Feats/General

## **Cybertech Savant**

*You are one with cybernetics and are able to implant more devices than normal.*

**Benefit:** Your Constitution and Intelligence score are considered four points higher for purposes of determining how many implantations of cybertech you can have.

## **Deter**

*You are adept at convincing others that you’re not worth the effort to kill.*

**Prerequisites:** Bluff 3 ranks.

**Benefit:** As a standard action, target one creature within 30-ft. of you. The target must make a Will Save vs DC 10 +½ your Bluff ranks + Cha or the creature can not attack you directly with attacks, spells, or special abilities as long as there is another hostile target for them to attack for a number of rounds equal to your Charisma modifier. They may still include you in the radius of AoE effects. The creature is entitled to a new saving throw on any round in which you use any spell, class ability, or Aid Another action to benefit creatures it is hostile to, and the effect immediately ends when you attempt to cause the creature harm. There is a -2 penalty to DC for creatures unable to understand your language, and the creature get a -2 penalty to their Will save for every size category they are larger than you, and a +2 bonus for every size category they are smaller than you. Creatures unable to understand speech (such as Oozes, Animals, mindless Undead, and many Constructs) are immune to Deter. You can only convince an opponent this way if they are within 30 feet and can clearly see and hear you.

**Special:** If you have a special ability that allows you to add a stat other than Charisma to your Bluff rolls, you may substitute that stat in place of Charisma modifier for the DC and duration of this ability.

**Try Again:** Maybe. If the initial Will Save fails, the creature may be targeted with this effect in future rounds, but as soon as it succeeds a Will save to resist, or if you perform a harmful action against the target, it becomes immune to this feat for 24 hours.

## Extra MP

*You gain additional MP to supplement those you already had.*

**Prerequisite:** Caster Level 1st.

**Benefit:** When you take this feat for the first time, you gain 2 MP. For every caster level you possess you gain an additional +1 MP (such as when you gain a level in a spellcasting class), up to a maximum of your character level.

**Special:** You cannot take this feat more than once.

## **Greater Deter**

*You’re so good at snivelling and grovelling that your opponents sometimes forget that you’re even there.*

**Prerequisites:** Deter, Improved Deter, Bluff 10 ranks.

**Benefit:** Deter requires only a swift action to use, and the DC for Deter is increased by 1. In addition, if a target fails its Will Save against Deter by 10 or more, it becomes Flatfooted to your attacks for a number of rounds equal to your Charisma modifier. This effect ends at the end of any round in which you take a harmful action against any target affected by Deter, or any of its allies.

## **Improved Deter**

*You are so skilled at pathetic grovelling that you can convince an entire mob of creatures to ignore you in favor of more dangerous opponents.*

**Prerequisites:** Deter, Bluff 5 ranks.

**Benefit:** Deter now only requires a Move action to perform, and the DC for Deter is increased by 1. In addition, the effects of Deter now target all hostile creatures within a 30-ft. Radius of you. This effect ends at the end of any round in which you take a harmful action against any target affected by Deter, or any of its allies.

**Normal:** Deter requires a Standard action and only targets a single creature.

## **Improved Provoke**

*You are more skilled at provoking others into attacking you, and have mastered the art of non-verbal intimidation.*

**Prerequisite:** Provoke, Intimidate 5 ranks

**Benefit:** The DC for Provoke is increased by 1, and now requires only a Move action to activate. In addition, creatures with animal intelligence (1 or 2 Int) may now be targeted with Provoke, the penalty to DC from not sharing a language is removed, and targets now only need to be able to see you to be targeted.

**Normal:** Provoke normally requires a Standard Action, animals can not be targeted with Provoke, there is a DC Penalty for not sharing a language with the target, and targets must be able to both see and hear you to be affected.

## **Familiar**

*You form a powerful bond with a familiar.*

**Prerequisite:** Caster Level 1st. Must be chosen at 1st level.

**Benefit:** A familiar is a magical pet that enhances the caster’s skills and senses and can aid him in magic. See this link for more information on familiars. Your total Caster Level is used as your level for determining the familiar’s abilities.

## **Provoke**

*You can use this feat to taunt enemies into attacking you instead.*

**Requirement:** Intimidate 3 ranks.

**Benefit**: As a standard action, target one creature within a 30-ft of you. The target must make a Will Save vs DC 10 + ½ of your Intimidate Ranks + Charisma or the creature becomes Antagonized for a number of rounds equal to your Charisma modifier (minimum 1). Creatures unable to understand speech (such as Oozes, Animals, mindless Undead, and many Constructs) are immune to this effect. There is a -2 penalty to DC for creatures unable to understand your language, and the creature get a +2 bonus to their Will save for every size category they are larger than you, and a -2 penalty for every size category they are smaller than you. You can only taunt opponents this way if they are within 30 feet and can clearly see and hear you.

**Special:** If you have Intimidating Prowess or another ability that allows you to add a stat other than Charisma to Intimidate checks, you may substitute that stat in place of your Charisma modifier for the DC and duration of this ability.
**Try Again:** Maybe. If the initial Will Save fails, the creature may be targeted with this effect in future rounds, but as soon as it succeeds a Will save to resist, it becomes immune to this feat for 24 hours.