level per day.

Normal: Clerics must prepare their domain spells before casting.

### **[General] SPONTANEOUS HEALER**

Flavor text:
Prerequisite: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

### **[General] SPONTANEOUS SUMMONER**

Flavor text:
Prerequisite: Wis 13, Knowledge (nature) 4 ranks, any neutral alignment (NG, LN, N, CN, or NE), able to cast any summon nature’s ally spell.
Benefit: You can spontaneously cast summon nature’s ally spells (from your class spell list) just as a druid can. You may use this ability a total number of times per day equal to your Wisdom modifier.

### **[General] SPONTANEOUS WOUNDER**

Flavor text:
Prerequisite: Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any infl ict wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast infl ict spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifi er.

### **[General] STAGGERING STRIKE**

Flavor text: You can deliver a wound that hampers an opponent’s movement.

Prerequisite: Base attack bonus +6, sneak attack.

Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were staggered, even if its nonlethal damage doesn’t exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.

### **[General] STEAM MAGIC**

Flavor text: You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.
Prerequisite: Spellcraft 4 ranks.
Benefit: You need not make a Spellcraft check to successfully cast spells or use spell-like abilities with the fi re descriptor targeted on water (see page 93 of the Dungeon Master’s Guide).
Normal: Casting a fi re spell or using a spell-like ability targeted on water successfully normally requires a Spellcraft check (DC 20 + spell level).

### **[General] STORM MAGIC**

Flavor text: You gain a boost in spellcasting power during storms.
Prerequisite: None
Benefit: All spells you cast while you are affected by a storm (either natural or magical) are at +1 caster level.

### **[General] STORM MAGIC**

Flavor text: You gain a boost in spellcasting power during storms.
Prerequisite: None
Benefit: All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level.

### **[General] SUBSONICS**

Flavor text: Your music can affect even those who do not consciously hear it.

Prerequisite: Perform (any) 10 ranks, bardic music.

Benefit: You can produce music or poetics so subtly 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, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

### **[General] Subtle Shade of the Umbral Wood**

Flavor text: Your secret devotion to the Midnight Lord is hidden in depths of cold emotion so murky and still that true knowledge of your heart’s desire cannot be obtained by mere mortal intrigue, nor by their feeble magics. You walk the wider world be-yond the woods, a wolf amongst sheep, ever careful and always watching; your in-scrutable goals may build kingdoms, reforge nations and sow the seeds of shadows which will stretch into eternity. With time, you may become a lich who pretends at mortality, quietly tending an immaculate garden of lies pleasing to your master.

Prerequisite: Neutral evil, patron deity The Dark Prince of Pain, Shade of the Umbral Wood, Wel-come Pain.

Benefit: Your scars, wounds, brands, piercings, tattoos and other signs of ecstatic worship at the feet of the Dark Prince fade from your flesh; you may pass as a normal, unmarked and unremarkable living member of your species in polite company amongst heretics and in foreign nations, even when viewed with true seeing; only a properly-worded wish or miracle spell can unveil your disguise. Your personal Umbrae Token no longer radiates magic of any kind. You may dismiss, refresh or resume this effect as a free action.Your prayers are likewise innocuous; a Knowledge: Religion check (DC: 20 + your Wisdom modifier + your character level) by an observer is required to determine that you are not (as you see fit) merely a cleric of a pastoral or nature deity, a follower of the traditional druidic faith, or a benign spellcaster of some exotic but ultimately harmless origin and ideology.In addition, add the following spells to your druid spell list as 1st-level spells: charm person, disguise self, and undetectable alignment. You are considered Lawful Evil for purposes of entrance to the Umbral Court Agent prestige class

### **[General] SUDDEN EMPOWER**

Flavor text: You can cast a spell to greater effect without special preparation.

Prerequisite: Any metamagic feat.

Benefit: Once per day, you can apply the effect of the Empower 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 Empower Spell normally if you have it.

### **[General] SUDDEN WIDEN**

Flavor text: You can increase a spell’s area without special preparation.

Prerequisite: None

Benefit: Once per day, you can apply the effect of the Widen 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 Widen Spell normally if you have it

### **[General] SUGLIIN MASTERY**

Flavor text: You are a master at fi ghting 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.

### **[General] SUNKEN SONG**

Flavor text: You can project your voice underwater.

Prerequisite: Bardic music class feature, Perform (sing) 4 ranks.

Benefit: t: By tremendous effort of will and sheer musical ability, you can use Perform (sing) underwater even though you cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce bardic music effects. The maximum distance of such effects (where applicable) is unchanged. This feat does not help with Perform checks involving oratory or wind instruments.

Normal: You cannot use any air-dependent Perform skills underwater if you are not able to breathe water.

### **[General] Sure Hand**

Flavor text: You can perform more amazing displays of legerdemain than normal.
Prerequisite: Any two manipulation skill tricks.
Benefit: You immediately learn up to two manipulation skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on manipulation skill tricks.
Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.

### **[General] SWARMFIGHTING**

Flavor text: You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.

Prerequisite: Small size, Dex 13, base attack bonus +1

Benefit: You can occupy the same 5-foot square in combat with any other allied Small creature that also pos-sesses the Swarmfighting feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.

### **[General] Sweet Talker**

Flavor text: Your social expertise is more pronounced than that of most others.
Prerequisite: Any two interaction skill tricks.
Benefit: You immediately learn up to two interaction skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on interaction skill tricks.
Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.

### **[General] Swift Ambusher**

Flavor text: You combine your scout training with the stealth of a rogue to open up new methods of ambushing enemies.

Prerequisite: Skirmish +1d6/+1 AC, sneak attack +1d6.

Benefit: Your rogue and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/ 7th-level rogue would deal an extra 3d6 points of damage and gain a +3 competence bonus to AC when skirmishing, as if she were an 11th-level scout. In addition, you can qualify for ambush feats (see page 71) as if your sneak attack bonus damage were the sum of your skirmish damage and sneak attack bonus damage. You cannot sacrifice skirmish extra damage to use those feats, however.

Special: A scout can select Swift Ambusher as one of her scout bonus feats (Complete Adventurer 13).

### **[General] SWIFT CALL**

Flavor text: You can call your special mount in the blink of an eye.
Prerequisite: Special mount class feature.
Benefit: You can call your special mount as a swift action.
Normal: Calling a special mount is a full-round action.

### **[General] Swift Hunter**

Flavor text: You have applied the hit-and-run tactics learned from scouting to your strong hunting abilities.

Prerequisite: Favored enemy, skirmish +1d6/+1 AC.

Benefit: Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to 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 bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks.

Special: A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).

### **[General] SWIM-BY ATTACK**

Flavor text: You can attack in the middle of a fast pass by your opponent.
Prerequisite: Swim speed.
Benefit: When swimming, you can take a move action and another standard action (such as an attack) at any point during the move. You cannot take a second move action during a round when you make a swim-by attack.
Normal: Without this feat, you take a standard action either before or after your move, but not in the middle of your move.

### **[General] TACTILE TRAPSMITH**

Flavor text: You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.
Prerequisite: None
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 darkness or blindness.

###  **[General] Thorn-Wreathed Shade of the Umbral Wood**

Flavor text: The dark heart of the woods flowers beneath your flesh; jagged vines of unwhole-some life run in tandem with black veins and coil around your bones, blooming in long, pale needles through your skin. As it grows, the entirety of your form be-gins to dance to the power of that hidden garden which sprawls, unseen, through your mansion of meat. You have given up much, to hold such power inside the cage of your aching body, but the blades of an alien forest dance to your whispered song.

Prerequisite: Neutral evil, patron deity The Dark Prince of Pain, Improved Unarmed Strike, Shade of the Umbral Wood, Welcome Pain

Benefit: All unarmed strikes and natural attacks you make, in any form, deal piercing damage in addition to all normal types. You lose all use of the nature bond class feature, sacrificing your animal companion or your domain, though you are still considered to have this class ability for purposes of archetypes, prestige classes and other rule effects.All of your unarmed strikes and natural attacks deal a minimum damage equal to that of a monkof your level and size; thus, an 8th-level Medium druid would deal 1d10 base damage with a normal unarmed strike, and deal 1d10 base damage when in the form of a Medium air elemental, rather than 1d6 as normal. Upon reaching 10th level, this same druid would deal 2d8 base damage while in the form of a Large air elemental, and this damage would increase to 3d6 at 12th level.If you have the Shifting Shade of the Umbral Wood feat, you may apply the evolution points due to your animal companion to yourself, as per the normal rules of the aspect ability.You are highly susceptible to thirst, even if you become undead, and must drink 10 gallons of water or one gallon of blood each day to avoid dehydra-tion; if you become fatigued due to thirst, you lose all benefits of this feat until such time as you drink again. In addition, you are considered a living plant creature for purposes of favored enemy, smite, bane weapons and spells such as antilife shell and horrid wilting, although you gain no benefits of the crea-ture type

### **[General] THROW ANYTHING**

Flavor text: In your hands, any weapon becomes a deadly ranged weapon.
Prerequisite: Dex 15, profi ciency with weapon, base attack bonus +2.
Benefit: You can throw a melee weapon you are profi cient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet.
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).

### **[General] Tidalwave of Rot**

Flavor text: Something slick and black stirs within you, composed of that raw, unmatched power which rages in the wild; where you stride, cities shake and fall. You are the slow but unstoppable force of a hideous and inhuman world behind the illusions of shelter, love and warmth — one without a word for mercy.

Prerequisite: Any evil alignment, druid level 1st

Benefit: You are no longer prohibited from wearing metal armor; in addition, you are always considered to be Neutral Evil for purposes of your druid class levels, although you must still fulfill the alignment restrictions of any other class you take, such as antipaladin.If you have the touch of corruption class ability, add your druid level to your antipaladin level when determining the final hit point effect of your touch. You may spend a move action to focus your dark power immediately before using this ability; if you do so, half of your druid level and your Wisdom modifier are added to the DC of your cruelty.In addition, when casting any druid spell, you may expend a number of daily uses of touch of cor-ruption, up to your druid level, as a free action. You may apply any one metamagic feat you know to the spell as it is cast; the level increase upon the spell is reduced by 1 for every 2 touches of corruption you expend in this way. You must reduce the spell’s final level increase to +0 when it is cast.

Special: If you are a Lawful Evil dual-class Druid and Lord of Darkness in service to The Dark Prince of Pain, you may choose one of the special Shade of the Umbral Wood feats — see below — in place of any of the following antipaladin class abilities: channel negative energy(4th level),fiendish boon(5th level), aura of despair (8th level), domination(11th level), aura of sin (14th level), aura of deprav-ity (17th level).You must meet the prerequisites of these feats, as normal: Ghost of Rooftop & Alleyway, Shade of the Umbral Wood, Shapeless & Primal Terror, Bloody Shade, Frozen Shade, Silent Shade,Iron Shade, Shifting Shade, Unhallowed Shade, Subtle Shade, Thorn-Wreathed Shade, Winter Shade.

### **[General] TOOTHED BLOW**

Flavor text: You are able to hammer your foes more effectively underwater.

Prerequisite: Str 13, Improved Unarmed Strike.

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.

### **[General] TOUCH SPELL SPECIALIZATION**

Flavor text: You deal extra damage with touch spells.

Prerequisite: Weapon Focus (touch spell), caster level 4th.

Benefit: Damage-dealing spells that require a melee touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the fi rst successful attack of spells that allow multiple touch attacks (such as chill touch). Only spells that deal hit point damage can be affected by this feat.

### **[General] TOUCHSTONE**

Flavor text: You forge a link with a power-rich location, referred to as a touchstone site.

Prerequisite: 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 of Pazar simultaneously, as well as both sites’ higher-order abilities and uses. If you then visit a third touchstone site and fulfill its recharge condition, unless you have taken this feat three times, you must choose which of your two previous touchstone site abilities to lose as you gain the abilities of the new touchstone site. (See Sandstorm page 54-55 for touchstone information)

### **[General] TOUGHENING TRANSMUTATION**

Flavor text: Casting a transmutation spell briefly transforms your skin or that of an ally into sterner stuff.

Prerequisite: Spell Focus (transmutation) or transmuter level 1st.

Benefit: Whenever you cast a transmutation spell, you can choose to grant yourself or any one creature targeted by the spell damage reduction 5/magic. If the creature already has damage reduction (of any type) from another source, you increase that damage reduction by 5 instead. This effect lasts for 1 round.

Special: A transmuter can select this feat as a wizard bonus feat.

### **[General] TRUE BELIEVER**

Flavor text: Your deity rewards your unquestioning faith and dedication.

Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment.

Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to 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.

### **[General] Unhallowed Shade of the Umbral Wood**

Flavor text: Through inhumanly-prolonged study of your god’s complex, dualistic tenets as laid down in the Umbral Leaves, mingled with ecstatic vision-quests, mortifica-tion of the flesh and dark inner journeys through self-inflicted deprivation, you have achieved an understanding of your god’s will unattainable by any sane mind. These cycled rituals of excruciation, denial, indulgence, solitude and joyous sacrifice have yielded up to you incredible gifts, and your soul swims in the deepest and most unnatural of secrets.

Prerequisite: Neutral evil, patron deity The Dark Prince of Pain, Shade of the Umbral Wood

Benefit: choose one of the following Domains or Sub-Domains. You gain the powers and spells granted by the domain, as a cleric of your druid level; you also receive additional domain spell slots, just like a cleric. You must prepare the spell from this domain in this slot, and this spell cannot be used to cast a spell spontaneously: Darkness, Death, Destruction, Evil, Loss, Murder, Night, Torture, Undead Alternatively, you may gain the bonus spells and bloodline powers of the Shadow bloodline as a sorcerer of your druid level, using Wisdom in place of Charisma. These bonus spells are added to your druid spell list.In addition, choose and apply one of the follow-ing oracle curses: Blackened, Clouded Vision, Con-sumed, Deaf, Lame, Legalistic, Wasting.

Special: this feat may be taken multiple times; you gain access to another of the listed Domains, including additional spell slots or spells, and suffer an additional self-inflicted curse.

### **[General] UNSETTLING ENCHANTMENT**

Flavor text: 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.
Special: An enchanter can select this feat as a wizard bonus feat.

### **[General] VENGEFUL SPIRIT**

Flavor text: Your watchful spirit takes revenge on foes that have harmed you.

Prerequisite: Watchful spirit class feature (see the wu jen class in Complete Arcane).

Benefit: If you use an initiative reroll from your watchful spirit class feature, the first creature to deal damage to you in the encounter immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit class feature.

### **[General] VERSATILE PERFORMER**

Flavor text: You are skilled at many kinds of performances.

Prerequisite: Perform (any) 5 ranks.

Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest- ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two Perform skill modifiers.

### **[General] VIOLATE SPELL-LIKE ABILITY**

Flavor text: The creature’s spell-like abilities are particularly tainted with evil.

Benefit:This feat adds the evil descriptor to a spell-likeability. Furthermore, if the spell-like ability deals damage,half of that damage (rounded down) is vile damage. Forexample, if a violated lightning bolt from a cornugon deals atotal 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 damagefrom a violatedlightning bolt.Each of a creature’s spell-like abilities can be violated twiceper day, though the feat does not allow the creature to exceedits normal usage limit for any ability. Thus, if a cornugonchooses to violate itslightning boltability, it can use a violatedlightning boltup to two times that day. Thereafter, it could useitslightning boltability again normally once (since it can uselightning boltthree times per day), or it could violate another ofits spell-like abilities, such as fireball.

Special:This feat can be taken multiple times. Each timeit is taken, the creature can apply it to each of its spell-likeabilities two additional times per day.

### **[General] WANDSTRIKE**

Flavor text: You can channel the magical energy of a wand through 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. You apply no extra damage to this at tack regardless of its source (including snea k at tack, favored enemy, and smite 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, the creature struck is the spell’s target (with ray spells hitting automatically). If the spell affects an area or creates a spread, you can designate the spell’s point of origin at any grid intersection point of the creature’s space (but doing so might put you in the affected area). Spells with an effect that does not cover an area (such as the various summon monster spells) cannot be used with a wandstrike attack.

### **[General] WATER ADAPTATION**

Flavor text: 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.

### **[General] WEAKENING TOUCH**

Flavor text: You can temporarily weaken an opponent with your unarmed strike.

Prerequisite: Wis 17, Improved Unarmed Strike, Stun-ning Fist, base attack bonus +2.

Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a –6 penalty to the target’s Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat.

Special: A fi ghter may select Weakening Touch as one of his fi ghter bonus feats.

### **General] Welcome Pain**

Flavor text: Your appreciation of pain grants you great stamina.

Prerequisite: Iron Will, worshiper of an evil god.

Benefit: Whenever you would be reduced to 0 or fewer hit points because of an ongoing or repeating damage effect (such as bleed), you may make a last-ditch effort to shed the condition. If you succeed at a DC 25 Will save, you ignore the damage that would reduce you to 0 or fewer hit points that turn. The DC of each subsequent save made in this man-ner increases by 1. In addition, spells or abilities that have the pain descriptor deal only half damage to you (if any).

### **[General] Whiskey-Soaked Drifter**

Flavor text: You’ve seen the worst kinds of horrors, and they ride alongside you to this very damn day. You long ago stopped climbing, and slid sooner rather than later all the way to the bottom of the bottle. When bad news howls on the wind and blood starts to run, when those black storm-clouds roll in and the thunder of gunfire begins to pound in your veins, you reach for a drink just as fast as you do your bullets. If your compatriots can pour you into your boots and get you facing in the right direction, though, you’re lightning-swift death in the flesh.

Prerequisite: Grit pool, living creature

Benefit: You are regularly assumed to have recently imbibed a number of alcoholic drinks equal to twice your Constitution modifier. If you are ever completely cut off from alcohol for 24 hours, you become are permanently exhausted until you begin drinking once more. You retain this penalty until you imbibe alcohol of any kind or until you retrain this feat upon leveling. Magic such as restoration or heal can end this exhaustion. You can purposefully drink a tankard of ale, one full beer or one shot of strong alcohol and immediately gain one temporary grit point. The act of drinking in this way is a standard action that provokes attacks of opportunity. You can have a maximum number of these temporary drunken grit points at any one time equal to half your character level, rounded down (minimum 1). Drunken grit points last for 1 hour or until spent, whichever comes first. If you consume an additional drink within 1 hour of the previous drink, you gain additional grit but immediately become sickened, and the penalties for being sickened stack with additional drinks (but overlap and do not stack with other sources of being sickened). However, as long as you have at least one point of drunken grit in your grit pool, these penalties for being sickened do not apply to attack and damage rolls made with a firearm, nor to any skill check or ability check related to a firearm. If you become nauseated while retaining at least 1 point of drunken grit, you can use your move action to make a single firearm attack. If your firearm is unloaded while nauseated, you can spend 1 point of grit to reload it as a free action. Whenever you spend grit, all penalties for being sickened are suppressed until the beginning of your next turn. If you also have the Drunken BrawlerISG feat, you must choose whether to gain the benefits of this feat or the benefits of that ability each time you consume alcohol. If you imbibe more than one drink, you can alternate between which feat you use to gain benefits from your drinking. If you are at least 11th level, you are immune to fear as long as you have at least 1 point of drunken grit in your system.

### **[General] WINDSINGER**

Flavor text: 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 offi cer’s position aboard ship.

Prerequisite: 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.

### **[General] Winter Shade of the Umbral Wood**

Flavor text: The black and brackish cold which runs in your veins seethes into the world around you with the darkest kind of killing hate; your excruciating devotion to the Midnight Lord grants you both incredible power and terrible weaknesses. Forever unwelcome and alone, your very presence exudes the most unpleasant of chills, marking the movement of shadow over the world as you pass; your mere gaze shudders and collapses the unworthy power of fire mages.

Prerequisite: Neutral evil, patron deity The Dark Prince of Pain, Frozen Shade of the Umbral Wood, Shade of the Umbral Wood and Welcome Pain feats.

Benefit: You are always considered to be at the center of a cold snap, with a radius of one hundred feet: the ambient temperature around you drops by 10 degrees wherever you linger from more than one minute. At the beginning of your turn each round, you are the center of a 5 ft. radius quencheffect, cast at your druid caster level; you may sup-press this effect with a move action. In addition, you may the spell-like ability of quench, at will as an immediate action, to dispel a fire spell as it is cast.You gain use of the freeze special attack ability for all natural and unarmed attacks. In addition, you may choose to gain the ice elemental special abilities (in addition to normal special abilities) whenever you use wild shape, regardless of the form you choose to take.

Special: You recoil from torches, and holy or running water as well as strongly presented holy symbols; these things do not harm you, but do keep you at bay. You must stay at least 10 feet away from open flames, running water, holy water or holy symbols, and you cannot touch or make melee attacks against a creature holding you at bay with such an object or substance — holding you at bay in this manner requires a standard action. After two full rounds held at bay, you may attempt to overcome your revulsion of the object: you may function normally each round that you succeed at a DC 25 Will save. You cannot enter a private home or dwelling unless invited in by someone with the authority to do so

### **[General] Winter-Hearted Drifter**

Flavor text: You show little enough emotion, when you so desire, your face a grim and impassive mask that’s equally terrifying and impossible to read. To say that you have an icy mien, a chill demeanor or a particularly frigid, dark sort of temper is only scratching the surface; whatever it is that pumps in your veins is a shade colder than blood. Long as you’ve been alive, you’ve known that you were different ... and there’s a hard, black ocean of bleak & bitter rage inside you, just waiting for you to unleash it.

Prerequisite: Grit pool

Benefit: Your hands are icy to the touch, and you are remarkably pale. Any clothing you wear is considered to be a cold weather outfit. As long as you have at least 1 grit point, you treat cold environments as if they were one step less severe and you can see without impairment through natural falling snow, sleet, and hail. You can spend 1 point from your grit pool to see through magically created precipitation, such as a sleet storm for 1 minute. Your emotionless visage grants you a +2 competence bonus on Bluff checks, and you may spend 1 grit point as a swift action to gain a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint for 1 minute. At 11th level, you can spend 2 grit points to increase the duration of this effect to 10 minutes, and during this time you are additionally immune to fear. If you are already immune to fear because of a class feature, racial ability, or other permanent effect, living creatures within 10 feet of you during this time take a -4 penalty on saves vs. fear and lose any immunity to fear they normally possess.

Special: This feat replaces all normal prerequisites for the Elemental Fist APG feat, but you must select cold as your energy type. You are considered to meet all prerequisites for the Winter Shade of the Umbral Wood feat (see Forest Kingdom Campaign Compendium from Legendary Games); your gunslinger level is used in place of a druid level for purposes of that feat, should you select it.

### **[General] WINTER’S CHAMPION**

Flavor text: 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.

### **[General] WINTER’S MOUNT**

Flavor text: Your special mount is native to the frostfell.

Prerequisite: Special mount ability.

Benefit: Your special mount gains the cold subtype. It gains immunity to cold, but has vulnerability to fi re, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Your special mount is also hardier than a nonfrostfell version; it gains a +2 racial bonus to Constitution.

### **[General] ZEN ARCHERY**

Flavor text: Your intuition guides your hand when you use a ranged weapon
Prerequisite: Wis 13, base attack bonus +1.
Benefit: You can use your Wisdom modifi er instead of your Dexterity modifi er when making a ranged attack roll.

### **[Heritage] FEY HERITAGE**

Flavor text: You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +3 bonus on Will saving throws against enchantment effects.

### **[Heritage] FEY LEGACY**

Flavor text: The magical powers of your ancestors manifest in you.
Prerequisite: Nonlawful alignment, Fey Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

### **[Heritage] FEY POWER**

Flavor text: Your fey heritage augments the power of certain types of magic.
Prerequisite: Nonlawful alignment, Fey Heritage.
Benefit: Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.

### **[Heritage] FEY PRESENCE**

Flavor text: You share your ancestors' knack for playing tricks on the minds of others.
Prerequisite: 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.

### **[Heritage] FEY SKIN**

Flavor text: Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron.

Prerequisite: 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 take after gaining this one). For example, if you have Fey Skin and Fey Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

### **[Heritage] FIENDISH HERITAGE**

Flavor text: You are descended from creatures native to the Lower Planes. You share some of your ancestors' natural resistance to poison, and you are resistant to the magic of good foes.
Prerequisite: Non-good alignment.
Benefit: You gain a +4 bonus on Fortitude saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects produced by good creatures.

### **[Heritage] FIENDISH LEGACY**

Flavor text: The magical powers of your ancestors manifest in you.

Prerequisite: Non-good alignment, Fiendish Heritage, character level 9th.

Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Your caster level equals your character level.

### **[Heritage] FIENDISH POWER**

Flavor text: Your fiendish heritage augments the power of certain types of magic.
Prerequisite: Non-good alignment, Fiendish Heritage.
Benefit: Your caster level and save DCs for evil spells and warlock invocations increase by 1.

### **[Heritage] FIENDISH PRESENCE**

Flavor text: You share your ancestors' ability to tamper with the minds of weak-minded fools.
Prerequisite: Non-good alignment, Fiendish Heritage, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

### **[Heritage] FIENDISH RESISTANCE**

Flavor text: Your bloodline inures you against corrosion and fire.

Prerequisite: Non-good alignment, Fiendish Heritage.

Benefit: You gain resistance to acid and fire equal to three times the number of feats you have that list Fiendish Heritage as a prerequisite (including such feats that you 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 from other sources, such as spells or magic items.

### **[Heritage] Mixed Blood**

Flavor text: You come from a family with diverse heritage.

Prerequisite: None

Benefit: Choose: One of the following creature types or subtypes:

Aberration, air, chaotic, cold, dragon, dwarf, earth, elf, evil, fey, fire, giant, gnome, goblinoid, good, halfling, lawful, magical beast, monstrous humanoid, orc, ooze, outsider, plant, reptilian, undead, or water.

Benefit(s): You gain the benefits associated with the chosen type or subtype from Table: Creature Subtypes. You may choose a subtype that is not appropriate for your creature type (such as a monstrous humanoid gaining the dwarf subtype through this feat). Do not recalculate your base attack bonus, saving throws, skill points, or Hit Dice.

Special: You may take this feat multiple times. Each time, you choose a different type and/or subtype from the above list. You may not select a type or subtype you already possess or gain both the cold and fire subtypes through this feat. Unlike other creatures with the air subtype, a creature who gains the air subtype with this feat does not gain or improve a fly speed.

### **[Item Creation] CRAFT CONTINGENT SPELL**

Flavor text: You know how to attach semipermanent spells to a creature and set them to activate under certain conditions.

Prerequisite: Caster level 11th.

Benefit: You can make contingent any spell that you know. Crafting a contingent spell takes one day for each 1,000 gp in its base price (spell level × caster level × 100 gp). To craft a contingent spell, you must spend 1/25 of this base price in XP and use up raw materials costing one-half the base price. Some spells incur extra costs in material components or XP (as noted in their descriptions), which must be paid when the contingent spell is created.

### **[Item Creation] SANCTIFY RELIC**

Flavor text: You can create magic items that are imbued with a connection to your deity.
Prerequisite: Any other item creation feat.
Benefit: Relics are magic items—often but not always wondrous items—that rely on a divine connection to a specific deity to function. They are described further in Chapter 4.

### **[Luck] Advantageous Avoidance**

Flavor text: 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 action to force a foe to reroll a critical hit confirmation roll made when attacking you. You can expend two luck rerolls as an immediate action to force a foe to reroll an attack roll made against you. You gain one luck reroll per day.

Special: Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.

### **[Luck] Better Lucky than Good**

Flavor text: You can succeed where others would surely fail.
Prerequisite: Character level 6th, any two luck feats.
Benefit: If you roll a natural 1 when making an attack roll, you can expend one luck reroll as a swift action to instead treat the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day.

### **[Luck] Dumb Luck**

Flavor text: 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 throw, you can expend one luck reroll as an immediate action to instead treat the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day.

### **[Luck] Fortuitous Strike**

Flavor text: You can hit a foe in just the right place.
Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll a weapon damage roll. You can expend two luck rerolls as a swift action to reroll an attack roll. You gain one luck reroll per day.

### **[Luck] Good Karma**

Flavor text: You can use your luck to aid an ally—at the risk of your own neck.

Prerequisite: Character level 3rd.

Benefit: You can expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally so that it is made against you instead. You must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against your AC, rather than that of your ally. If the redirected attack hits you, you take an extra 50% damage from it. You gain one luck reroll per day.

### **[Luck] Healer’s Luck**

Flavor text: Your spells can heal more damage.
Prerequisite: None
Benefit: You can expend one luck reroll as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell you have just cast on your current turn. You gain one luck reroll per day.

### **[Luck] Lucky Break**

Flavor text: You can hit an object in just the right place.
Prerequisite: None
Benefit: You can expend one luck reroll as a swift action to reroll a Strength check made to break an item or burst open a door. You gain one luck reroll per day.

### **[Luck] Lucky Catch**

Flavor text: Your good fortune can help prevent you from falling to your doom.
Prerequisite: None
Benefit: You can expend one luck reroll as an immediate action to reroll a Balance, Climb, or Jump check. You gain one luck reroll per day.

### **[Luck] Lucky Fingers**

Flavor text: The winds of fortune guide your hands when you most need luck.
Prerequisite: None
Benefit: You can expend one luck reroll as an immediate action to reroll a Disable Device, Open Lock, or Sleight of Hand check. You gain one luck reroll per day.

### **[Luck] Lucky Start**

Flavor text: Sometimes your luck overcomes a slow natural reaction.
Prerequisite: None
Benefit: You can expend one luck reroll to reroll an initiative check. You gain one luck reroll per day.
Special: Unlike most other luck feats, using Lucky Start requires no action.

### **[Luck] Magical Fortune**

Flavor text: 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 caster level check. You gain one luck reroll per day.

### **[Luck] Make Your Own Luck**

Flavor text: Your hard work lets you exploit minor loopholes.
Prerequisite: Character level 6th, any luck feat.
Benefit: You can expend one luck reroll as an immediate action to reroll a skill check, as long as you have at least 1 rank in that skill. You gain one luck reroll per day.

### **[Luck] Miser’s Fortune**

Flavor text: Items belonging to you and your allies are abnormally resistant to damage.

Prerequisite: None

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 force that opponent to reroll. In addition, as long as you still have one luck reroll remaining for the day, items in your possession receive a +5 luck bonus on saving throws. You gain one luck reroll per day.

### **[Luck] Psychic Luck**

Flavor text: Some psions claim that luck doesn’t exist. You know better.

Prerequisite: Manifester level 3rd, any luck feat.

Benefit: You can expend one luck reroll as a swift action to reroll the damage dealt by a psionic power you have just manifested. You can expend two luck rerolls as a swift action to reroll a manifester level check. You gain one luck reroll per day.

### **[Luck] Sly Fortune**

Flavor text: Your luck helps you find the right place to move to.
Prerequisite: None
Benefit: You can expend one luck reroll as an immediate action to reroll a Hide, Move Silently, or Tumble check. You gain one luck reroll per day.

### **[Luck] Survivor’s Luck**

Flavor text: You can avoid situations that would surely affect others.
Prerequisite: Character level 9th, any luck feat.
Benefit: You can expend one luck reroll as an immediate action to reroll a saving throw you just failed. You gain one luck reroll per day.

### **[Luck] Tempting Fate**

Flavor text: You are very hard to kill.

Prerequisite: Character level 6th, any luck feat.

Benefit: You can expend a luck reroll to reroll a stabilization check. In addition, once per day, whenever you have at least 1 hit point remaining and would be dealt enough damage to kill you, you can expend one luck reroll as an immediate action to take only enough damage to reduce you to –9 hit points. You automatically stabilize. You gain one luck reroll per day.

Special: Unlike most other luck feats, using Tempting Fate requires no action.

### **[Luck] Third Time’s the Charm**

Flavor text: Your deity smiles upon you.

Prerequisite: Character level 3rd, any luck feat, access to the Luck domain.

Benefit: You can expend one luck reroll as an immediate action to use the granted power of the Luck domain an 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 third chance to succeed on the roll). You gain one luck reroll per day.

[Luck] Unbelievable Luck

Flavor text: The powers of fortune truly smile on you more than most mortals.

Prerequisite: Any luck feat.

Benefit: As long as you have at least one luck reroll remaining for the day, you gain a +2 luck bonus on which- ever of your saves has the lowest base bonus. If two or more of your saves tie for the lowest base bonus, choose when you select this feat which save it applies to. If your base save bonuses later change so that the chosen save no longer has the lowest base bonus, the luck bonus from this feat immediately applies to the save that now has the lowest base bonus. You gain two luck rerolls per day.

### **[Luck] Victor’s Luck**

Flavor text: You strike with devastating accuracy more often.
Prerequisite: None
Benefit: You can expend one luck reroll as a swift action to reroll a critical threat confirmation roll. You gain one luck reroll per day.

### **[Metamagic] BLACK LORE OF MOIL**

Flavor text: Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent.

Prerequisite: Spell Focus (necromancy), caster level 7th.

Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage +1d6 per two spell levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell’s normal effect. In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian rune-bone—a small human bone (often a fi nger bone) scribed with carefully prepared ar-cane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and re-quires special inks and powders costing 25 gp per die of negative energy damage to be generat-ed. For example, a runebone capable of adding 3d6 points of negative energy damage to a spell costs 75 gp to craft. While the maxi-mum negative energy damage dealt by a Moil-ian spell is based on the spell’s level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th-level spell, so normally +4d6) with a 75-gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage. A Moilian spell uses a spell slot of the spell’s nor-mal level.

### **[Metamagic] BORN OF THE THREE THUNDERS**

Flavor text: You have learned to marry the power of lightning and thunder in your electricity and sonic spells.

Prerequisite: Knowledge (nature) 4 ranks, Energy Substitution (electricity).

Benefit: When you cast a spell with either the electricity 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 and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they suc-ceed on a Refl ex save (both saves at the same DC as the base spell). Channeling the three thunders is costly, though, and you are automatically dazed for 1 round after doing so. A three thunders spell uses a spell slot of the spell’s normal level. In addition, its descriptor changes to include both energy types—for example, a lightning bolt of the three thunders is an evocation [electricity, sonic] spell.

### **[Metamagic] CHAIN SPELL**

Flavor text: You can cast spells that arc to other targets in addition to the primary target.

Prerequisite: Any metamagic feat.

Benefit: Any spell that specifi es a single target and has a 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). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the sec-ondary targets each take half as much damage as the primary target (rounded down) and can attempt Refl ex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don’t deal damage, the save DCs against arcing effects are reduced by 4. For example, if a 10th-level wizard nor-mally casts cause fear at DC 14, a chained cause fear could target a goblin chieftain at DC 14 and up to ten of his nearby guards at DC 10.A chained spell uses up a spell slot three levels higher than the spell’s actual level.

### **[Metamagic] CONSECRATE SPELL**

Flavor text: You can imbue your spells with the raw energy of good, by thegrace of a celestial power.

Prerequisite: Any good alignment.

Benefit: A spell you modify with this feat gains the gooddescriptor. Furthermore, if the spell deals damage, half thatdamage (rounded down) results from divine power and can’t bereduced by resistance or immunity to energy-based attacks. Forexample, if a consecrated lightning boltcast by a 7th-level wizarddeals 24 points of damage, 12 points of that is electricity damageand the other 12 points is not. Thus, a nongood creature immuneto electricity still takes 12 points of damage if it fails its Reflex save.A consecrated spell uses up a spell slot one level higher thanthe spell’s actual level.

### **[Metamagic] CONSECRATE SPELL**

Flavor text: You can imbue your spells with the raw energy of good.

Prerequisite: Any good alignment.

Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, a consecrated fi re storm spell cast by a 16th-level cleric deals 16d6 points of damage, half of which is fi re damage and half of which is sheer divine power. Thus, creatures immune to fire still take damage. The consecrated spell uses up a spell slot one level higher than the spell’s actual level.

### **[Metamagic] COOPERATIVE SPELL**

Flavor text: You can cast spells to greater effect in conjunction with the same spell cast by another individual.

Prerequisite: Any metamagic feat.

Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spel ls and +1 to caster level checks to beat the target’s spell resistance (if any), using the higher base DC and level check of either caster. A cooperative spell uses up a spell slot of the same level as 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 by 1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The fi rst three in the initiative order ready an action to cast fireball, casting the spell when the fourth does. 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) +4 (+2 for the fi rst cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster).

### **[Metamagic] CORRUPT SPELL**

Flavor text: The character can transform one of her spellsinto a thing of evil due to a deal she makes withan evil power.

Prerequisite: Any evil alignment

Benefit: This feat adds the evil descriptor to aspell. Furthermore, if the spell deals damage,half of the damage is unholy damage. For exam-ple, a corruptedfireballcast by a 6th-level wizarddeals 6d6 points of damage: 3d6 points of firedamage and 3d6 points of unholy damage.Thus, creatures immune to fire still potentiallytake 3d6 points of damage. The corrupted spelluses up a spell slot one level higher than thespell’s actual level.

Special:A character may take this feat multipletimes, choosing a different spell each time.

### **[Metamagic] CORRUPT SPELL**

Flavor text: You can transform one of your spells into an evil version of itself.

Prerequisite: Any evil alignment.

Benefit: This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. The corrupted spell uses up a spell slot one level higher than the spell’s actual level.

### **[Metamagic] DELAY SPELL**

Flavor text: You can cast spells that take effect after a short delay of your choosing.

Prerequisite: Any metamagic feat.

Benefit: When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. 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 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, with any of its effects (including damage and saving throws) decided when the spell triggers. If conditions change during the delay period in ways that would make the spell impossible to cast (the target you designate moves beyond the spell’s range, for example), the spell fails. During the delay period, a delayed spell can be dispelled normally, and it can be detected in the area or on the target (as applicable). A delayed spell uses up a spell slot three levels higher than the spell’s actual level.

### **[Metamagic] ENERGY ADMIXTURE**

Flavor text: You can modify a spell that uses one type of energy to add an equal amount of another energy type.

Prerequisite: Energy Substitution.

Benefit: Choose one type of energ y (acid, cold, electricity, or fire) that matches an energy type you have selected for substitution via the Energy Substitution feat. You can then modify any spell with an energy descriptor by adding an equal amount of the chosen type of energy to the spell’s normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, w ith each t y pe of energ y counting separately toward the spell’s damage cap. Thus, an acid fi reballcast at 6th level deals 6d6 points of fi re damage and 6d6 points of acid damage (rolled separately), while the same acid fireball cast at 10th level or higher deals 10d6 points of fi re damage and 10 d6 points of acid damage. Even opposed types of energ y (such as fire and cold) can be combined using this feat. An energy admixed spell uses up a spell slot four levels higher than the spell’s actual level. As well, the spell’s descriptor changes to include both energy types present in the spell—for example, the acid fi reball described above is an evocation [acid, fire] spell.

Special: You can gain this feat multiple times, choosing a different type of energy each time. The type of energy selected with this feat must match a type of energy you have also selected for substitution via the Energy Substitu-tion feat (so you can select cold as your energy type with Energy Admixture if you have selected cold as your Energy Substitution energy type). You can use Energy Admixture to further alter a spell that has already been modifi ed with Energy Substitution, and you can also admix your chosen energy type with a spell that already uses the same type, in effect doubling its normal damage

### **[Metamagic] ENERGY SUBSTITUTION**

Flavor text: You can modify an energy-based spell to use another type of energy instead.

Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat.

Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal level. The spell’s descriptor changes to the new energy type—for example, a fireball composed of cold energy is an evocation [cold] spell.

Special: You can gain this feat multiple times, choosing a different type of en-ergy each time.

### **[Metamagic] EXPLOSIVE SPELL**

Flavor text: You can cast spells that blast creatures off their feet

Prerequisite: None

Benefit: On a failed Refl ex save, an explo-sive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking crea-tures prone. For example, all creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the clos-est square outside the perimeter of the spell’s 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defi ned by the squares the bolt’s line passes through. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no addi-tional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that allow Refl ex saves and affect an area (a cone, cylinder, line, or burst). An explosive spell uses up a spell slot two levels higher than the spell’s actual level.

### **[Metamagic] FIERY SPELL**

Flavor text: Your fire magic is bolstered, further scorching your enemies.

Prerequisite: None

Benefit: A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fi re descriptor. For example, if a 9th-level wizard with this feat casts a fiery fireball, the fi reball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.

### **[Metamagic] FORTIFY SPELL**

Flavor text: You cast spells that more easily penetrate spell resistance.

Prerequisite: None

Benefit: A fortifi ed spell is treated as having a higher caster level for the purpose of defeating a target’s spell resistance. You prepare and cast the spell in a higher-level spell slot than normal, with each additional level giving a +2 bonus on spell penetration checks for the altered spell. Spells that are not subject to spell resistance are not affected. A fortified spell uses up a spell slot at least one level higher than the spell’s actual level.

### **[Metamagic] IMBUED HEALING**

Flavor text: You imbue your healing spells with additional benefits based on the power of your belief.

Prerequisite: Ability to cast conjuration (healing) spells; access to one or more domains.

Benefit: Whenever you cast a lst-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. If you are using domains from publications other than the Player's Handbook, use the Domains from Publications Other Than the Player's Handbook sidebar on page 53 to determine an appropriate domain equivalency.

\*Air: Electricity resistance 5.

\*Animal: Scent ability.

\*Chaos: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on a randomly determined 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 (if your deity is evil) bonus on saves against spells and spell-like abilities.

\*Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).

\*Protection: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC when fighting defensively. Strength: +2 on damage rolls with any melee attack.

\*Sun: Low-light vision; +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Spot checks.

\*Travel: +5-foot bonus to base land speed.

\*Trickery: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks.

\*War: +1 on attack rolls with weapons (not natural weapons).

\*Water: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Swim checks.

Special: When you use a conjuration (healing) spell to deal damage to a target, you cannot confer one of these carrier effects on that target.

Special: Different carrier effects can affect the same target concurrently, even if the domains are normally opposed in nature (Law/Chaos, Good/Evil, and so forth).

Special: If your conjuration (healing) spell affects multiple creatures, you can choose only one carrier effect per casting. All targets are subject to that same effect.

### **[Metamagic] LORD OF THE UTTERCOLD**

Flavor text: Through careful study of the Elemental Planes and their i nteract ions w it h t he Negat ive Energ y Pla ne, you have lear ned to wield the uttercold.

Prerequisite: Knowledge (the planes) 9 ranks, Energy Substitution (cold), ability to cast a spell with the cold descriptor.

Benefit: You can turn spells with the cold descriptor into uttercold spells. Half the damage dealt by an uttercold spell is cold damage, and the other half is negative energy damage. The spell’s saving throw remains unchanged, but creatures can apply cold resistance or immunit y to cold only to the 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 resistance to cold, the effects of damage and healing cancel each other out. An uttercold spell uses a spell slot of the spell’s normal level.

### **[Metamagic] NONLETHAL SUBSTITUTION**

Flavor text: You can modify a spell that uses energy to deal damage to dealnonlethal damage instead.

Prerequisite: Any other metamagic feat, Knowledge(arcana) 5 ranks.

Benefit: Choose one type of energy: acid, cold, electricity,fire, or sonic. You can modify a spell with the chosen designatorto deal nonlethal damage instead of energy damage. The alteredspell works normally in all respects except the type of damagedealt. For example, a nonlethal fireballspell works in the usualway except it deals nonlethal damage instead of fire damage.A nonlethal spell uses a spell slot of the spell’s normal level,modified by any other metamagic feats.

### **[Metamagic] NONLETHAL SUBSTITUTION**

Flavor text: You can modify an energy spell to deal nonlethal damage.

Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat.

Benefit: Choose one type of energy (acid, cold, electric-ity, or fi re). 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 the type of damage dealt—for example, a nonlethal fi reball has the same range and area, but since it deals nonlethal damage instead of energy damage, it will not damage objects or set fire to combustibles in the area. A nonlethal spell uses a spell slot one level higher than the spell’s normal level

### **[Metamagic] PERSISTENT SPELL**

Flavor text: You can make a spell last all day

Prerequisite: Extend Spell

Benefit: Spells with a fixed or personal range can have their duration increased to 24 hours. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You don’t need to maintain concentra-tion on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. A persistent spell uses up a spell slot six levels higher than the spell’s actual level

### **[Metamagic] RAPID SPELL**

Flavor text: You can cast spells with long casting times more quickly.

Prerequisite: None

Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. 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. A rapid spell uses up a spell slot one level higher than the spell’s actual level.

Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round.

### **[Metamagic] REACH SPELL**

Flavor text: You can cast touch spells without touching the spell recipient.

Prerequisite: None

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 on 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.

### **[Metamagic] REPEAT SPELL**

Flavor text: You can cast a spell that repeats on the following round.

Prerequisite: Any metamagic feat.

Benefit: A repeated spell is automatically cast again at the beginning of your turn in the following round. No matter where you might have moved in the previous round, the second spell originates from the same location and affects the same area as the or iginal spel l. If the or iginal spel l designates a ranged target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise, the second spell fails. Touch range spells cannot be affected by this feat. A repeated spell uses up a spell slot three levels higher than the spell’s actual level

### **[Metamagic] RETRIBUTIVE SPELL**

Flavor text: You can keep a spell in reserve to use when a foe causes you harm.

Prerequisite: None

Benefit: When you cast a spell modified by this metamagic feat, the spell has no immediate effect. 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 an immediate action. Once activated, a retributive spell disappears (it can only affect one attacker). You can apply this feat only to a spell that targets a creature. A retributive spell can target only the attacker that triggered it, even if the spell would normally allow you to target multiple creatures. You can have only one retributive spell cast at a time. Casting a second retributive spell cancels the first (eliminating it with no effect). 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 the spell's actual level.

### **[Metamagic] SANCTUM SPELL**

Flavor text: Your spells are especially potent on home ground.

Prerequisite: Any metamagic feat.

Benefit: A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effec-tive spell level 1 lower than normal. All effects dependent on spell level (including save DCs) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spell’s normal level.

Special: Your sanctum is a particular site, building, or structure previously designated by you, and no larger than 20 feet/ level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure, its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefi ts of the old one immediately fade.

### **[Metamagic] SCULPT SPELL**

Flavor text: You can alter the area of your spells.

Prerequisite: Any metamagic feat.

Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The sculpted spell works normally in all respects except for its shape. For example, a lightning boltwhose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A sculpted spell uses a spell slot one level higher than the spell’s actual level.

### **[Metamagic] SEARING SPELL**

Flavor text: Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fi re.

Prerequisite: None

Benefit: A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half 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.

### **[Metamagic] SPLIT RAY**

Flavor text: Your ray spells can affect an additional target.

Prerequisite: Any metamagic feat.

Benefit: You can cause any ray spell to fi re one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously.A split ray spell uses a spell slot two levels higher than the spell’s actual level.

### **[Metamagic] SUDDEN EXTEND**

Flavor text: You can make a spell last longer than normal without special preparation.

Prerequisite: None

Benefit: Once per day, you can apply the effect of the Extend 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 Extend Spell normally if you have it.

### **[Metamagic] SUDDEN MAXIMIZE**

Flavor text: You can cast a spell to maximum effect without special preparation.

Prerequisite: Any metamagic feat.

Benefit: Once per day, you can apply the effect of the Maximize 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 Maximize Spell normally if you have it.

### **[Metamagic] SUDDEN QUICKEN**

Flavor text: You can cast a spell with a moment’s thought without special preparation.
Prerequisite: Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still
Benefit: Once per day, you can apply the effect of the Quicken 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 Quicken Spell normally.

### **[Metamagic] SUDDEN SILENT**

Flavor text: You can cast a spell silently without special preparation.
Prerequisite: None
Benefit: Once per day, you can apply the effect of the 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.

### **[Metamagic] SUDDEN STILL**

Flavor text: You can cast a spell without gestures or special preparation
Prerequisite: None
Benefit: Once per day, you can apply the effect of the Still 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 Still Spell normally if you have it.

### **[Metamagic] TRANSDIMENSIONAL SPELL**

Flavor text: You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell’s area.

Prerequisite: None

Benefit: A transdimensional spell has its full normal 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. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a transdimensional 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 the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

### **[Metamagic] TRANSDIMENSIONAL SPELL**

Flavor text: You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell’s area.

Prerequisite:

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 spell’s area. Such creatures include ethe- real 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 the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.

### **[Metamagic] TWIN SPELL**

Flavor text: You can simultaneously cast a single spell twice.

Prerequisite: Any metamagic feat

Benefit: Casting a twinned spell causes the spell to take ef fect t w ice in the same area or on the same target simultane-ously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable). A spell whose effects wouldn’t stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player’s Handbook). For example, a twinned charm person doesn’t create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell. A twinned spell uses up a spell slot four levels higher than the spell’s actual level

### **[Metamagic] VIOLATE SPELL**

Flavor text: The character can transform one of his spells into an evilspell, 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. Fur-thermore, if the spell deals damage, half of the damage dealtis vile damage. For example, a violatedlightning boltcast byan 8th-level wizard deals 8d6 points of damage: 4d6 points ofelectricity damage and 4d6 points of vile electricity damage(but creatures immune to electricity take no damage). A vio-lated spell uses up a spell slot one level higher than thespell’s actual level.

Special:A character may take this feat multiple times,choosing a different spell each time.

### **[Monster] Become the Swarm**

Flavor text: None

Prerequisite: Vampire.

Benefit: You gain the following supernatural ability:

Form of the Swarm (Su)

As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm.

This swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire‘s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed.

The vampire also retains all of its usual special qualities.

While in swarm form the vampire is still considered to be an undead creature. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

### **[Reserve] ACIDIC SPLATTER**

Flavor text: You can channel magical energy into orbs of acid.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have an acid spell of 2nd level or 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 acid spell you have available to cast and deals 1d6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.

### **[Reserve] AQUATIC BREATH**

Flavor text: Your reservoir of magic allows you to breathe normally even underwater.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water. This supernatural quality requires no activation. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.

**[Reserve] BLADE OF FORCE**

Flavor text: You can surround a weapon with a short-lived aura of force.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a 3rd-level or higher force spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of force. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action. The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

### **[Reserve] BORNE ALOFT**

Flavor text: You can channel the magic of the winds to briefly grant you flight.

Prerequisite: Ability to cast 5th-level spells.

Benefit: As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

### **[Reserve] CHARNEL MIASMA**

Flavor text: Your close connection to death magic causes others to find your company unpleasant.

Prerequisite: Access to the Death domain.

Benefit: As long as you have a 2nd-level or higher Death domain spell available to cast, you exude an almost 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. If you use this ability on an already shaken creature and it fails its saving throw, it becomes panicked for 1 minute or until it spends 1 full round out of line of sight of you. Creatures that succeed on this save are not affected again by your charnel miasma for 24 hours. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting death spells.

### **[Reserve] CLAP OF THUNDER**

Flavor text: You can deliver a thunderous roar with a touch.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.

### **[Reserve] CLUTCH OF EARTH**

Flavor text: You briefly increase the earth's pull on the target creature.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have an earth spell of 2nd level or higher available to cast, you can spend a standard action to reduce the speed of any landbound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highestlevel earth spell you have available to cast, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting earth spells.

### **[Reserve] DIMENSIONAL JAUNT**

Flavor text: With a single step, you can cross an entire room.

Prerequisite: Ability to cast 4th-level spells.

Benefit: As long as you have a teleportation spell of 4th 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 teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can’t bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.

### **[Reserve] DIMENSIONAL REACH**

Flavor text: You can transport small objects to you with an act of will.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher avail- able to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattnded. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells

### **[Reserve] DROWNING GLANCE**

Flavor text: With a look, you create a small but incapacitating amount of water in the subject's lungs.

Prerequisite: Ability to cast 4th-level spells.

Benefit: As long as you have a water spell of 4th level or higher available to cast, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting water spells.

### **[Reserve] FACE-CHANGER**

Flavor text: Your mastery of illusions allows you to subtly alter your appearance at whim.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.

### **[Reserve] FIERY BURST**

Flavor text: You channel your magical talent into a blast of fire.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.

### [Reserve] FRAGILE CONSTRUCT

Flavor text: Your innate attunement to the forces of entropy allows you to weaken objects with the force of your will.

Prerequisite: Access to the Destruction domain.

Benefit: As long as you have a 3rd-level or higher Destruction domain spell available to cast, you can enhance the inherent flaws of objects. Using this ability requires a touch or a melee touch attack (if used against an opponent). For a number of rounds equal to your caster level, the hardness or damage reduction of the touched object or construct is reduced by an amount equal to the level of the highest-level Destruction domain spell you have available to cast. This ability cannot reduce an object's hardness or damage reduc- tion below 0. As a secondary benefit, you gain a +1 insight bonus on all sunder attempts that you make.

### **[Reserve] HOLY WARRIOR**

Flavor text: Your zeal on the battlefield allows you to deal extra damage in combat.

Prerequisite: Ability to cast 4th-level spells, access to the War domain.

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 War spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

### **[Reserve] HURRICANE BREATH**

Flavor text: The power of elemental air you hold in your mind allows you to exhale the wind.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have an air spell of 2nd level or 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 bull rush; roll 1d20 + the level of the highest-level air spell you have available to cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

### **[Reserve] INVISIBLE NEEDLE**

Flavor text: 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 higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals 1d4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.

### **[Reserve] MAGIC DISRUPTION**

Flavor text: You can use your powers of abjuration to interfere with other casters' spells.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 15 + the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

### **[Reserve] MAGIC SENSITIVE**

Flavor text: You literally see the emanations of magic around you.

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 you had cast detect magic). The range of your detection is equal to 5 feet per level of the highest-level divination spell you have available to cast. Activating or concentrating on this ability requires a standard action. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting divination spells.

### **[Reserve] MINOR SHAPESHIFT**

Flavor text: Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.

Prerequisite: Ability to cast 4th-level spells.

Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following benefits:

\*Might: +2 bonus on melee damage rolls.

\*Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks.

\*Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size).

\*Speed: +5-foot enhancement bonus to any one movement mode you already possess.

\*Vigor: Temporary hit points equal to your HD.

The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells.

### **[Reserve] MITIGATE SUFFERING**

Flavor text: You can temporarily relieve ability damage.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have any restoration spell or another conjuration (healing) spell that cures ability damage available to cast, you can confer temporary ability points on yourself oanally. As a standard action, you can create 2 points + 1 point per level of the highest-level such spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its starting score. Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

### **[Reserve] MYSTIC BACKLASH**

Flavor text: With a touch, your magic corrupts the spells of your enemy.

Prerequisite: Ability to cast 5th-level spells.

Benefit: As long as you have an abjuration spell of 5th level or higher available to cast, you can make another creature's spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level abjuration spell you have available. A successful Will save reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the level of the abjuration spell that determined the effect's duration. Since the spell's casting has already been completed, this doesn't count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

### **[Reserve] PROTECTIVE WARD**

Flavor text: Your connection to the divine principle of protection shields you or an ally from attacks.

Prerequisite: Access to the Protection domain.

Benefit: As long as you have an abjuration spell available to cast, you can use a standard action to provide a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC equal to the level of the highest-level abjuration spell you have available to cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting abjuration spells.

### **[Reserve] SHADOW VEIL**

Flavor text: You draw wisps of darkness across your enemy's eyes, obscuring the world around him.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a –5 penalty on Spot checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting darkness spells.

### **[Reserve] SICKENING GRASP**

Flavor text: You wreak havoc with the inner organs of a target, causing it to grow ill.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells.

[Reserve] STORM BOLT

Flavor text: The electrical energy contained within your magic rages inside you, begging to be released.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells.

### **[Reserve] SUMMON ELEMENTAL**

Flavor text: You can channel the summoning power you hold to briefly bring forth an elemental servant.

Prerequisite: Ability to cast 4th-level spells.

Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first 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 the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) spells.

### **[Reserve] SUNLIGHT EYES**

Flavor text: The bright magic within you allows you to see through the darkest shadow.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a light spell of 2nd level or higher available to cast, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you have available to cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells.

### **[Reserve] TOUCH OF DISTRACTION**

Flavor text: Your touch briefly clouds the mind of a foe, impeding its efforts.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have an enchantment spell of 3rd level or higher available to cast, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a –2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enchantment spell you have available to cast, the effect ends. Multiple uses of this feat don't stack. This is an enchantment (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enchantment spells.

### **[Reserve] TOUCH OF HEALING**

Flavor text: You can channel divine energy into healing with a touch.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

### **[Reserve] UMBRAL SHROUD**

Flavor text: You control darkness and shadows.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have a 3rd-level or higher darkness spell available to cast, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save, its attacks have a miss chance equal to 5% per level of the highest-level darkness spell you have available to cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet.

### **[Reserve] WIND-GUIDED ARROWS**

Flavor text: Your mastery of the wind allows you to alter the flight of a ranged weapon.

Prerequisite: Ability to cast 3rd-level spells.

Benefit: As long as you have an air spell of 3rd level or higher available to cast, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can't change the weapon's target, but you can apply a +2 bonus or –2 penalty on its attack roll. You and the target can be no farther apart than 10 feet per level of the highest-level air spell you have available, since the guidance occurs at the end of the weapon's flight. This feat works only on thrown or projectile weapons; it can't affect spells, powers, energy attacks, or the like. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.

### **[Reserve] WINTER'S BLAST**

Flavor text: The frozen magic within you can burst forth in a hail of frost.

Prerequisite: Ability to cast 2nd-level spells.

Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-foot cone-shaped burst of cold. This cone deals 1d4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting cold spells.

### **[Style] ANVIL OF THUNDER**

Flavor text: You have mastered the style of fi ghting w ith hammer and a xe at the same time, and have learned to deal thunderous blows with this unique pairing of weapons.
Prerequisite: Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe).
Benefit: If you hit the same creature with both your axe and your hammer in the same round, it must make a Forti-tude saving throw (DC 10 + 1/2 your character level + your Str modifi er) or be dazed for 1 round.

### **[Style] BEAR FANG**

Flavor text: You have mastered the fi erce style of fi ghting with axe and dagger at the same time. You can bring the fi ght to close quarters in the blink of an eye

Prerequisite: Str 15, Power Attack, Two-Weapon Fight-ing, Weapon Focus (dagger), Weapon Focus (battleaxe, hand-axe, or dwarven waraxe).

Benefit: If you hit a creature with both your axe and your dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple as a free action without provoking an attack of opportunity, as if you had the improved grab ability. No initial touch attack is required. If you succeed on your grapple attempt, you drop your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest base attack bonus (with the normal –4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling at the normal penalty.

### **[Style] CRESCENT MOON**

Flavor text: You have mastered the style of fi ghting with sword and dagger. You know how to twist an opponent’s weapons from its grasp with a single graceful motion while using your two weapons together
Prerequisite: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword)
Benefit: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action.

### **[Style] HAMMER’S EDGE**

Flavor text: You are a master of the style of fi ghting with a hammer and sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows.
Prerequisite: Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimi-tar), Weapon Focus (warhammer or light hammer)
Benefit: If you hit the same creature with both your sword and your hammer in the same round, it must make a Forti-tude saving throw (DC 10 + 1/2 your character level + your Str modifi er) or fall prone

### **[Style] HIGH SWORD LOW AXE**

Flavor text: You have mastered the style of fi ghting with sword and axe at the same time, and have learned to use this unusual pairing of weapons to pull your opponents off their feet.

Prerequisite: Improved Trip, Two -Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar or shortsword), Weapon Focus (battleaxe, handaxe, or 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 trip attempt against that foe. (If you succeed, you may immedi-ately use your Improved Trip feat to gain an additional attack against your foe.)

### **[Style] LIGHTNING MACE**

Flavor text: You are a master of fi ghting with two maces at the same time, and have learned to strike your foes with lightning speed.
Prerequisite: Combat Refl exes, Two-Weapon Fighting, Weapon Focus ( l i g ht m a c e)
Benefit: Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at that same attack bonus.

### **[Style] NET AND TRIDENT**

Flavor text: You are a master of fi ghting with the net and the trident, and have learned to quickly follow up a successful net throw with a deadly jab of the trident.

Prerequisite: Dex 15, Exotic Weapon Profi ciency (net), Two -We a p o n Fi g ht i n g , We a p o n Fo c u s (t r i d e nt)

Benefit: As a full-round action, you can make a combined attack with your net and trident. First, you throw your net; if you hit and successfully control your foe by winning the opposed Strength check, you may immediately take a 5-foot step toward your opponent and make a full attack with your trident.

### **[Style] QUICK STAFF**

Flavor text: You have mastered the style of fi ghting with a quarterstaff, and have learned special maneuvers that complement this unique weapon.

Prerequisite: Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff).

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 penalt y you ta ke on your at tack rol ls. For example, if you take a –1 penalty on your attack rolls, you gain a +3 dodge bonus to your AC

### **[Style] SPINNING HALBERD**

Flavor text: You have mastered the style of fi ghting with a halberd, and can use all parts of the weapon—blade, spike, hook, or butt—to strike devastating blows.

Prerequisite: 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

### **[Style] THREE MOUNTAINS**

Flavor text: You are a master of fi ghting with powerful bludgeoning weapons.

Prerequisite: Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or great-club).

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 char-acter level + your Str modifi er) or be nauseated by the pain for 1 round.

### **[Tactical] [Teamwork] AWESOME SMITE**

Flavor text: Through a combination of sheer muscle and mystical acumen, you can deliver devastating smite attacks.

Prerequisite: Power Attack, base attack bonus +6, smite ability.

Benefit: This feat allows the use of three tactical maneuvers, each of which requires that you make a smite attack while using the Power Attack feat (minimum attack penalty -l). You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.

\*Demolishing Smite: Your smite attack punches through your enemy's defenses. For the purpose of this single attack, you can ignore a number of points of damage reduction (except DR/— or DR/epic) up to twice your Charisma bonus (if any). For instance, if your Charisma is 17 (+3 bonus), you ignore 6 points of your target's damage reduction when making a demolishing smite.

\*Overwhelming Smite: Your smite attack can knock an opponent prone. If the attack hits and deals damage, it is treated as though it were also a trip attack. Make a Strength check opposed by the defender's Strength or Dexterity, with all the normal trip modifiers (PH 158). A foe that resists is not entitled to make a trip attempt against you in return. You can attempt an overwhelming smite only once per round.

\*Seeking Smite: Your smite attack is uncannily guided to its target. For the purpose of this single attack, you ignore any miss chance your foe might have, though your weapon must still be able to strike the target. Thus, while this maneuver allows you to strike an incorporeal creature unerringly with a magic sword, it does not allow you to strike it with a nonmagical weapon.

### **[Tactical][Teamwork] BATTLECASTER DEFENSE**

Flavor text: You have mastered techniques for taking full advantage of spells in melee while remaining unharmed.

Prerequisite: Combat Casting, base attack bonus +1, caster level 1st.

Benefit: The Battlecaster Defense feat allows the use of three tactical maneuvers while spellcasting in melee.

\*Defensive Targeting: To use this maneuver, you must use the defensive casting option to cast a spell with a range of touch. If you successfully deliver the spell (that is, you succeed on the melee touch attack) on an enemy who threatens you 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 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, your movement on your next turn doesn't provoke attacks of opportunity from any creatures that were threatening you when you cast defensively. (The movement still provokes attacks of opportunity from other creatures normally.)

Special: These benefits apply equally to characters manifesting psionic powers defensively or to those using spell-like abilities defensively.

### **[Tactical] [Teamwork] BATTLECASTER OFFENSE**

Flavor text: You cunningly mix melee combat and spellcasting to increase the potency of both.

Prerequisite: Combat Casting or warmage edge, base attack bonus +1, Spellcraft 4 ranks.

Benefit: The Battlecaster Offense feat allows the use of two tactical maneuvers.

\*Spell and Sword: If you deal damage to a foe with a spell, you gain a +1 bonus on your first melee attack roll made against that foe in the next round.

\*Sword and Spell: If you make a melee attack against a foe, you gain a +1 bonus to the save DC of the first spell you use against that foe in the next round. This bonus applies only against the foe or foes you attacked, not against any other creatures affected by the spell.

### **[Tactical] [Teamwork] BESTIAL CHARGE**

Flavor text: You have learned to take complete advantage of the animal forms you can assume.

Prerequisite: Base attack bonus +4, wild shape class feature.

Benefit: This feat allows the use of three tactical maneuvers, each of which requires that you attempt a 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 attempt the charge in the same round as you change forms.

\*Pouncing Charge: You can make a full attack after you charge, as if you had the pounce ability (MM 313). If the animal form you have assumed normally has the pounce ability, your bonus on attack rolls when charging increases to +3.

\*Striking Charge: For the purpose of this charge attack only, you gain an extra 5 feet of reach by suddenly striking forward with your head and neck. You must assume a serpentine animal form to employ this maneuver.

\*Twisting Charge: You can change direction during a charge, as long as you move at least 10 feet both before and after you turn. You must assume an animal form with four or more legs to employ this maneuver.

Normal: You can make only a single attack after charging, with a +2 bonus on attack rolls. You can charge only in a straight line.

### **[Tactical] [Combat] CAVALRY CHARGER**

Flavor text: Fighting from the back of a steed is second nature to you

Prerequisite: Mounted Combat, Spirited Charge, Trample, base attack bonus +6

Benefit: The Cavalry Charger feat enables the use of three tactical maneuvers.

\*Unhorse: To use this maneuver, you must be mounted and charge a mounted foe. If your charge attack hits, you may make a free bull rush attempt. If the bull rush attempt succeeds, you move your foe normally, but his mount remains where it was.

\*Leaping Charge: To use this maneuver, you must be mounted and charge a foe at least one size category smaller than your mount. Make a Ride check at the conclusion of the move portion of the charge action. Prior to making the roll, determine the DC of the check: either DC 10 for a chance to deal 2 extra points of damage or DC 20 for a chance to deal 4 extra points of damage. If you fail this Ride check, you miss your target (no attack roll) and if you fail this Ride check by 5 or more, you miss your target and fall off your mount, landing in a square adjacent to the mount’s space.

\*Fell Trample: You can make mounted overrun attempts against more than one foe, resolving each attempt according to the rules on page 157 and 158 of the Player’s Handbook. Your mount gets a hoof attack against each foe you successfully overrun.

Special: A fighter may select Cavalry Charger as one of his fighter bonus feats

### **[Tactical] [Teamwork] [Combat] COMBAT BRUTE**

Flavor text: You employ strength and leverage to great effect in battle

Prerequisite: Improved Sunder, Power Attack, base attack bonus +6

Benefit: The Combat Brute feat enables the use of three tactical maneuvers.

\*Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.

\*Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt (see page 158 of the Player’s Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.

\*Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be –5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty × 1-1/2, or × 3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. 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 one-handed weapon wielded in two hands.

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

### **[Tactical] [Teamwork] ELUSIVE TARGET**

Flavor text: Trying to land a blow against you can be a maddening experi-ence

Prerequisite: Dodge, Mobility, base attack bonus +6

Benefit: The Elusive Target feat enables the use of three tactical maneuvers.

\*Negate Power Attack: To use this maneuver, you must desig-nate a specifi c foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.

\*Diverting Defense: To use this maneuver, you must be fl anked and you must designate one of the fl anking attackers to be affected by your Dodge feat. The fi rst attack of the round from the designated attacker automatically misses you and may strike the other fl anking foe instead; the attacking creature makes an attack roll normally, and its ally is considered fl at-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.

\*Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threat-ened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.

### **[Tactical] [Teamwork] ENERGY GESTALT**

Flavor text: You have learned to combine multiple energy effects to great advantage.

Prerequisite: Spell Focus (evocation), caster level 3rd.

Benefit: The Energy Gestalt feat enables the use of three tactical maneuvers. 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.

\*Acrid Fumes: You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities.

\*Brittle Blast: You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold.

\*Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.

### **[Tactical] [Teamwork] [Combat] FORMATION EXPERT**

Flavor text: You are trained at fighting in ranks and fi les

Prerequisite: Base attack bonus +6.

Benefit: The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat even if you are fighting in formation with allies that do not have this feat.

\*Lock Shields: To use this maneuver, you must have a ready shield, and adjacent allies on opposite sides of you must have ready shields. You gain a +1 bonus to Armor Class.

\*Step into the Breach: To use this maneuver, you must be within a single move of an ally who falls in combat, and an ally must occupy every square between you and the fallen comrade. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies.

\*Wall of Polearms : To use this maneuver, you must be wielding a shortspear, longspear, trident, glaive, guisarme, halberd, or ranseur, and you must have adjacent allies wielding weapons identical to yours on opposite sides of you. You gain a +2 bonus on attack rolls

Special: A fighter may select Formation Expert as one of his fighter bonus feats

### **[Tactical] [Teamwork] [Combat] GIANTBANE**

Flavor text: You are trained in fighting foes larger than you are

Prerequisite: Medium or smaller size, Tumble 5 ranks, base attack bonus +6

Benefit: The Giantbane feat enables the use of three tactical maneuvers

\*Duck Underneath: To use this maneuver, you must have taken a total defense action, then have been attacked by a foe at least two size categories larger than you. You gain a +4 dodge bonus to your Armor Class, which stacks with the bonus for total defense. If that foe misses you, on your next turn, as a free action, you may make a DC 15 Tumble check. If the check succeeds, you move immediately to any unoc-cupied square on the opposite side of the foe (having successfully 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 you are in and have failed to duck underneath your foe.

\*Death from Below: To use this maneuver, you must have successfully used the duck underneath maneuver. You may make an immediate single attack against the foe you ducked underneath. That foe is treated as fl at-footed, and you gain a +4 bonus on your attack roll

\*Climb Aboard: To use this maneuver, you must move adja-cent to a foe at least two size categories larger than you. In the following round, you may make a DC 10 Climb check as a free action to clam-ber onto the creature’s back or limbs (you move into one of the squares the creature occupies). The creature you’re standing on takes a –4 penalty on attack rolls against you, because it can strike at you only awkwardly. If the creature moves during its action, you move along with it. The creature can try to shake you off by making a grapple check opposed by your Climb check. If the creature suc-ceeds, you wind up in a random adjacent square.

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

### **[Tactical] [Teamwork] HOLY POTENCY**

Flavor text: You have learned to manipulate the energies of the divine to great martial effect.

Prerequisite: Base attack bonus +4, ability to spontaneously cast cure or inflict spells, ability to turn or rebuke undead.

Benefit: This feat allows you the use of two of the four following tactical maneuvers. The first two maneuvers are available only if you channel positive energy, while the latter two are available only if you channel negative energy.

\*Balance of Life: The positive energy you channel when healing temporarily bolsters you physically. To use this maneuver, you must first cast a cure spell, then attempt either a melee attack or a Strength-based check in the following round. You gain a bonus on that attack roll or check equal to the level of the cure spell cast.

\*Conduit of Life: Two conduits of positive energy (turning and healing) reinforce each other, making your cure spells more potent. To use this maneuver, you must first attempt to turn undead, then make an attack with a cure spell (or other positive- energy spell) against an undead creature in the following round. 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 (if any). If you roll a natural 20 on your attack roll when delivering the spell (assuming one is necessary) and the target fails its save, the spell deals double damage.

\*Conduit of Death: Two conduits of negative energy (rebuking and dealing damage) reinforce each other, making your inflict spells more potent. To use this maneuver, you must first attempt to rebuke undead, then make an attack with an inflict spell (or other negative-energy spell) against a living creature in the following round. 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 (if any), furthermore, the critical threat range of the attack increases by l.

\*Touch of Death: The negative energy you channel lingers, increasing the severity of the wounds you inflict. To use this maneuver, you must first cast an inflict spell, then attempt a melee attack against a living creature in the following round. If the attack hits, it deals extra damage equal to twice the level of the inflict spell cast.

### **[Tactical] [Teamwork] METAMAGIC VIGOR**

Flavor text: The energy you pour into increasing the power of your spells feeds back upon itself in an ever-increasing cycle.

Prerequisite: Two or more metamagic feats.

Benefit: The Metamagic Vigor feat allows the use of two tactical maneuvers.

\*Metamagic Intensity: If you cast spells affected by the same metamagic feat in 2 consecutive rounds, you gain a +1 bonus to the second spell's caster level.

\*Metamagic Versatility: If you cast spells affected by two different metamagic feats in 2 consecutive rounds, you gain a +1 bonus to the second spell's save DC.

Special: You can't benefit from both of these maneuvers (or either maneuver more than once) in a single round; if you are eligible to use both, choose the one you want. Only actual metamagic feats allow this feat to function. A metamagic spell effect produced by a metamagic rod or other magic item or external device does not qualify you to use this feat.

### **[Tactical] [Teamwork] RAPTOR SCHOOL**

Flavor text: You know martial arts techniques inspired by hunting birds

Prerequisite: Wis 13, Jump 5 ranks, base attack bonus +6

Benefit: The Raptor School feat enables the use of three tactical maneuvers

\*Eagle’s Swoop: To use this maneuver, you must charge a foe or jump down on your enemy from at least 10 feet up Make a Jump check as a free action immediately before your next attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra points of damage or DC 25 for a chance to deal 4 extra points of damage. If you fail this Jump check, you miss your target, and if you fail this Jump check by 5 or more, you fall prone in an adjacent square.

\*Falcon’s Feathers: To use this maneuver, you must be wearing a cloak. As a standard action, you can whip the cloak around you in a distracting fashion. Make an attempt to feint in combat (see page 68 of the Player’s Handbook), using your base attack bonus instead of your Bluff modifier. If you succeed, your target is treated as fl at-footed for the next melee attack you make against it.

\*Hawk’s Eye: To use this maneuver, you must spend at least 1 full round observing your foe. While doing so, you can take no other actions. 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 observing, or if you don’t make the melee attack within 3 rounds of the end of your observation, you don’t get the benefi t of the feat.

### **[Tactical] [Teamwork] RESIDUAL MAGIC**

Flavor text: You can use the lingering energy from a spell you cast to boost the effect of a later spell.

Prerequisite: Spellcraft 12 ranks, any metamagic feat.

Benefit: The Residual Magic feat allows the use of two tactical maneuvers.

\*Enduring Potency: If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save DC, and any other effect of the spell.

For example, if Hennet the 10th-level sorcerer casts magic missile, then activates a wand of magic missile (caster level 5th) in the next round, he can treat the wand's magic missile as if he had cast it (giving him a greater range, number of mis- siles, and so forth).

\*Lingering Metamagic: If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function.

For example, if Hennet uses a 5th-level slot to cast an empowered lightning bolt, in the next round he can use a 3rd- level slot to cast another empowered lightning bolt. If the first spell was a silent empowered lightning bolt, he could apply the effect of either Silent Spell or Empower Spell to the second casting of lightning bolt, but not both.

### **[Tactical] [Teamwork] [Combat] SHOCK TROOPER**

Flavor text: You are adept at breaking up formations of soldiers when you rush into battle.

Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.

Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.

\*Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.

\*Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.

\*Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be –5 or worse. 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 Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.

Special: A fighter may select Shock Trooper as one of his fighter bonus feats

### **[Tactical] [Teamwork] SUN SCHOOL**

Flavor text: You have learned a number of esoteric martial arts techniques inspired by the sun

Prerequisite: Flurry of blows ability, base attack bonus +4

Benefit: The Sun School feat enables the use of three tactical maneuvers.

\*Inexorable Progress of Dawn: To use this maneuver, you must hit the same foe with the first two unarmed attacks from a flurry of blows. If you do, your foe must move back 5 feet, and you may move 5 feet forward if you wish. This movement does not provoke an attack of opportunity for either character.

\*Blinding Sun of Noon: To use this maneuver, you must successfully stun the same foe with an unarmed attack two rounds in a row. In addition to being stunned, that enemy is confused for 1d4 rounds thereafter.

\*Flash of Sunset: To use this maneuver, you must move adjacent to a foe instantaneously, as with a dimension door spell or the monk’s abundant step class feature. If you do so, you can immediately make a single attack at your highest attack bonus against that foe

### **[Vile] DARK SPEECH**

Flavor text: The character learns a smattering of the language of truly dark power.

Prerequisite: Base Will save bonus +5, Int 15, Cha 15

Benefit: The character can use the Dark Speech to bringloathing and fear to others, to help cast evil spells and createevil magic items, and to weaken physical objects (see DarkSpeech in Chapter 2).

Normal:Attempting to utter a word of the Dark Speechalways ends in immediate death for a speaker who is nottrained in its dark power. Fortunately, it is impossible tomake someone use the Dark Speech if he or she is unwilling, because the language’s pronunciation is so exacting.

Special:The character gains a +4 circumstance bonus onsaving throws made when someone uses the Dark Speech against him or her

### **[Vile] DEFORMITY (CLAWED HANDS)**

Flavor text: Because of intentional self-mutilation, the character hasdeformed arms and hands ending in sharp claws.
Prerequisite: Willing Deformity
Benefit: The character has the ability to deal 1d6 points ofdamage as an unarmed claw attack. The character is consid-ered armed even when unarmed.
Special:The character does not draw attacks of opportu-nity when attacking unarmed, and he threatens areas evenwhen unarmed

### [Vile] DEFORMITY (EYES)

 **Flavor text: The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally scarred one ofher regular eyes
Prerequisite: Willing Deformity.
Benefit: As a supernatural ability, the character can usesee invisibilityfor 1 minute per day.
Special:The character takes a –2 deformity penalty onSpot and Search checks**

### **[Vile] DEFORMITY (FACE)**

Flavor text: Because of intentional self-mutilation, the character has a hideous face
Prerequisite: Willing Deformity
Benefit: The character gains a +2 circumstance bonus onIntimidate checks and a +2 deformity bonus on Diplomacychecks dealing with evil creatures of a different type

### **[Vile] DEFORMITY (GAUNT)**

Flavor text: Through intentional starvation and macabre operations, thecharacter is grossly underweight. He has a skeletal appearance,and his weight is now half normal for creatures of his kind
Prerequisite: Willing Deformity
Benefit: The character gains a +2 deformity bonus toDexterity and a –2 deformity penalty to Constitution. Fur-thermore, he gains a +2 circumstance bonus on Escape Artist checks and Intimidate checks.
Special:A character with this feat may not take theDeformity (obese) feat.

### **[Vile] DEFORMITY (OBESE)**

Flavor text: Through intentional gorging and general gluttony, the char-acter is obese. Grossly overweight, she is now at least triplethe normal weight for creatures of her kind
Prerequisite: Willing Deformity
Benefit: The character gains a +2 deformity bonus toConstitution and a –2 deformity penalty to Dexterity. Fur-thermore, she gains a +2 circumstance bonus on Intimidatechecks and saving throws against poison.
Special:A character with this feat may not take theDeformity (gaunt) feat

### [Vile] DISCIPLE OF DARKNESS

Flavor text: The character formally supplicates himself to an archdevil.In return for this obedience, he gains a small measure ofpower
Prerequisite: None
Benefit: Once per day, while performing an evil act, thecharacter may call upon his diabolic patron to add a +1 luckbonus on any one die roll.
Special: Once a character takes this feat, he may not takeit again; he may not be the disciple of more than one devil.Nor may he take the Thrall to Demon feat.

### **[Vile] EVIL BRAND**

Flavor text: The character is physically marked forever as a servant of anevil power greater than herself or as a villain who does notcare who knows that she seeks only death, destruction, andmisery for others. The symbol is unquestionable in its per-versity, depicting a depravity so unthinkable that all who seeit know beyond a doubt that the bearer is forever in the swayof the blackest powers

Prerequisite: None

Benefit: Evil creatures automatically recognize thesymbol now emblazoned upon the character as a sign of herutter depravity or discipleship to a powerful patron,although the specific identity of the patron is not revealed.She gains a +2 circumstance bonus on Diplomacy andIntimidate checks made against evil creatures.

### **[Vile] LICHLOVED**

Flavor text: By repeatedly committing perverted sex acts with theundead, the character gains dread powers.

Prerequisite: Evil Brand.

Benefit: Mindless undead see the character as an undeadcreature. Becoming more and more like an actual undeadcreature, he gains a +1 circumstance bonus on saving throwsagainst mind-affecting effects, poison, sleep, paralysis, stunning, and disease

### **[Vile] SACRIFICIAL MASTERY**

Flavor text: The character is skilled at offering living sacrifices to evilgods or fiends.
Prerequisite: Wis 15
Benefit: The character gains a +4 profane bonus on Knowledge (religion) checks made when performing a sac-rifice.
Normal:Without this feat, a character who performs asacrifice makes a normal Knowledge (religion) check modi-fied as described in Chapter 2.

### **[Vile] THRALL TO DEMON**

Flavor text: The character formally supplicates himself to a demonprince. In return for his obedience, the character gains asmall measure of power.
Prerequisite: None
Benefit: Once per day, while performing an evil act, thecharacter may call upon his demonic patron to add a +1 luckbonus on any one roll.
Special:Once a character takes this feat, he may not takeit again; he may not be the thrall of more than one demon.Nor may he take the Disciple of Darkness feat

### **[Vile] VERMINFRIEND**

Flavor text: Vermin regard the character better than they wouldnormally.
Prerequisite: Cha 15
Benefit: If a vermin is about to attack the character, shemay make a Charisma check (DC 20). If the check succeeds,that vermin refuses to attack her for 24 hours

### **[Vile] VILE KI STRIK**

Flavor text: The character can focus evil power into his unarmed strike
Prerequisite: Cha 15, Improved Unarmed Strike
Benefit: Each time the character deals damage with hisunarmed strike, he deals 1 additional point of vile damage

### === **[Vile] VILE MARTIAL STRIKE** ===

Flavor text: The character can focus evil power into her weapon blows.
Prerequisite: Cha 15, Weapon Focus with the specifiedweapon
Benefit: Each time the character deals damage with a spe-cific kind of weapon, she deals 1 additional point of vile damage.
Special:A character may take this feat more than once,selecting a different weapon each time. =

### **[Vile] VILE NATURAL ATTACK**

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

### **[Vile] WILLING DEFORMITY**

Flavor text: Through scarification, self-mutilation, and supplication todark powers, the character intentionally mars her own body.
Benefit: The character gains a +2 deformity bonus onIntimidate checks

### **[Wild] BLINDSENSE**

Flavor text: You can sense creatures that you cannot see.

Prerequisite: Wild shape.

Benefit: You can expend one daily use of wild shape to gain blindsense for 1 minute per Hit Die, enabling you to pinpoint the location of a creature within 30 feet if you have line of effect to that creature. You retain this benefi t regardless of what form you are in.

### [Wild] BOAR’S FEROCITY

Flavor text: You can continue fi ghting even at the brink of death.
Prerequisite: Ability to wild shape.
Benefit: If your hit points are reduced to 0 or less (but 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.
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 unconscious.

### **[Wild] CHEETAH’S SPEED**

Flavor text: You can run with the speed of the cheetah.

Prerequisite: Ability to wild shape.

Benefit: You can spend one wild shape to change your base land speed to 50 feet. You may also sprint as a cheetah: Once per hour you may move 10 times your normal speed as part of a charge. This effect lasts for one hour.

### **[Wild] CLIMB LIKE AN APE**

Flavor text: You can improve your climbing ability.

Prerequisite: Wild shape.

Benefit: You can expend one daily use of wild shape to gain a climb speed equal to your base land speed for 10 minutes per Hit Die. This feat also grants you a +8 racial bonus on Climb checks and allows you to take 10 on Climb checks, even if rushed or threatened.

### **[Wild] COUGAR’S VISION**

Flavor text: You can see in the dark like a cat.
Prerequisite: Wild shape, Spot 2 ranks.
Benefit: You can expend one daily use of wild shape to gain low-light vision for 1 hour per Hit Die. In addition, you gain a +4 bonus on all Spot checks. You retain these benefi ts regardless of what form you are in.

### **[Wild] EAGLE’S WINGS**

Flavor text: You can take wing and fl y with the grace of an eagle.
Prerequisite: Ability to wild shape.
Benefit: You can spend one wild shape to grow feathery wings. These allow you to fl y at a speed of 60 feet (average maneuverability). The wings remain for 1 hour.

### **[Wild] ELEMENTAL ESSENCE**

Flavor text: You can channel the power of the four elements from the natural world around you.

Prerequisite: Any other wild feat, wild shape class feature.

Benefit: When you first select this feat, choose one type of energy: acid, cold, electricity, or fire. This choice cannot thereafter be changed. You can spend one daily use of your wild shape ability to surround your limbs and weapons with an aura of the chosen energy. While this effect is active, each melee attack you make deals an extra ld6 points of the appropriate type of energy damage. Additionally, you gain resistance 5 against that type of energy. These effects last for 1 minute.

Special: You can select this feat multiple times. Its effects do not stack. Each time you take it, you must select a different type of energy to which the feat applies. You cannot use this feat to activate multiple energy types at the same time.

### **[Wild] ELEPHANT’S HIDE**

Flavor text: You can thicken your skin to the toughness of an elephant’s.
Prerequisite: Ability to wild shape into a Large creature.
Benefit: You can spend one wild shape to give yourself a natural armor bonus of 7. This does not stack with any natural armor you currently have. The effect lasts for 10 minutes.

### **[Wild] EXTRA WILD SHAPE**

Flavor text: You can use wild shape more frequently than you normally could.
Prerequisite: Ability to use wild shape.
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, you also gain one additional elemental wild shape use per day.
Special: You can take this feat multiple times, gaining the same benefi t each time.

### **[Wild] FAST WILD SHAPE**

Flavor text: You assume your wild shape faster and more easily than you otherwise could.
Prerequisite: Dex 13, ability to use wild shape.
Benefit: You gain the ability to use wild shape as a move-equivalent action.
Normal: A druid uses wild shape as a standard action.

### **[Wild] GREAT AND SMALL**

Flavor text: By channeling the spirits of all creatures, you can in- crease or decrease your size without otherwise changing your form.

Prerequisite: Wild shape class feature, ability to assume the form of a Large creature using wild shape.

Benefit: You can spend one daily use of your wild shape ability to either grow or shrink one size category. You cannot use this feat mul- tiple times to grow or shrink more than one category beyond your normal size, nor does this effect stack with others that change your size. You can activate this feat only while in your normal form. This super natural ability otherwise functions as the spells enlarge person and reduce person (caster level equals your character level).

### **[Wild] GRIZZLY’S CLAWS**

Flavor text: You can grow claws as sharp as those of a bear.

Prerequisite: Ability to wild shape.

Benefit: You can spend one wild shape to gain two primary claw attacks (both at your base attack bonus and adding your Strength bonus). The claws deal piercing and slashing damage equal to a short sword appropriate to your size (1d6 for Medium, or 1d4 for Small). The claws remain for 1 hour.

Special: If you already have a claw attack, this replaces those claws.

### **[Wild] HAWK’S VISION**

Flavor text: You can improve your visual acuity.

Prerequisite: 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 benefi t 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 benefi ts regardless of what form you are in.

### **[Wild] LION’S POUNCE**

Flavor text: You can deliver a terrible attack at the end of a charge.
Prerequisite: When you charge, you may spend a wild shape as a free action to make a full attack at the end of the charge.
Benefit: Without this feat, you may only make a single attack after a charge.

### **[Wild] OAKEN RESILIENCE**

Flavor text: You can take on the sturdiness of the mighty oak.

Prerequisite: Ability to wild shape into a plant.

Benefit: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes.

### **[Wild] SAVAGE GRAPPLE**

Flavor text: While transformed into the shape of a wild animal, you can savagely tear at any creature that you manage to grapple.

Prerequisite: 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.

### **[Wild] SCENT**

Flavor text: You can sharpen your sense of smell.

Prerequisite: 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 benefi t 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 benefi t regardless of what form you are in.

### **[Wild] SERPENT’S VENOM**

Flavor text: You can deliver a toxic bite attack reminiscent of the viper.

Prerequisite: Ability to wild shape.

Benefit: You can spend a usage of wild shape to gain a secondary bite attack (at your base attack bonus –5 and adding 1/2 your Strength bonus) that deals bludgeoning, piercing and slashing damage equal to a dagger appropriate to your size (1d4 for Medium, or 1d3 for Small). In addition, the bite delivers a toxic venom (Fortitude save DC 10+ 1/2 your HD + your Con modifi er; 1d6 Con/1d6 Con).

Special: If you already have a bite attack, it just gains the toxic venom part of this feat.

### **[Wild] SWIFT WILD SHAPE**

Flavor text: You can shift forms in the blink of an eye.
Prerequisite: Dex 13, Fast Wild ShapeTM, wild shape I class feature.
Benefit: You can activate your wild shape ability as a swift action.
Normal: Activating wild shape is a standard action.

### **[Wild] SWIM LIKE A FISH**

Flavor text: You can breathe and swim underwater with grace.

Prerequisite: Ability to wild shape.

Benefit: You can spend one wild shape to grow gills, enabling you to breathe underwater (while retaining your ability to breathe air). Webbing also grows between your fingers and between your toes, granting you a Swim speed of 40 ft. and a +8 bonus on your Swim checks. The effect lasts for one hour.

### **[Wild] VENOM'S GIFT**

Flavor text: You can imbue your natural attacks with a touch of venom.

Prerequisite: Any two wild feats, wild shape class feature, ability to assume plant form using wild shape.

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), ld2 Str/ld2 Str.

### **[Wild] WOLVERINE’S RAGE**

Flavor text: You can fl y into a berserk rage when injured.

Prerequisite: Wild shape

Benefit: If you have taken damage during the last round, you may spend a wild shape as a free action on your turn to enter a rage. While in this rage, you gain a +2 bonus to Strength, a +2 bonus to Constitution, and take a –2 penalty to AC. This rage lasts for 5 rounds and cannot be ended voluntarily.

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