Feats

## Regional Feats

Regional feats (whether geographic or racial) count against a character's regular feat allotment. At 1st level, characters can select regional feats appropriate to the geographic areas in which they were raised, or associated with their race.

You may learn feats from a new geographic region altogether. After first level, every 2 ranks of Kn. Local allow you to select another region with which your character is familiar enough to qualify for feats associated with. Regional feats that are tied to a race (and only a race) cannot be gained this way. It takes more than knowing about elves to qualify as one.

*Geographic regions which have a significant racial bias list those races most typical to that region, and those races which are particularly unlikely.*

### Atlan's Mark

Every inch of your skin is covered in an elaborate tattoo, a ritual marker of your status as chosen of the Underworld.

**Region:** Olman

**Benefit:** You gain a +1 bonus to saves versus energy draining and death attacks. When dying, you have a 50% chance per round of becoming stable. Your tattoos immediately identify you to most Olmans as a follower of Chitza-Atlan, evil god of the Gateway to the Underworld.

### Badge of Bondage

Your experiences as a slave have made you more resistant to torture and mental manipulation.

**Regions:** Ahlissa, Bandit Kingdoms, Flan, Half-orc, Ket, Lordship of the Isles, North Kingdom, Olman, Onnwal, Pomarj, Scarlet Brotherhood, Sea Barons, Sea Princes, Tiger Nomads, Wild Coast, Yeomanry, Zeif

**Prereq:** You must bear some obvious sign of your former bondage: whip scars on your back, a brand on your neck, etc.

**Benefit:** Your receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 competence bonus on Bluff checks.

### Bareback Soul

You're skilled at riding bareback

**Regions:** Paynims, Rovers of the Barrens, Tiger Nomads, Ull, Wolf Nomads

**Prereq:** Ride 1 rank

**Benefit:** You suffer no penalty to Ride check when riding bareback. You automatically succeed at checks to guide your mount with your knees. Additionally, you gain a +1 competence bonus on attack rolls when firing a ranged weapon while riding bareback.

### Blackmoorian Rhymes

You've decoded the eldritch secrets of the ancient Rhymers of Blackmoor.

**Region:** Blackmoor

**Benefit:** You receive a +2 bonus on all Knowledge (Arcana) checks. When making a bardic knowledge check, roll d20 twice and use the better of the two results.

### Blood of Kord

You're distantly related to the Suel god Kord, who often takes a mortal woman as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle.

**Region:** Suel

**Prereq:** Rage ability

**Benefit:** When you rage, you gain a pool of 2 bonus points of damage per character level, to be added to the damage of any melee attack made during your rage. Bonus damage added to a single attack may not exceed half your character level (to a minimum of 1), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on critical hits. Undesignated bonus damage is lost when your rage ends. You must declare the use of bonus damage before rolling your attack, if the attack misses, the damage is wasted.

### Blooded

You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.

**Regions:** Bandit Kingdoms, Bissel, Bone March, Bright Lands, Furyondy, Geoff, Gran March, Iuz, Ket, Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Stonehold, Tenh, Wild Coast, Wolf Nomads, Yeomanry

**Benefit:** +2 bonus on Initiative and Spot checks.

### Border Watch

Your experience watching the horizon for enemy troop movements has made you a better soldier.

**Regions:** Bissel, Furyondy, Geoff, Gran March, Highfolk, Irongate, Ket, Nyrond, Ratik, Shield Lands, Sterich, Sunndi

**Benefit:** +2 bonus on all Spot checks and a +5 bonus on all Profession (soldier) checks.

### Born Follower

You excel when directed by a natural leader.

**Regions:** Gran March, Oeridian, Pale

**Benefit:** You gain a +2 morale bonus to attack rolls and saving throws against fear effects when within 30' of an ally with the Leadership feat.

**Special:** You may only take this feat at first level.

### Celestial Scion

You are a member of one of the major noble houses of the former Great Kingdom of Aerdy.

**Regions:** Ahlissa, North Kingdom, Solnor Compact

**Benefit:** The benefits of this feat depend on the Celestial House to which you belong. Unless your DM allows otherwise, your rank is very minor and grants no game benefits other than those listed below.

Membership in your family may have intense roleplaying repercussions and benefits, at the discretion of the DM.

*Cranden:* You receive maximum starting gold at first level. Due to the diplomatic expertise and sterling reputation of your noble house, you receive a +3 bonus on all Diplomacy checks. Unless otherwise noted, NPCs in the former Great Kingdom have an initial attitude of friendly toward you.

*Darmen:* The weapons of choice for your mercantile house are the poisoned words that have killed far more enemies than poisoned blades. When caught in a lie due to an unsuccessful Bluff check, you get an immediate follow-up Bluff check to cover up the "misstatement" with doublespeak. If this Bluff check is successful, ignore the original failed result -- the Bluff attempt goes off successfully, leaving the victim none the wiser. Unless otherwise noted, NPCs in the former Great Kingdom have an initial attitude of friendly toward you if they are middle or upper class. Lower-class serfs understand all too well the contempt most members of House Darmen feel for their "breed," and are initially unfriendly toward you.

*Garasteth:* The arcane legacy of Aerdy's House Garasteth is known throughout the Flanaess. Wizard is a favored class for you. A multiclass Garasteth's wizard class does not count when determining whether she takes an experience point penalty for multiclassing. You also get a +2 bonus on Spellcraft checks. Because most folk fear the magical might of your house, NPCs in the former Great Kingdom have an initial reaction of friendly toward you.

*Naelax:* You share the bloodline of Ivid the Undying, the mad undead Overking who brought the once-might Great Kingdom to its knees. You receive a +2 bonus to Intimidate checks. Thanks to an unholy pact between Overking Ivid I and a fiend, you enjoy a special relationship with evil outsiders. You have a continuous True Seeing ability, as the spell (CL 16th), but the ability works only against the cloaking spells of demons and devils. This is a supernatural ability. Due to your family's ghastly reputation, NPCs in the former Great Kingdom have an initial attitude of unfriendly toward you.

*Rax-Nyrond:* The true heirs of the House of Rax died out long ago, but several illegitimate and minor branches of the family survive. The Rax legacy is not particularly proud, being filled with a succession of incompetents and half-wits. Regardless, the house managed to hoard a great deal of political influence during its time at the head of the Great Kingdom. As an heir of that tradition, you receive a +3 bonus on Gather Information check, and all checks take 1d2 hours. Unless otherwise noted, NPCs in the former Great Kingdom have an initial attitude of friendly toward you.

*Torquaan:* The financial might of House Torquaan extends far beyond the borders of the former Great Kingdom. Your family's reputation for squeezing the most out of a gold coin by employing deceit, trickery, cruelty, and good old-fashioned buisness skills allows you a 10% discount on purchases made anywhere where the influence of House Torquaan is known. The DM is free to disallow this discount outside the former Great Kingdom or in locales openly hostile to it or House torquaan. Since many folk see your kinsmen as greedy plutocrats, NPCs in the former Great Kingdom have an initial attitude of unfriendly toward you.

**Special:** You must select this feat as a first level character.

### Companion Guard Style [Fighter, General]

You've been trained in the combat style of the gray elven Companion Guard of Celene.

**Regions:** Celene, Gray Elf

**Prereq:** Proficient with longsword, longspear, and bows; BAB +4.

**Benefits:** When fighting with a longsword or longspear, you may use your Dexterity modifier on attack rolls. If you use a shield, it's armor check penalty applies to your attack rolls. Additionally you gain a +2 bonus on attack rolls to confirm critical hits with any bow.

### Deepseer

You see exceptionally well underground.

**Regions:** Deep Gnome, Stout Halfling, Mountain Dwarf

**Benefits:** You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to the range of your darkvision.

### Defensive Expert [Fighter, General]

You excel at fighting when entrenched.

**Regions:** Irongate, Shield Lands, Sunndi, Valley Elf, Valley of the Mage, Yeomanry

**Benefit:** Your gain a +6 bonus to AC when benefitting from a cover bonus to AC. You gain a +3 dodge bonus to AC when fighting defensively, or a +4 bonus if your have 5 or more ranks of tumble.

### Desert Fighter [Fighter, General]

You know how to make the most of terrain-inspired advantages in the desert.

**Regions:** Bright Lands

**Benefits:** When fighting in the desert, you gain a +2 dodge bonus to AC.

### Driftwalker

You aren't slowed by snowy terrain, and know how to disguise your movements in the snow.

**Regions:** Frost Barbarians, Ice Barbarians, Perrenland, Snow Barbarians, Stonehold, Wild Elf, Wood Elf

**Benefits:** It costs you no squares of movement to move into a snow covered or heavy snow square. You leave no tracks in snowy terrain and cannot be tracked normally. You may choose to leave tracks if so inclined.

### Dwarflore

You've memorized a litany of family histories, battle records, and foundry lore sacred to the dwarven people.

**Regions:** Hill Dwarf, Irongate, Mountain Dwarf, Ulek States

**Benefits:** You get a +1 bonus on all Knowledge skill checks and on checks using one Craft skill of your choice.

### Ehlonna's Way

You share an intimate bond with the transcendental spirit of Oerth's woodlands.

**Regions:** Celene, High Elf, Highfolk, Wild Elf, Wood Elf

**Prereq:** Patron Deity: Ehlonna

**Benefits:** You get a +3 bonus to Hide and Survival checks made in woodland areas. You get a +4 bonus on attacks against enemies who have cover from trees of plants. You still cannot hit creatures with total cover.

### Elemental Focus

The Baklunish folk have always enjoyed a close relationship with the elements, and your skill with elemental spells continues in a tradition that dates back hundreds of years before the Invoked Devastation.

**Regions:** Baklunish

**Benefits:** Add +1 to the DC of all saving throws against spells you cast with the air, earth, fire, or water descriptors. This bonus stacks with the similar bonuses granted by the Spell Focus and Greater Spell Focus feats.

### Elflore

You've memorized the epic poems, histories, and songs of the elven people, gaining insight into Oerth's history and magic.

**Regions:** Celene, Gray Elf, Half-Elf, High Elf, Highfolk, Lendore Isles, Sunndi, Tallfellow Halfling, Ulek States, Valley Elf, Verbobonc

**Benefits:** You get a +1 bonus on all Knowledge and Spellcraft checks.

### Exercises of Arnd

You follow the teachings of the legendary ancient Oeridian general-priest Arnd of Tdon, practicing a rigidly defined set of physical exercises every day to maintain peak levels of performance.

**Regions:** Furyondy, Nyrond, Oeridian, Ratik

**Prereq:** Toughness

**Benefits:** You practice a daily regimen of exercises that grants you special bonuses in combat. You choose which benefit you would like to apply for the day before performing your exercises, modifying the regimen slightly to achieve the desired effect. Granted effects last until the next time you perform the Exercises of Arnd or until 24 hours have passed.

Conducting the Exercises of Arnd requires 8 hours of rest to clear the mind. You need not slumber during this time, but must refrain from combat, spellcasting, skill use, conversation, or other physical or mental distraction.

*Rite of Battle:* You get a +1 morale bonus on attack rolls with a specific melee weapon incorporated into your exercises.

*Rite of Calm:* You get a +1 resistance bonus on all saving throws.

*Rite of Fitness:* You gain +6 temporary hit points.

### Expert Dungeoneer

Your experience and study of dungeons have given you insight into common trapsetting techniques.

**Regions:** Blackmoor, Deep Gnome, Greyhawk, Hill Dwarf, Mountain Dwarf

**Benefits:** You receive a +4 competence bonus on saving throws made against the effects of mechanical traps.

### Faerie Mysteries Initiate

You know the timeless secrets and rituals of the Faerie Mysteries, self-improving rites of grace and passion that have been handed down since the earliest days that form the fundamental pillar of elven culture.

**Regions:** Celene, Gray Elf, High Elf, Lendore Isles, Tallfellow Halfling, Verbobonc, Wild Elf, Wood Elf

**Benefits:** You and a partner (who also must be a Faerie Mysteries Initiate), practice a 15 minute regimen of cultural rituals that grant you special bonues. Both participants must agree upon the rite to be performed and receive the same bonus. Granted bonuses last until the next time you perform the Faerie Mysteries or until 24 hours have elapsed.

Performing the Faerie Mysteries require a 4 hour period of "trance" to clear the mind, or 4 hours of restful calm.

*Carols:* You and your partner sing of the triumph of Corellon Larethian over Gruumsh One-Eye. When fighting orcs or goblins, you gain a +1 competence bonus on damage rolls with melee weapons and ranged attacks within 30 feet, and act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat or other effects that increase critical threat range.

*Frolics:* You and your partner engage in a carefree, joyful gambol of handclaps and energetic kicks. You receive a +4 insight bonus on Perform (dance) and Tumble checks.

*Gyres:* You join your partner in a delicate, deliberate dance of clasped hands and orbit a live flower. You gain a +1 resistance bonus on all saving throws.

*Passions:* You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.

### Fiendsign

Your body bears a readily identifiable birthmark, such as a third nipple or sore, that serves as a symbol of your trafficking with fiends. Your bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates.

**Regions:** Greyhawk, Iuz, North Kingdom, Perrenland, Solnor Compact, Sterich, Ull

**Benefits:** Outsiders with the evil subtype take a -2 penalty to saves against your spells, and you receive a +2 bonus to caster level checks to overcome their spell resistance.

### Giantkiller [Fighter, General]

Your experience fighting giants has given you a tactical advantage against them.

**Regions:** Geoff, Keoland, Sterich

**Benefits:** You gain a +4 bonus on attack rolls to confirm critical hits against giants, and you gain a +2 dodge bonus to your AC against a giant's attacks.

**Special:** You may take this feat as a fighter bonus feat.

### Gnomelore

You've memorized a staggering array of trivia, jokes, bawdy stories, and legends collected throughout the ages by gnomes and passed orally to each new generation.

**Regions:** Rock Gnome, Ulek States, Valley Elf

**Benefits:** You get a +1 bonus on all Perform and Knowledge checks.

### Great Fervor

Your overwhelming religious zeal has caught the attention of your deity. Sometimes, you seem to get a second chance in the face of catastrophe.

**Regions:** Ekbir, Pale, Scalet Brotherhood, Tusmit, Veluna, Verbobonc

**Benefits:** Once per day, you may reroll a failed saving throw. Add your Wisdom modifier to the rerolled save. You must accept the result of the second save, even if it is lower than the original failed saving throw.

### Greyhawk Method

You studied magic at Greyhawk's School of Wizardry, the preeminent institution of arcane study in the Flaeness.

**Regions:** Greyhawk

**Prereq:** Ability to prepare and cast arcane spells

**Benefits:** You gain four new spells of your choice to add to your spellbook each time you gain a level in a class that allows you to prepare and cast arcane spells (such as wizard). These spells represent the results of your ongoing research, and must be of spell levels you can cast. If you have chosen to specialize in a school, two of the four free spells must be from your specialty school. Add the following to the list of feat you may select as bonus wizard feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

### Halflinglore

You've memorized countless recipes, wives' tales, folktales, a legends honored by the halfling people.

**Regions:** Lightfoot Halfling, Stout Halfling, Tallfellow Halfling, Ulek States

**Benefits:** +2 bonus on all Knowledge (Local) and (History) checks, and a +4 bonus on all Profession (cook) checks.

### Heir of Lendore

You are a descendant of the legendary migrations-era Suel archmage Lendore, predictor of the Invoked Devastation, patron of the Lendore Isles, and creator of the City of Glass. Your eyes are milky white and bear no pupils, although you see normally.

**Regions:** Suel

**Benefits:** Add +2 to the DC of all saving throws against divination spells you cast. This bonus stacks with the bonuses granted by Spell Focus and Greater Spell Focus.

### Horselore

You're good with horses.

**Regions:** Baklunish, Flan, Paynims, Rovers of the Barrens, Tiger Nomads, Wolf Nomads

**Benefits:** You gain a +3 bonus on Ride checks when you're riding a horse, and on Handle Animal checks when dealing with horses. All horses have an initial attitude of at least Friendly toward you.

### Jinnbond

You are descended from the genies summoned to Oerth by the ancient Baklunish in the dying days of the Suel-Baklunish wars. You might bear some physical or psychological mark of your ancestry, such as a fiery disposition from an efreeti ancestor or uniformly blue eyes from a marid.

**Regions:** Baklunish

**Benefits:** Choose one type of Genie: Dao (earth), Djinn (air), Efreeti (fire), or Marid (water). The benefits vary by the type of your genie ancestor.

*Dao:* You receive a +4 bonus on saving throws against earth effects and Fortitude saves made to resist petrification. You also add +2 to the DC of saving throws for any spell with the earth descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is also from your chosen school.

*Djinni:* You receive a +4 bonus on saving throws against air effects and the following spells: Acid Fog, Call Lightning, Cloudkill, Stinking Cloud and Storm of Vengeance. You also add +2 to the DC of saving throws for any spell with the air descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is also from your chosen school.

*Efreeti:* You receive a +4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any spell with the fire descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is also from your chosen school.

*Marid:* You receive a +4 bonus on saving throws against water effects and the following spells: Acid Fog, Cone of Cold, Horrid Wilting, Ice Storm and Sleet Storm. You receive a +2 bonus on Constitution checks made to resist drowning. You also add +2 to the DC of saving throws for any spell with the water descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is also from your chosen school.

**Special:** You may only take this feat as a 1st level character.

### Jungle Fighter [Fighter, General]

You know how to make the most of terrain-inspired advantages when fighting in a jungle.

**Regions:** Bandit Kingdoms, Lordship of the Isles, Olman, Scarlet Brotherhood, Sea Princes

**Benefits:** You gain a +2 dodge bonus to AC when fighting in jungle terrain.

### Landless Nobility

You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics, or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land.

**Regions:** Bone March, Geoff, Sea Princes, Shield Lands, Sterich, Tenh, Ulek States (Principality only)

**Benefits:** You receive 200 additional starting gold. You also receive a +4 bonus on Charisma checks made with residents of your homeland (including expatriates).

**Special:** You may only take this feat as a 1st level character.

### Lays of the Northern Adepts

You know the poems of the ancient Ur-Flan sorcerers. These poems contain lost secrets that strengthen your protective magic.

**Regions:** Blackmoor, Flan

**Benefits:** When someone attempts to dispel your abjuration spells, the dispel check is 13 + your caster level.

### Lore of the Ur-Flan

You're schooled in the ancient art of the Ur-Flan necromancers.

**Regions:** Bright Lands, Flan

**Benefits:** Add +2 to the DC of all saves against necromancy spells with the evil descriptor. This bonus stacks with the bonuses granted by the Spell Focus and Greater Spell Focus feats.

### Mercantile Background

You come from a family that excels at a particular trade and knows well the value of any kind of trade good or commodity.

**Regions:** Bissel, Deep Gnome, Dyvers, Ekbir, Gran March, Greyhawk, Highfolk, Hilld Dwarf, Irongate, Ket, Lightfoot Halfling, Lordship of the Isles, Mountain Dwarf, Onnwal, Rock Gnome, Sea Barons, Solnor Compact, Stout Halfling, Tusmit, Ulek States, Urnst States, Verbobonc

**Benefits:** You gain a +2 bonus on all Appraise checks and a +2 bonus on the Craft or Profession skill of your choice.

### Mercenary Background

You've traveled across the Flaeness as a hired mercenary, learning a smattering of local flavor on every mission in a foreign land.

**Regions:** Bissel, Half-Orc, Hill Dwarf, Paynims, Perrenland, Stonehold, Tenh, Tusmit, Ull

**Benefits:** Speak Language is a class skill for you. You receive a +2 bonus on all Knowledge (Local) checks.

### Mountain Fighter [Fighter, General]

You know how to make the most of terrain inspired advantages when fighting in the mountains.

**Regions:** Frost Barbarians, Geoff, Hill Dwarf, Ice Barbarians, Irongate, Mountain Dwarf, Perrenland, Pomarj, Ratik, Snow Barbarians, Sterich, Stonehold, Tusmit, Ulek States, Ull, Urnst States (Duchy only), Valley Elf, Valley of the Mage, Yeomanry

**Benefits:** You gain a +2 dodge bonus to AC when fighting in the mountains.

### Nexus Method

You learned magic at the Sorcerers' Nexus of Rel Astra, a shadowy academy led by the greatest summoners and binders of Oerth.

**Regions:** Solnor Compact

**Prereq:** Ability to prepare and cast arcane spells..

**Benefits:** You can channel stored non-conjuration spell energy into Summon Monster spells that you did not prepare ahead of time as a cleric can channel for cure spells. Add the following to the list of feats you may select as a bonus wizard feat: Augment Summoning, Greater Spell Focus, Greater Spell Penetration, Spell Focus, Spell Penetration.

### Noble Soul

Your strength of spirit and forthrightness bolsters your resolve and draws other toward you.

**Regions:** Deep Gnome, Furyondy, Half-Elf, Lightfoot, Halfling, Oeridian, Pale, Shield Lands, Ulek States, Veluna, Yeomanry

**Benefits:** You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.

### Orc-Blooded

Somewhere in the shadowy boughs of your extended family tree is an orc. The creature's influence isn't enough to make you a halforc, but it is enough to give you slightly porcine features, chronic bad breath, and a nasty temperment.

**Benefits:** You gain darkvision up to 30 feat. Barbarian is a favored class for you. You are not considered an orc for effects related to race.

**Special:** You may only select this feat at first level.

### Pureblooded Suel

Undiluted Suloise blood flows through your veins hearkening back to ancient empires and making you an attractive potential associate to pro-Suel racists.

**Regions:** Suel

**Benefits:** Your notoriously short temper gives you a +1 bonus on Intimidate checks, while the resolve and magical aptitude of your ancestors grants you a +1 bonus on all saving throws versus spells and spell-like effects. You also receive a +2 bonus on Charisma checks made with members of the Scarlet Brotherhood.

**Special:** You may only select this feat at first level.

### Raider's Spirit

You're a fearless raider.

**Regions:** Bone March, Frost Barbarians, Half-Orc, Ice Barbarians, Iuz, Olman, Paynims, Pomarj, Rovers of the Barrens, Snow Barbarians, Stonehold, Tiger Nomads, Ull, Wolf Nomads

**Benefits:** You get a +4 bonus to saves against fear effects and a +2 bonus on all Intimidate checks.

### Rapscallion

Your stunning wit improves the credulity of your frequent lies.

**Regions:** Bandit Kingdoms, Dyvers, Half-Elf, Half-Orc, Rhennee, Rock Gnome, Sea Barons, Urnst States (County only), Wild Coast

**Prereq:** Int 13+

**Benefits:** In addition to your Charisma modifier, add your Intelligence modifier on all Bluff checks.

### Rhennlore

You've memorized oral histories of the Rhenee tribed, learning of the places they've visited, the secrets they've uncovered, and their gymnastic cultural dances.

**Regions:** Dyvers, Greyhawk, Rhennee

**Benefits:** You get a +1 bonus on all Tumble and Knowledge checks.

### Rustic Charm

Others tend to underestimate you due to your rural upbringing.

**Regions:** Ahlissa, Furyondy, Keoland, Nyrond, Rock Gnome, Sunndi, Urnst States, Veluna

**Benefits:** You suffer no penalties on Diplomacy checks related to social class, as upper class NPCs tend to view you as a charming rube. Others suffer a -2 penalty on Sense Motive checks made against you.

### Sagacious Method

You've learned magic from the Sagacious Society of Nyrond, a loosely organize assembly of scholars, sages, and mages who trade arcane information in an effort to improve the defensive strength of the Kingdom of Nyrond.

**Regions:** Nyrond

**Prereq:** Ability to prepare and cast arcane spells.

**Benefits:** You receive a +4 bonus to Spellcraft checks to decipher scrolls. You also receive a +4 bonus on caster level checks to successfully cast a scroll with a caster level higher than your level. Add the following to the list of bonus feats you may select as a wizard: Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

### Second Sight

You have the ancient gift of foresight, making you an honored member of your bargefolk family.

**Regions:** Rhennee

**Benefits:** Once per day, you can cast Augury as a 3rd level cleric. This is a spell-like ability.

### Shadowbound

The Black One of the Valley of the Mage cast a powerful spell upon you, fusing your soul with a fragment of the Plane of Shadow.

**Regions:** Valley of the Mage

**Benefits:** You can cloak yourself in an umbra of shadowstuff, granting you a +2 bonus to Hide checks. Once per day you may cast a spell with the shadow descriptor as if it was prepared with the Empower Spell feat without requiring a higher-level spell slot.

### Silent Method

You learned magic at the Lonely Tower of the Silent Ones of Keoland, a secretive order that seeks to protect the last vestiges of ancient Suel magic and ensure that such magic does not fall into the hand of those who would abuse it.

**Regions:** Keoland

**Benefit:** You get a +2 bonus on all dispel checks and on all caster level checks made for the Break Enchantment spell. Add the following to the list of bonus feats you may select as a wizard: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, Spell Penetration.

### Spirit of the Sea

You're most alive on the deck of a ship at sea an know all too well the dangers of open waters.

**Regions:** Ekbir, Lendore Isles, Lordship of the Isles, Scarlet Brotherhood, Sea Barons, Sea Princes, Wild Coast, Zeif

Benefits: You get a +8 bonus to Survival check made while aboard a boat or ship.

### Tested

You've passed through the Moonarch of Sehanine, been tested by the gods, and have emerged with great insight. The process has granted you intense inner calm, but it has instilled in you an aloofness that many find off-putting. You and other People of the Testing share a desire to protect old forest lands, faerie folk, and areas secret and precious to elves. You strive to keep hidden evil banes, magic, and secrets. You see the world as it is meant to be seen, you know the things that were meant to be known, and your destiny is forevermore intertwined with that of the elven race.

**Regions:** Gray Elf, High Elf, Wild Elf, Wood Elf

**Prereq:** Faerie Mysteries Initiate, character level 10th.

**Benefits:** You receive a +2 bonus on Charisma-based skill checks made against elves. This bonus increases to +4 on checks made against other elves with the Tested feat. Additionally, your ordeal in the Moonarch of Sehanine has granted you one of the following powers (choose when you select this feat).

*Gift of Prophecy:* The elven deities encountered during your Moonarch trial took an especial liking to you and have granted you the ability to communicate with their agents during your nightly trance. Once per day, while in trance, you can cast the Commune spell as a 10th level cleric. This is a supernatural ability.

*Gift of Sight:* Your experience has granted you the ability to pierce obfuscation, seeing the world in terms of absolute truth. Once per day you can cast True Seeing as a 10th level cleric. This is a spell-like ability.

*YeCinds Ear:* Within the mysterious Moonarch, you encountered the elven demigod YeCind, who increased your understanding of traditional elven music. Once per day, you may add a +6 bonus to your effective bard level for purposes of bardic music effects. This is a supernatural ability.

### Tongue of Mouqol

You know your way around business negotiations.

**Regions:** Baklunish, Bissel, Ket

**Benefits:** You receive a +3 bonus to Bluff and Diplomacy checks related to business deals.

### Troll Blooded

Your family tree contains the blood of the trolls of the Thillonrian Peninsula.

**Benefit:** You gain regeneration 1 as an extraordinary ability. Fire and acid deal normal damage to you. If you lose a limb or a body part, the lost portion regrows in 3d6 days. You can reattach the severed part as a full-round action by holding it to the stump. You are fatigued while exposed to sunlight without protection.

**Special:** You can take this feat only at 1st level.

### Vathrin Stigmata

More than 1,000 years ago, the Flan deity Vathris, patron of the Kingdom of Itar, fell in battle against the Kingdom of Sulm, a wickedly barbed black longspear piercing his chest. You have the ability to manifest a stigmatic wound in your own chest in memory of the deathblow of Vathris, but unlike your patron's poisonous wound, yours has the ability to heal the sick.

**Region:** Bright Lands

**Prereq:** Patron Deity: Vathris.

**Benefits:** Once per day, you can cause your chest to seep a black, tarry substance from a psychosomatic spear wound. If consumed within an hour of collection, this substance has the ability to detoxify any poison (as Neutralize Poison) and cure any disease (as Remove Disease). Your wound seeps enough substance for only one application per day. The substance is considered to have a caster level of 5 for purposes of dispel checks. Manifesting the stigmata is a supernatural effect and causes you to become exhausted.

### Vatun's Touch

You have little difficulty with cold environments.

**Regions:** Frost Barbarians, Ice Barbarians, Ratik, Snow Barbarians, Stonehold

**Benefits:** You don't need protection when operating in natural cold weather and automatically succeed at saves to stave off nonlethal damage. You do not add a cumulative +1 to the DC of checks to resist cold weather effects.

### Wastri's Blessing

You are a "servant" of Wastri, the hopping prophet.

**Regions:** Blackmoor, Keoland, Sea Princes, Sunndi

**Prereq:** Human, Patron Deity: Wastri.

**Benefits:** You can hold your breath a number of rounds equal to three times your Constitution score. You leave no trail in swampy terrain and cannot normally be tracked. You may choose to leave a trail if so desired.

### Well Read

Your readings have granted you extensive general knowledge abot a wide range of affairs.

**Regions:** Ahlissa, Celene, Dyvers, Ekbir, Furyondy, Gray Elf, Grayhawk, High Elf, Irongate, Keoland, Lendore Isles, Lordship of the Isles, Nyrond, Solnor Compact, Suel, Urnst States, Valley of the Mage, Veluna, Zeif

**Benefit:** All Knowledge skills are considered class skills for you.

### Well Traveled

Your travels across the Flanaess have given you a strong depth of local knowledge and a broad repetoire of far-flung tales.

**Regions:** Half-Elf, Lightfoot Halfling, Rhennee, Stout Halfling, Tallfellow Halfling

**Benefits:** You gain 2 ranks in the Knowledge (local) skill and can draw upon your experiences to influence those willing to converse with you. When dealing with a non-hostile creature that you can communicate with, you can use your Knowledge (local) skill in place of your Diplomacy skill.

### World Weary

Your crushed spirit makes you difficult to scare or intimidate.

**Regions:** Ahlissa, Bandit Kingdoms, Bone March, Geoff, Iuz, North Kingdom, Pomarj, Rovers of the Barrens, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Tenh

**Benefits:** You receive a +4 competence bonus on saves against fear. Treat fear conditions as one rank lower, so an effect that would make you panicked would make you frightened, while an effect that makes your frightened merely makes you shaken. Effects that make you shaken have no effect.

### Zagyg's Favor

It's not that you're insane, it's just that "normal" people don't understand the world the way you do. Either way, you're difficult to dominate effectively.

**Region:** Greyhawk

**Prereq:** Patron Deity: Zagyg

Benefits: You receive a +4 bonus on Will saves against Compulsion effects.

## Vile Feats

Vile feats are only available to intelligent creatures of evil alignment. Vasharans may take vile feats as if they were regional feats, and can take them so long as they are not Good or Lawful.

### Apostate

Your hatred of the gods cloaks you with potent resistance against their works.

**Prerequisite:** Wis 15

**Benefit:** You gain a profane bonus equal to one-half your character level on saves against divine spells. You cannot voluntarily fail a save against a divine spell, even if it is harmless.

**Special:** If you are a divine spellcaster with a code of conduct, this feat violates your code regardless of your alignment.

Your naked devotion to wickedness causes dark powers to tak an interest in your well-being.

**Prerequisite:** Con 13, and other vile feat.

**Benefit:** As an immediate action, you can take 1 point of Constitution damage to gain an insight bonus equal to the number of vile feats you possess, which you may apply to any one d20 roll you make until the end of your next turn.

### Dark Speech

You are able to evoke dread power through the use of the Dark Speech.

**Prerequisite:** Base Will save bonus +5, Int 15, Cha 15

**Benefit:** The character can use the Dark Speech to bring loathing and fear to others, to help cast evil spells and create evil magic items, and to weaken physical objects (see Dark Speech, BoVD pg32)

**Special:** You gain a +4 circumstance bonus on saves made when the Dark Speech is used against you.

By whispering foul utterances in the Dark Speech, you can drive your enemies to madness.

**Prerequisite:** Dark Speech

**Benefit:** You may whisper words of the Dark Speech to form grotesque visions in the minds of those who hear you. All living creatures within 30 ft must Will(10+1/2 your Character Level+Charisma Modifier). On a failure, creatures with fewer HD than you are staggered for 1d10 rounds, while those with more are *confused* for 1 round. This is a mind-affecting, supernatural effect. Whenever you use the Dark Speech in this manner, you take 1 point of Charisma damage.

**Special:** The bonus to resist the Dark Speech granted by that feat increases by 2.

### Disciple of Darkness

You have formally supplicated yourself to a fiend. In return for your obedience, you gain a small measure of power.

**Benefit:** Once per day, while performing an evil act, you may call upon your fiendish patron to add a +1 luck bonus on any one die roll.

### Enemy of Good

**Prerequisites:** Chosen of Evil, Evil Brand

**Benefit:** Whenever you cast a spell or use a spell-like ability against a creature of the good subtype or which radiates an aura of good, the save DC increases by 2.

### Evil's Blessing

Entities of utter evil and villainy have a stake in your survival.

**Prerequisite:** Cha 13

**Benefit:** As a standard action, you gain a profane bonus on saves equal to your Charisma bonus which lasts for 5 rounds. During any round in which you deal at least one point of damage to a good creature, this bonus is doubled.

### Evil Brand

You have physically marked yourself forever as a wicked villain who does not care that they seek only death, destruction and misery for others. The symbol is unquestionably in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest of powers.

**Benefit:** Evil creatures automatically recognize the symbol now emblazoned upon yourself as a sign of utter depravity. You gain a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures.

### Filthy Outburst

You shriek a phrase in the Dark Speech to deafen or torment those around you.

**Prerequisite:** Base Will +7, Dark Speech

**Benefit:** As a swift action, you loose a blistering torrent of foul curses and wicked insults in the Dark Speech. All living creatures within 60 ft who can hear you must succeed on a Will(10+1/2 your Character Level+Charisma modifier) or become deafened for a number of rounds equal to your character level. As long as an affected creature is deafened, they take a -4 profane penalty on saves against evil spells and spell-like abilities. Whenever you use the Dark Speech in this manner, you take 1d6 points of Charisma damage.

When you deliver a kiling blow, you destroy both flesh and soul.

**Prerequisite:** Base Attack +11

**Benefit:** Whenever you use the coup de grace action to kill a creature, that creature cannot be restored to life by any means short of a *miracle* or *wish* spell.

### Insane Defiance

You adopt insanity as a shied to turn aside effects that target your mind.

**Prerequisite:** Base Will +5

**Benefit:** As an immediate action when you are the target of a mind-affecting spell or spell-like ability, you can take 1 point of Wisdom damage to retarget the effect to another creature of your choice within the effect's range. The new target takes a -4 penalty on their save against the effect.

### Lichloved

Your ongoing intimate relations with an undead creature have granted you a measure of their necrotic power.

**Prerequisite:** Evil Brand

**Benefit:** Mindless undead see you as an undead creature. Becoming more and more like an actual undead creature, you gain a circumstance bonus equal to 1/4 your character level on saves against mind-affecting effects, poison, sleep, paralysis, stunning and disease.

### Master's Will

The elder evil you serve is fickle in its rewards and punishments.

**Prerequisites:** Chosen of Evil or the undead type, Evil brand

**Benefit:** As an immediate action, you may beseech your master for assistance. Roll 1d20. If the result is an odd number, you gain a +8 bonus on one d20 roll before the end of your next turn. If even, you take your HD in damage.

### Sacrificial Mastery

You are skilled at wresting the power of death from living sacrifices.

**Prerequisite:** Wis 15

**Benefit:** You gain a +4 profane bonus on all skill checks involved with performing a sacrifice. (see Sacrifice, BoVD pg26)

### Verminfriend

Vermin regard you better than they usually would.

**Prerequisite:** Cha 15

**Benefit:** If a vermin is about to attack the character, you may make a Charisma check (DC 20). If you succeed, that vermin refuses to attack you for 24 hours.

### Vile *Ki*/Martial/Natural Strike

You know how to focus evil power into your attacks.

**Prerequisite:** Cha 15 and Improved Unarmed Strike (for Ki Strike) or Weapon Focus with the specified weapon (for Martial Strike), or Natural Attack which deals at least 1d8 points of damage and Base attack +5 (for Natural Strike)

**Benefit:** When you take this feat, choose Ki Strike, Martial Strike and a weapon for which you have the Weapon Focus feat or Natural Strike. When making that attack, you may add an amount of Vile damage equal to your Base Attack Bonus.

**Note:** Vile Damage can only be healed by magic cast within the area of a *consecrate* or *hallow* spell.

## Mortification Feats

Mortification feats were originally introduced as a variety of Vile feat which represented intentional modification, scarring, mortification and other alteration of the body, far beyond typical piercings and tattoos. However, they were called "deformities," and being Vile you had to be evil to take them. Given that two of them reflect real world cultural practices (skin, and teeth) and the rest are broadly things you would likely find in fantasy cultures that are similar to those who practice such alterations, I do not feel comfortable with including them "as is," and have thus renamed the overall category, and will be making slight changes to some of them.

In these feats, outsider is used in the sense of a person from outside the culture or tradition under which you are altering your body, and not in the sense of the creature type. The bonus to Intimidation given by these feats does still apply to characters who are a part of your culture or tradition, as they recognize the meaning and significance of your alterations.

Broadly, these mortifications are most found in tribal cultures, and among cults which would generally be considered evil by polite society, but there is no need to be evil to take them, and the possession of these feats ***does not*** indicate a person is evil.

Each of these feats require **Self Mortification** as a prerequisite.

### Self Mortification [Mortification]

Through extensive scarification, self-mutilation, and other forms of mortification of the flesh, you have turned your form into a frightful and imposing sight.

**Benefit:** You gain a mortification bonus on Intimidate checks equal to 2 times the number of [mortification] feats you possess.

### Abominable Form

You revel in the modification of your flesh, drawing power from your mortification.

**Prerequisite:** Self Mortification

**Benefit:** Living creature with fewer HD than you that can see your undisguised form are frightened by your form. Each such creature must succeed at a Will(15+2 per Mortification feat you possess) or become shaken for a number of rounds equal to your Constitution modifier.

### Mortification-Eyes

You have ritually scarred your eyes, or made a hole in the flesh of your forehead representative of a third eye, allowing you to see that which mortals cannot, at the cost of your mundane vision.

**Prerequisite:** Self Mortification

**Benefit:** As a supernatural ability, you may use *see invisibility* as a spell-like ability for up to 1 minute a day. In exchange, you take a -2 penalty on visual Perception checks.

### Mortification-Face

Your scarred and modified face has become hard for many to look upon, but those who know what your mortification means find themselves drawn to you.

**Prerequisite:** Self Mortification

**Benefit:** You gain a +2 mortification bonus on Diplomacy checks dealing with characters from your own culture or tradition, and creatures who are themselves outside of traditional culture.

### Mortification- Gaunt

Through intentional fasting and self-surgery, you are disturbingly thin. You have a skeletal appearance, and your weight is now half normal for creatures of your kind.

**Prerequisite:** Self Mortification

**Benefit:** You gain a +2 bonus to Dexterity and a -2 penalty to Constitution, as well as a +2 circumstance bonus on Escape Artist checks.

### Mortification- Hands

You have picked away the flesh of your fingers and sharpened the bones beneath, giving yourself sharp claws.

**Prerequisite:** Self Mortification

**Benefit:** You gain a natural Claw attack which deals 1d6 damage.

### Mortification- Madness

You revel in madness, embracing your hallucinations, erratic behaviour, and deviant cravings. Your mind cannot be touched by outside influences.

**Prerequisite:** Self Mortification

**Benefit:** You take a permanent -4 mortification penalty to your Wisdom score, but become immune to all mind-affecting spells and abilities.

As an immediate action, you derive clarity from your madness to add a bonus equal to half your character level to a single Will save. You must choose to use this ability before learning the result of the save, and wait 1 minute before using this ability again.

### Mortification- Parasite

You invite parasites into your body, which grant you resistance against poisons and diseases.

**Prerequisite:** Self Mortification

**Benefit:** As an immediate action, you can negate any disease or poison affecting you. On your next turn, you can take only a single move or standard action as your tenants writhe within you in agitation.

### Mortification- Skin

Extensive deliberate scarification have toughened your skin.

**Prerequisite:** Self Mortification

**Benefit:** You gain a Natural Armor bonus equal to the number of Mortification feats you possess.

### Mortification- Spine

Long and painful surgery and stretching have stretched your frame to over 7 feet in height.

**Prerequisite:** Self Mortification, Medium size

**Benefit:** You are technically still a medium creature, but your improved height and lanky limbs increase your reach by 5 ft, allowing you to strike non-adjacent squares without a reach weapon. You take a -1 penalty to AC and a -2 penalty to Hide checks.

### Mortification- Teeth

You have filed your teeth to points and mortified your gums.

**Prerequisite:** Self Mortification

**Benefit:** You gain a natural bite attack which deals 1d4 damage plus your Strength modifier. If you use other weapons, you may use this attack as a secondary attack (taking a -5 penalty on the attack and applying only half your Strength modifier)

### Mortification- Tongue

Through extensive piercing and abrasive alchemical substances, your tongue has become incredibly sensitive to the environment.

**Prerequisite:** Self Mortification

**Benefit:** You gain the ability to sense your surroundings similar to a serpent, gaining Blindsense with a range of 30 ft.

### Reflexive Psychosis

In the face of adversity, you withdraw into the haunted corridors of your mind.

**Prerequisite:** Self Mortification, Mortification-Madness

**Benefit:** As an immediate action, you can gain Damage Reduction 5/-- for 1 round. After using this ability, you are *confused* until the end of your next turn.

## Creature Type Feats

In order to take a feat with a creature type tag, one must have to relevant creature type, or some relevant tie to it (such as the Dragonblood subtype for dragon feats).

Fiend feats can only be taken by fiends, or creatures descended from them. A fiend is an outsider with the Evil subtype, or which comes from the lower planes.

Celestial feats can only be taken by celestials, or creatures descended from them. A celestial is an outsider with the Good subtype, or which comes from the upper planes.

Elemental feats may be taken by Outsiders with elemental subtypes.

### Dragon's Exhalation

(Dragon)

**Prerequisite:** Character level 6

**Benefit:** You gain a breath weapon. Choose whether it is a 60 foot line or a 30 foot cone. It deals damage of a type associated with your draconic heritage, equal to 1d6 per two hit dice you possess. Once you've used your breath weapon, you must wait 1d6 rounds before being able to use it again.

### Dragon's Wings/Wings of Evil/Wings of Good

(Dragon)/(Fiend)/(Celestial)

**Prerequisite:** Character level 5

**Benefit:** You gain a pair of wings that grant you a fly speed with Good maneuverability equal to double your land speed. The appearance of these wings depend on the version of the feat you take, with dragon wings being scaly and bat-like, fiendish wings appearing as bat-, insect-, or raven-like, and celestial wings being feathery or energy-based.

## Necromantic Feats

Necromantic feats represent a different path along the tradition of necromancy than spells. Each one provides it's own discrete control pool equal to your unmodified Charisma modifier, and allows you to create undead with a CR equal to your character level minus 2.

To create undead with a necromantic feat, you must perform a ritual with a duration equal to your creation's CR in hours (minimum 1), and requires flesh and blood of intelligent creatures beyond the creature or corpse you wish to transform, and 25 gp of materials per hit die of the creation.

### Body Assemblage [Necromantic]

*The discarded husks of life are nothing more than a building material to you.*

**Prerequisites:** Caster Level 1, ability to cast 1st level spells of the Necromancy school.

**Benefit:** You may create skeletons and zombies that serve you alone.

**Special:** A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.

### A Feast Unknown [Necromantic]

*You have partaken of the feast most foul and count yourself a king among the ghouls.*

**Prerequisite:** You must have consumed the flesh of an intelligent mortal creature. Must be evil.

**Bene�fit:** You can create Ghouls or Ghasts from any dying person (at -1 to -9 hps). Any undead you create have the Scent special quality. In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD.

### Feed the Dark Gods [Necromantic]

*You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.*

**Prerequisites:** Any two necromantic feats, Character level 7, 10 ranks in Kn. Theology

**Benefit:** You may create any undead creature through the art of sacrice. For every CR of the creature you wish to create, you must sacrice one sentient soul (Int of 5 or better) and 500 gp.

### The Path of Blood [Necromantic]

*You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.*

**Prerequisite:** Character level 5

**Benefi�t:** You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.

### Whispers of the Otherworld[Necromantic]

*You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.*

**Prerequisite:** Character level 4

**Benefi�t:** You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Stealth checks, and Lifesight as a Special Quality.

### Wrappings of the Ages [Necromantic]

*The ancient secrets by which unlife can be sustained in mummification have been unearthed.*

**Prerequisite:** Character level 8

**Benefit:** You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.

### Blood Painter (General)

*By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is especial use to casters who prepare spells, or to casters who have run out of spells.*

**Prerequisites:** Path of Blood, Caster level 5, Spellcraft 4 ranks

**Benefit:** At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a at 10' by 10' surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster's current Con or Blood Pool is less than double the spell's level, the spell cannot be cast. Any spells cast with this feat are Supernatural effects.

### Boneblade Master (General)

*You have mastered the alchemic processes needed to create boneblades, as well as their use in combat.*

**Prerequisites:** Craft(alchemy) 4, Craft 4 (scrimshaw)

**Benefit:** You are considered to be proficient in the use of any weapon made from the special material Boneblade, and you may craft weapons out of Boneblade. In addition, you are considered to have the Improved Critical feat for any boneblade weapons you use in melee combat. You also gain a +2 to Initiative checks.

### Child Necromancer (General)

*An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child's body, magically powerful but physically weak.*

**Prerequisites:** Caster level 1, must know at least one necromancy spell of each spell level you can cast.

**Benefit:** All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have -4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.

**Special:** This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.

### Devil Preparation (General)

*By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.*

**Prerequisites:** A Feast Unknown, Character level 10, must have eaten the flesh of a Devil or Demon.

**Benefit:** You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanar'ri or Ba'atezu for the effects of spells, magic items, or prerequisites for feats or prestige classes.

### Fairy Eater (General)

*By consuming the flesh of fairies, you have absorbed a fraction of their magic.*

**Prerequisites:** A Feast Unknown, must have eaten the flesh of a creature with the Fey type.

**Benefit:** All figments and glamours you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.

### Ghost Cut Technique (General)

Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.

**Prerequisite:** Whispers of the Otherworld

**Benefit:** Each day, you can use the spell *wraithstrike* as swift action spell-like ability a number of time equal to half your character level. You also gain a +2 to initiative checks, a +4 to Stealth checks, and Lifesight as a Special Quality.

### Heavenly Desserts (General)

*By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.*

**Prerequisites:** A Feast Unknown, Character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.

**Benefit:** You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.

### Sleep of the Ages (General)

*Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.*

**Prerequisites:** Character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual

**Benefit:** By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.

As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)