GENERAL FEATS

**2 Fast 2 Furious:**

Your driving skills are more than amazing, they're Riddick. You once drifted through a shopping mall without hitting anything, ramped through a basement window in an SUV and you even found a parking spot once during rush hour. Any feat you possess can be applied to your vehicle. For example, if you have the toughness feat, the vehicle gains additional hit points while you are piloting it. Any effects you grant them are immediately ended if you stop piloting it.

**3 Fast 3 Furious:**

Your driving skills are so amazing you can pull off those stunts they do in open world games, and maybe even defeat the legendary Racer X. While driving a vehicle, you can use any class ability you possess. For instance, you could apply your monk's unarmored AC bonus to the vehicle's armor class. In addition, the vehicle uses your saving throws instead of it's own if your saving throws are higher.

**300 E.Q. Play**

The kind you see in weekly compilation videos. I bet you’re amazing at skill shots. When spending a hero point to gain a bonus, your bonus to the roll is increased to +10 if spent before a roll and +6 if used after a roll. If you possess the Zukyun feat, this increases the bonus that feat grants as well whenever it would be triggered.

**500 E.Q. Play**

You’re a champion at block clutching and no one was sus even though they saw you vent. When spending a hero point to re-roll a die roll, you can roll two additional times instead of one additional time and take the best result between the two new rolls.

**1,000 E.Q. Play**

This is starting to hit 360 Noscope territory, Like, what are you a machine!? When spending a hero point to act out of turn, you can take a full action instead of a move or standard action.

**10,000 E.Q. Play**

You’re in the big leagues now. You have the reflexes to pull off a wombo combo like none other. When spending a hero point to gain a bonus to a roll, you gain the maximum bonus even if you spend it after the roll was made. In addition if you use it to take an additional action, you can take a move and a standard action (Or a full round action) instead.

**1,000,000 E.Q. Play**

You’ve hit the big leagues that only someone with 20 million subscribers can hit. What are the odds of you pulling off a move like this? I’d say about 1 in 7.5 trillion. When spending a hero point, you gain a +1 bonus to all d20 rolls for the remainder of your turn. This increases by +1 for every hero point feat you possess.

**48 Educational Skills:**

Skills passed on from delinquent to delinquent. These skills aren't just abilities one can use to make their educational habits better, these are a way of life. Your body, mind, and soul will burn with these 48 skills, and your delinquent heart will shine so brightly that all honor students that stand in your path will be subdued through sheer educational value alone. Sit back kid, you might learn something.

When you gain this feat, you gain access to the following abilities, so long as you possess the prerequisites listed to use the abilities).

·        *Discipline With Love (Intimidate 5 ranks, Diplomacy 5 ranks, Knowledge History 5 ranks):* If words can't reach them, give them a nice, hard, fist. Once per day, if a diplomacy check that you make fails, you can make an attack on that creature and deal your normal damage. The attack roll is then treated as another diplomacy check instead of an attack action, and is applied to their diplomacy DC.

·        *Raise your Hand (Knowledge Local 5 ranks, Diplomacy 5 ranks, Improved initiative):* You must learn to raise your hand and wait to be called on. Whenever you enter an encounter, you can choose to go in the last initiative place and make a diplomacy check, applying any bonuses to initiative you may possess from anything other than dexterity. On the next round of combat, your initiative automatically becomes the result of your diplomacy check. Additionally, if you are targeted for an attack on the first round of combat, you immediately take your turn as if you had spent a hero point to act immediately.

·        *Don't talk back to the Teacher (Diplomacy 10 ranks, Intimidate 10 ranks) :* You can't talk back to the teacher! Accept her words as LAW. Once per encounter, as an immediate action, you can make a diplomacy check or intimidate check against a single creature within 60 feet whom is about to speak or use a verbal component to a spell. If you beat their diplomacy DC, they must make a fortitude saving with a DC equal to your diplomacy check or be unable to speak for 1 round.

·        *Share your Text Book (10 ranks in at least 4 knowledge skills, and Knowledge skill unlock or Skill focus in knowledge)*: You need to share your text book with your classmates when they forget theirs or they'll never learn anything! Whenever you aid another on a knowledge check, the bonus you grant to their check increases by +4.

**48 Skills of Affection:**

You are well versed in the secret skills of Affection. You can perform techniques such as "Holding hands" and even the legendary "Kiss" and you're well versed in "Lover's Quarrels". Using these skills you are sure to have a great love life, and you can even teach the skills to those around you. When selecting this feat, you gain access to several tricks you can use. In each skill of affection, there is listed a prerequisite, and once you possess it, you can access that ability.

*#1 Holding Hands (Delinquent):* The first skill to learn when showing affection to your lover. Soon you'll be sending smiley faces on your cellphone. You can aid another in combat as a move action. In addition, if that creature is at least at a 75% with you on your relationship chart, you grant an extra +1 bonus to them with aid another.

*#5 Embrace (Improved Grapple):* You know how to take hold of your friends and loved ones and crush them in your arms. Whether it's a "Glomp" or a "Bear Hug" you've got it down! You gain a +2 bonus to grapple CMD checks against enemies whom have harmed a friend of yours. In addition, as an immediate action, you can make a grapple check against the grapple CMD of an ally whom is adjacent to you and has at least a 75% with you on the relationship chart. If successful, you can take 1/2 of the damage that the target should take from all attacks that round for as long as you have the creature grappled.

*#10 Violent Display of Affection (Power Attack):* Sometimes when you love someone, you just need to show them your love with a legendary technique! After your fight you can fall into each other's arms and laugh into the sunset. You gain a +1 bonus to damage when using power attack. This increases by +1 for every attack you have available in a round. If used against an ally whom you have at least a 75% with on your relationship chart, all damage dealt with the attack can be treated as non-lethal damage.

*#39 One Sided Love (5 Ranks in Diplomacy, 1 teamwork feat):* The first step to Lovesickness is One Sided Love. Loving someone who doesn't return your affection. Select a single creature when you gain this ability and a single teamwork feat you possess. You treat that creature as if it possessed the teamwork feat for the purpose of you being able to use it. If the creature eventually gains the teamwork feat, you select a different teamwork feat that it doesn't possess.

*#40 Lovesickness (Relationship 100% or higher, Star Crossed Lovers, and see text):* You know of matters of the heart, and feel positively ill when the person closest to you is away for a while. When you gain this ability, select a creature with whom you have a 100% relationship with or more and the star-crossed lovers feat for. When you are away from that creature for 24 hours, you are sickened as per the sickened condition. This cannot be negated or lessened in any way. While in this sickened state, you gain a +4 bonus to saving throws against spells with any sort of emotional attachment (Such as Waves of ecstasy, crushing despair, rage, ect.). Alternatively, if you have spent an hour with that creature recently, you gain a +1 bonus to skill checks and 1d6+4 temporary hit points for 24 hours.

*#41 Kiss (Relationship 100% or higher, Star-crossed Lovers, and see text):* Your skills of affection have allowed you to learn the many ways to kiss, whether it's a cute peck on the cheek or the most legendary deep kiss in existence, you know your stuff. When you gain this ability, select a creature with whom you have a 100% relationship with or more and whom you have the Star-Crossed lovers feat for. As a standard action, once per day, you can take an action to kiss that person to gain a small boon depending on how long you do so for. If you do so as a swift action, you gain a +2 bonus to any one d20 roll made within the next minute. If you do so as a move action, you gain a +2 bonus to all saving throws for one minute. If you do so as a standard action, you gain a +2 bonus to attack and damage rolls for 1 minute, and if you do so as a Full round action, you gain all of the listed bonuses for 1 minute.

*#43 Lover's Quarrel (Relationship 100%, Star-Crossed Lovers, Power attack, Antagonize, or Honor Student):* Sometimes you fight, but you still love eachother, and you have learned the art of pissing your lover off in a way that will make them return loving you even more. Select a single creature that you have the Star-Crossed Lover's feat with, You can choose to make an intimidate check against that ally as a swift action. If successful, your percentage on your friendship chart decreases by -1%, however for their next attack, that person gains a bonus to damage equal to the base damage the person who used this feat would deal. This also applies if your next attack is a spell or technique. If it has multiple attacks or rays, it applies only to the first one.

**48 Skills of Friendship:**

The 48 skills of Friendship are paramount in delinquent skill mastery. Though not as adored and reviled as the 48 skills of affection, and more feared than the 48 educational skills, the 48 skills of friendship push the boundaries of time and space in their pursuit of being a legendary buddy. Learn how to share snacks, homework, and even a room together, and then put those skills to good use and pick up new allies all over the multi-verse.

When you select this feat, you gain the following abilities, however you must possess the proper prerequisites to use each ability.

·        *#22 Time of Youth (Diplomacy 5 ranks):* Bust into their house, fight them, and collapse laughing, you'll be friends forever. Whenever you enter an encounter, you can immediately make a diplomacy check against a single enemy that you can see within the encounter. If the diplomacy check is successful, that enemy must make a will saving throw with a DC equal to the Diplomacy check result. If it fails, it is affected by a lesser confusion spell. Once it wears off, it is also affected by the effects of the diplomacy skill.

·        # 31 Being Humble (Delinquent, Diplomacy 5 ranks):  Humility is key to friendship! Even if you want to brag all the time, sometimes being humble is much more agreeable. As a full round action, select a creature within 30 feet and make a diplomacy check against their armor class. If successful, they can't use a technique or spell for the round as they have to be humble. The same creature can't be affected by this ability from the same delinquent more than once in 24 hours.

·        # 35 Make up Handshake (Diplomacy 7 ranks, Legendary Delinquent): When you and your friend have been fighting, sometimes you both need to just show that you're both sorry by giving a nice, firm, handshake. Once per day as a full round action, you can affect any one creature that you have previously done battle with that day with a Charm Monster spell DC equal to your diplomacy check. The creature takes a -1 penalty to this save for every 10% it possesses in it's friendship rank with you already.

·        #40 Love Slap (Diplomacy 10 ranks, Improved Unarmed Strike, 100% friendship with at least one creature): Sometimes when you really love a friend and they piss you off, you just have to biff them really hard in the face to make them snap back to their senses. Once per encounter, you can make a Diplomacy check in place of an attack roll against a creature. If this attack hits, it deals normal damage, though the damage is non-lethal, and the Diplomacy effect takes place as well. This deals critical damage if the diplomacy check was a critical hit.

·        # 45 Eternal Rival (Diplomacy or Intimidate 5 ranks, Fierce Rivalry): Like a wall that's always in your way, your goal is to stand out more than your rival in the end. When using your Fierce rivalry feat, you can make a diplomacy check or intimidate check against your rival as an instant action after the rival deals damage with a spell or technique. If successful, you must on your turn, expend the same number of technique slots or a spell slot of the same level and you are exhausted, however you deal the same damage your rival just did and add an additional amount of damage equal to your Charisma modifier. This can be used once per day.

**Absolute Violence**

Looking for a bit of the Ultra Violence? Whether it's roving around, bashing rots with your droogs or seeing how many civilians you can take down with a lawnmower in a crowded convention center, everything you do leaves the world bloodied, battered, and laying in a pool of it's own entrails. When using a technique that takes a full attack or full round action, or making a full attack that allows for multiple attacks, on the final attack you make, you can take a -5 penalty to the attack roll to apply the effects of the Vital strike feats to the damage. If the technique already allows you to apply the vital strike feats to it, increase the weapon damage multiplier by one. This can be used once per encounter.

**Ace of Spades**

You can grip and thrust a spear better than anyone else. Work that shaft and bring all the ladies to their knees. Also, you're good with spears. You gain a +1 bonus to your "caster" level when performing martial techniques with Polearms/ Spears... why is this called Ace of Spades?!

**Action Button:**

Snake, To access the vehicle, use the action button (Triangle). You can accelerate with (R2) and Brake with (L2). It's sure to come in handy on your mission. You can use the fast mount or dismount action for any vehicle no matter the size, however the Drive DC increases by +4 for every size category beyond your basic category it is.

**Advanced Battle Veteran**

You've retired three times and every time they drag you back into the madness. You don't need a scouter to tell you what their power level is and you can literally smell evil from a mile away. You know the intricacies of battle to a T. So long as you possess at least 20 ranks in each of the listed skills, you can use the following abilities..

*Know the Enemy(any Knowledge):* When using Know the enemy, you can expend an additional 4 points from your combat stamina pool. In doing this, you gain a +1 bonus on all d20 rolls against that enemy. This bonus increases by +1 for every 5 points by which you beat the knowledge DC (Max +5).

*Cut it close (Bluff):* When using Cut it close, you can wait one additional round before the damage affects you.

*Detect Power Level (Perception):* When using your detect power level ability, You begin on the second round of detect magic. In addition, the area of effect is increased by 200 feet. Finally, If a magic creature was previously in the area, you can make a perception check against that creature's Stealth or sleight of hand check. If successful you know the general direction that creature went unless it left via teleportation or some other means.

*After Image (Acrobatics):* By spending an additional 12 points from your stamina pool, your after image cannot be seen through with a true seeing spell.

*Quicker than the eye (Sleight of hand):* When expending the points from your combat stamina pool for this ability, it applies to 2 attacks every time it's spent instead of costing the points for each attack. Alternatively, you can double the cost on a single attack, and the enemy must make a perception check against that sleight of hand check. If the creature fails it cannot detect where the attack came from for 1 round.

*Close Call (Stealth):* When using Close Call, you gain a +6 bonus to the stealth check and your move speed is increased by 30 feet.

*Fear from the Fearless (Intimidate):* When using Fear it's self, you can expend another 5 points to affect every creature within 100 feet that can see or hear you with your intimidate check.

*Battle Senses (Sense Motive):* When using Battle Senses, You gain the Scent ability, any creature you detect with the scent ability is effected by a detect alignment spell. If they have a method of masking their alignment, you can make a sense motive check against their opposed bluff check. If successful you know their true alignment.

**Ambiguous**

Sup baby, hows about you and me-Oh shit you're a guy. You are a man with very curvaceous hips and feminine wiles, or a woman with handsome features and broad shoulders. Whichever it is, you are wonderful at tricking the sexually confused populous world wide. If your class has different evilties available for different sexes, you can access the evilties of the sex opposite your natural one. Additionally, if you are male you treat yourself as female, and if you are female you treat yourself as male for the purpose of abilities you have that affect the opposite sex. (Such as succubus evilities)

**Anti-Hero**

You're not necessarily the bad guy, but you could never be known as a hero. You save the day to your own tune, defeating the villains and thwarting heroes, so long as your goals and sense of justice are fulfilled. You're oftentimes cooler than the main character and show up to give profound monologues. When using your Mid Boss effect you gain the Defiant Armor enchantment against the Mid Boss target.

**Anti-Thief Hand:**

You like your personal space and often give people talks about not invading your bubble. When being targeted by a thief hand, you can use deflect or snatch arrow against it as if it were a missile.

**Apothecary**

You like to grow plants with strange names, start gardens of sin full of living beasties, and once sold poison to some exiled asshole from Verona. When using poisons or medical poisons, the save DC to overcome them becomes 10+ 1/2 character level+ Charisma or Wisdom modifier (Selected when you select the feat). If the poison naturally has a higher save, that saving throw is used instead.

**Arcane Blade**

Fierce arcane powers flow through your blood, as such, your martial techniques are infused with a hefty dose of magic. All of your techniques are considered arcane spells for the purpose of qualifying for prestige classes and for feat abilities. If you have multiple classes you must choose which class to apply it to.

**Arcane Battlemaster:**

You may not be skilled at wielding a mighty axe, or brandishing a deadly blade, but you ARE amazing at touching people where you aren't supposed to. Your hands are just so grabby it's amazing you haven't been arrested yet. You can use your relevant caster ability modifier on touch and ranged touch attack rolls instead of Strength or Dexterity. For example, a Wizard would use their Intelligence modifier instead of strength to make attack rolls with a touch or ranged touch spell.

**Arcane/Divine Renown**

Your wizardry is immense! You own a massive tower in which you study Strange magics and regale travelers with stories of the weird and bizzare! Your divine capabilities are extreme and you put even the most strict of religious zealots to shame with your devotion! You gain a social talent from the vigilante class, using your Arcane or divine class levels as your vigilante levels -2 for the purpose of determining if you can select a talent. You must meet any other prerequisites to select it such as other Vigilante class features.

**Arcane Toughness**

The magical energies of the world revitalize you. The very cosmic essence of the world wishes to keep you alive. And it gives rather nice tingly massages that keep you going on those rough days. At levels where you gain a new spell level, you gain a number of hit points equal to the spell's level.

**Armor Focus**

You wear the same shirt every day no matter how bad it smells. That stink is just your lucky stench cloud from wearing such an awesome shirt. Select a single type of armor, Light, Medium, or Heavy. Your armor class increases by +1 when wearing armor of that type. This can be taken multiple times, selecting a different armor type each time.

**Ask Not for Whom the Bell Tolls**

Was I a good feat? No I heard you were the best. Not really though that’s probably like… quicken spell or mythic vital strike or something…. Whenever you fight with a bell weapon, you can use a perform check in place of an attack roll. In addition you utilize your Charisma modifier to determine damage with the bell. This feat also can be selected by a Death or a Shinigami to allow them to wield a bell instead of their base monster weapon and benefit from this feat as well.

**Athiest**

God could come down and slap me in the balls and I wouldn’t believe in him. You gain a +4 bonus to saving throws and armor class against abilities from divine casters that have supernatural qualities such as a Cleric spell or a Paladin’s smite, or any ability of a creature of the Deity race. This bonus increases to +6 at 10th level.

**Au Naturale**

That's right baby, let it all hang out. Strut your stuff and shake what your momma gave ya. Big or small it's all love up in here. Gain a +1 bonus to "Caster" level when performing techniques with Monster Weapons.

**Awakened Mind**

Your mind has EXPANDED. You can now telekinetically destroy a military grade vehicle and do long division. You gain a Phrenic pool, as the Psychic class, with a number of points equal to 1+your wisdom or charisma modifier. Whenever you select this feat you must select either wisdom or charisma, after selecting it cannot be changed. In addition you gain one of the following Phrenic Amplifications. Biokinetic Healing, Conjured Armor, Defensive Prognostication, Dragon’s Breath Focus, or Mind’s Eye.

**Awakened Power**

Your true power lies dormant. It’s been there and hinted at for a season or two now,you’re your buddies are in a bad way. One of them is still trying to fight and the other one….. Oh no… That’s a lot of blood. You’ve had your inner monologue where they show you in that pitch black background and your voice is all echoing and stuff. Now you just need to clench your fist, grit your teeth, and use up the rest of the animation budget for the season finale. Whenever you are in a dangerous situation, you can access power that no one of your level should be capable of. This feat is activated differently based on the alignment of the person who selected it but otherwise the bonuses are the same. The GM has the ultimate say in whether or not the feat triggers.

*Good aligned:* Whenever you are at 25% of your health or less, over 50% of your party has been defeated, the entire party is at 50% of their health or less, a close party member has been slain, a party member has betrayed the group, a large group of people may be killed, or a nemesis has done something terrible and made a witty remark, you can gain extreme power. Upon meeting those prerequisites, on your next turn you can drastically increase your power. If this feat was triggered by means other than the 25% health, it also activates the Overdrive feat and any other Overdrive feats in the branch.

*Evil aligned:* Whenever an enemy has landed a particularly devastating blow on you, whenever the enemy activates a morale bonus, whenever an enemy gains an upper hand against you, if you are dropped to 25% or less of your health, all of your minions, cohorts, or allies have been defeated, or if the hero has made a particularly powerful speech. You can gain extreme power. If this feat was triggered by means other than the 25% health, it also activates the Overdrive feat and any other Overdrive feats in the branch.

Whenever the feat is triggered, the creature gains access to a spell, technique, or class ability that they could gain within 5 levels of their current level, or that they could have at their level but simply haven’t selected, or they can treat their current spells, techniques, and class abilities as if they were 5 levels higher for the purpose of determining level based bonuses. This lasts for the remainder of the encounter, or in the case of gaining a new ability, can be activated within the encounter. Selecting a spell or technique allows for the spell or technique to be used for free.

For example. Rock E. Road the 10th level golem is down to the wire and his buddies have all been defeated. He grits his teeth and feels a surge of power. He gains a new rage ability which he would have gained at 15th level and selects Spirit totem granting him the miss chance that just may save him the day. Or he could select the 8th level golem technique Gaea’s Lament to do massive damage to his foe!

This can be used once per day.

**"Axe" no questions**

Don't get "Chopped" off the roster, give the enemy the "axe" before they get a chance to fell you like a tree. And if someone doesn't murder you because of these terrible puns, you'll be able to get a +1 to "caster" level for Axe techniques.

**Basic Evility slot:**

You may be a basic bitch, but you've got more power than 90% of the other Basic bitches out there. You gain another evility slot that can only be used to equip a basic evility that you possess. This can be selected twice.

**Badass Initiative**

You have reached the point of immortality... or at least, your will to fight has. You leap into battle before everyone else, and sometimes before there is even a battle to leap into. Your initiative bonus Increases by a further +2. Lets-a-Go!

**Battle Veteran**

You've been around the block a few times. Carnage and bloodshed have been a part of your life for years now, and PTSD is a class feature for you. You know the intricacies of battle to a T. So long as you possess at least 10 ranks in each of the listed skills, you can use the following abilities..

*Know the Enemy(any Knowledge):* When making a knowledge check to know information about a creature, you can spend a full round doing so, as well as 3 points from your combat stamina pool to learn information on the specific one you're looking at. For every 5 points that you beat the Knowledge DC by, you can learn one of the following. (All Class levels, Number of Technique and spell slots left and total, Weaknesses, Hitpoint total, items, evilities, traits, feats, Skills, Techniques known, Bloodlines, domains, dominions, Order, Ect....). Other things can be learned but it's up to DM judgment to select some of those.

*Cut it close (Bluff):* Whenever you are struck in combat, you can expend all of your combat stamina pool and make a bluff check. Every enemy that can see you must make an opposed sense motive check. If you successfully beat all of them, You take no damage or ill effects from that for 1 round. At the end of your next turn, you will take the damage you were supposed to take.

*Detect Power Level (Perception):* By expending 3 points from your combat stamina pool you can be treated as if you were using the spell detect magic, however instead of a 60 foot cone, this affects a 100 foot area around you. This is not a magic effect and can be used in areas where you usually may not be able to use magic. You use your character level as your caster level for this spell.

*After Image (Acrobatics):* By expending 12 points from your combat stamina pool, when you make an acrobatics check to avoid an attack of opportunity you can be affected by a mirror image spell. This is not a magical effect and has a duration as if you were a spell caster of your level. This can be done only once per day for every 5 levels you possess.

*Quicker than the eye (Sleight of hand):* By expending 8 points from your combat stamina pool. You can use your sleight of hand check in place of an attack roll. This can be used by spending the points at any time you would make an attack roll.

*Close Call (Stealth):* If you are spotted by an enemy, either during stealth or if an enemy just located you, you can spend 12 points from your combat stamina pool to move up to your speed and make a stealth check if you find cover. If you successfully make this stealth check, the enemy is treated as having not seen you.

*Fear from the Fearless (Intimidate):* By expending 5 points from your combat stamina pool whenever you make an intimidate check, you can ignore immunity to fear effects. If the enemy is not immune to fear already, they take twice the penalties from the fear.

*Battle Senses (Sense Motive):* By expending 5 points from your combat Stamina pool, you can make a sense motive attempt against a creature within 100 feet against their bluff check. If successful you affect them with a detect alignment spell using your character level as the caster level. This is not a magical effect.

**Battle Vixen**

When you slay an evil beast the blood only splatters on you in the most flattering of ways, and your foes often offer you flowers and candies as you eviscerate them. Your attractiveness and winning personality draw everyone in, even in the heat of battle. As a swift action, you can apply your charisma modifier to any one damage roll. This can be used once per round.

**Beastmode**

You’re gonna do it. And everyone’s gonna regret it. Time to go A P E. You gain the ability to take monster feats. These feats cannot have a racial requirement or a class requirement, but any other monster feats can be selected so long as you meet those prerequisites.

**Bestow Power**

As you fall to your knees, you extend your hand and wish for your vengeance to be exacted. Your rage will carry on in your comrades like a curse. As you are defeated in battle, your body becomes a beacon of energy. An ally that comes in contact with your body after you have fallen, gains a +1 bonus to attack, armor class, damage, and saving throws for the remainder of the encounter. This bonus increases by +1 for every 5 levels the creature possessed. The ability ends instantly if the creature with this feat comes back to life through whatever means. This ability does not stack with it's self.

**Breakneck Charge**

You recklessly dash into battle, charging from light-years away to smash the enemy. As a full round action you can move your full run speed before you make your attack in a charge.

**Brother in Arms**

You stand by your allies, no matter how bad they smell. When the goin gets rough, you don't just tough it out, you make sure everyone else can do it too. You're also known for holding a place for a friend in a long line. When you roll initiative, you can choose to forgo your roll and give a single ally a bonus to initiative based on your own initiative bonus, you however go at the end of the round.

**Casual Reader**

While wizards are off studying their arcane lore and cult members are studying their evil tomes, you prefer to actually go out and have fun. However on occasion you do check out a good book from the library, but usually underground things, because you're an arcane hipster. When performing techniques with a Makai Book weapon, you can use your Charisma or Wisdom modifier to determine the saving throws instead of Intelligence.

**Capstone King**

Like ADVANCED checkers. Now King me! Select a single class or prestige class that you possess maximum levels in that also possesses multiple capstone abilities. You gain one of the other available capstone abilities. This feat can be selected multiple times, however it can only be selected once for each class.

**Channeled Spirit**

Using the spirit of your ancestors and channeling the hatred of the people who died without ever getting to hit someone in the balls, you strike true with a bag tag that could shatter a brick. You deal unarmed damage as if you were one size category larger. This does not stack with any other ability that increases damage by size other than through racial abilities such as the stump. Now stay away from me.

\*Monks and Fighters can choose this as one of their bonus feats

**Chaos Infliction**

You are a blight upon society. And you take pride in the horrors that you can inflict others. But above all else you give the WORST high fives. You must possess the feat Iron Will, And Divine/arcane/martial thesis for bestow curse.  Select a single corruption. When casting bestow curse, you also inflict a stain of your choice from that corruption as part of the effects of your bestow curse. A creature trying to remove the curse must remove both effects to successfully remove the curse. The Manifestation level  to determine the strength of the corruption stain is treated as 1, though you can choose to cast bestow curse as a 6th level spell to treat it as manifestation level 2, and at 9th level to treat it as manifestation level 3. This feat can be taken up to 4 times. Each time it allows you to select a new corruption of which you can access their stains.

**Chaos Invigoration**

You have learned that touching yourself isn't such a bad thing. Wait. That came out wrong... Select a single corruption, You must possess the Chaos Infliction for that corruption. You can use bestow curse on yourself, to grant yourself a gift from that corruption. This gift lasts for 1 minute per level and you can increase the manifestation level for this just as with Chaos infliction. This can be used multiple times to grant multiple gifts, though you cannot ever possess more than 1 gift per 5 levels you possess in this way.

**Chaos Corruption**

You corrupt the youth of the world into something horrible, something unspeakable, and then leave without a care in the world. You're basically just a really bad babysitter. Select a single corruption. This must be a corruption of which you have access from Chaos Manifestation. You are inflicted with that corruption, both it's stain and it's gift, and are granted it's abilities as if you had been corrupted, are given 1 manifestation selected when you take this feat, and are treated as manifestation level 1 for that corruption, and cannot go beyond manifestation level 1. The gift you gain from this corruption does not count towards your limit with Chaos Invigoration. When using Chaos Infliction to grant a creature a stain. You can inflict your stain on the creature as well if they fail their saving throw, thus removing it from you until that creature's death or until they have it removed. This feat can be selected multiple times, selecting a new corruption that you have the chaos manifestation feat for, and a new manifestation from that corruption, or selecting another manifestation from the corruption you possess. If you select another from the same corruption, you become manifestation level 2, and 3 respectively and suffer any and all consequences. If you have multiple stains from this feat, when you bestow your curse, you can inflict any as a part of your chaos infliction, though only one at a time. (For example, Pantheon Blitz possesses the Chaos corruption for both the accursed and Hellbound and has Fiendish Tutelage and Cruel Deceiver as his manifestations. When he uses his bestow curse ability of Chaos manifestation, he can use the effects of the curse, and he chooses to grant the stain of the Grim fate manifestation through his Chaos Manifestation. He can then also choose to give the enemy his Fiendish Tutelage or Cruel deceiver stain as well if they fail their save, but he cannot give them both unless he casts the spell again.)

**Chuck-E-Cheese**

Whether it's hatches or cookies, you can toss like a champ. You PWN at Baseball but no one ever wants to play four square or catch with you. Something about losing an eye? You gain a +1 bonus to "Caster" level when performing Thrown Techniques.

**Craft Epic Arms and Armor**

You create the greatest loot known to man. Everything you’ve crafted has at MOST a .5% drop chance in a raid battle and goes for over a billion on the market. Truly a master of the craft. You gain the ability to craft Epic Weapons and Armor. If you have reincarnated once you can enchant weapons up to a +15 bonus. Once you’ve reincarnated a second time you can enchant weapons up to +20. You can also do specialist refining. These abilities require Prinny Alloy to be able to make the epic weapons.

**Critical Gore**

This just SOUNDS like it would hurt doesn’t it? When landing a critical hit that is also a Gore hit on the enemy, the randomly rolled body part is damaged as if a Debilitating Blow had struck it instead.

**Crystal Gem**

You are a crystal gem, you'll always save the day, and if you don't think you can, you'll always find a way. You increase your weapon and armor maximum enhancement modifier by +2 for the purpose of equipping jag or hex gems, thus raising your maximum to +12.

**Dabble in Debilitation**

You’ve been known to dabble in disabling people’s limbs. Who doesn’t? Select a single ability from the Unchained Rogue’s Debilitating Injury ability. You can apply that to your sneak attacks whenever you successfully land one following the Debilitating injury rules. Your level is treated as your rogue level to determine any level dependant abilities.

**David and Goliath**

Bigger isn’t always better. Sometimes the little guy can weave in there and punch you between your ribs. That’s the WORST! Whenever you deal damage to a creature, ignore 5 damage reduction for every size category smaller than them you are.

**Deceptive Hider**

You may not be the best at hiding, but when your opponent spots you, a well placed "I'm a tree" can get you places son. You can make a bluff check instead of a stealth check against an opponent. If the opponent's intelligence is over 15, and they fail their check, after 1d6 rounds, the creature can make an intelligence check DC: 10+enemy Charisma modifier to know that they've been duped.

**Deicide**

In the course of every JRPG you must fight slimes and then eventually fight God. Whenever you deal hit point damage to a creature, you deal +1d6 damage for every domain the creature has access to. This increases by a further +1d6 if the creature is of the Deity race as well and by another +1d6 if they possess levels in the Master of Life and Death class.

**Delinquent**

Helpful as can be, and as sweet as a viper coated in honey, a Delinquent is the scourge of the netherworld. Delinquents do their homework and volunteer at blood drives, they also make sure to never snap off the little clip things on their pens and mechanical pencils because that... that is just evil. Delinquents grant an additional +2 bonus to any aid another check made. In addition, as a full round action, a Delinquent can grant a further +2 bonus to any one attack roll an ally makes.

**Destroyer's Finesse**

Your finesse with a small, light blade makes people worried that their jugular has already been sliced and it's only a matter of time until they realize they're already dead. When performing techniques with a dagger, rapier, you can use your dexterity modifier to determine saving throws for techniques instead of your Strength modifier.

**Destructive Feminine Appeal**

Your beauty crushes armies and topples cities. A sexy wink can destroy a man's will to fight, and a simple toss of the hair can set the world on fire. When using your Battle Vixin Feat, the additional damage applies to all attacks made in a round. In addition, when crafting food, you add your charisma modifier to craft checks.

**Deva**

You are one of the legendary demons who causes havoc throughout the universe. You are the Alpha and the Omega, and no one will stand against you.... Also I think you were an evil digimon organization or something... You gain followers as listed in the Leadership feat, however you gain no cohort. If you possess leadership you add the number of followers together. When a creature sees you, they must make a knowledge check to learn about you if they possess the proper knowledge skill of your creature type, they gain a +10 bonus to the check, however if they succeed they are affected by a Order's Wrath Spell of your caster level, however it affects creatures of all alignments. This only affects the creature if it is hostile, if it is not hostile it is instead shaken for 1d4+2 rounds. This feat can substitute the Leadership feat for the purpose of taking prestige class levels.

**Digital Leadership**

You are a digital celebrity that just oozes E-Popularity. Can you say #Camwhore? Whether you run Helltube channels like Darkiplier or Mewdiepie, Have a celebrity twitter page, are a master at blogging, or just have a really photogenic butt, your internet popularity has soared above and beyond, pushing you into digital idol status. WORSHIP ME E-PEONS #Betterthanyou.

This feat works like the feat Leadership, however you don't gain a cohort, and your followers are mostly followers through online activity and fan works. Because of this, you gain a +2 bonus on all Charisma based skill checks, and the following abilities.

*Gather Information:* By spending a full round action, you can gather info from your allies on a certain topic. This grants you a +10 circumstance bonus on knowledge checks, Bluff checks, or diplomacy checks for 1 minute.

*Spread Rumor:* You can affect one creature that you know of that is on the same plane of existence as you with the spell Pox of Rumors. This takes 1d6+3 days to do and costs 1,000 hl. That creature gains a saving throw and the save DC is 10+1/2 character level+ Charisma modifier, or your Leadership score, whichever is higher.

*Locate Object:* You can rally your fans to locate specific items for you. This can be any item you know about, or a vague idea of an item. Doing so takes 1d6 weeks and costs 1,000 hl, but works like a Locate Object spell. This has no range, and so long as you have fans that span on other netherworlds, it can affect multiple planes of existence. In addition, a layer of lead does not inflict this effect. At the end of the 1d6 weeks, the item may be found, or it may not depending on how difficult to locate the item is.

*Locate Creature:* You can rally your friends to find a specific creature for you. This can be any creature you know about, or a vague idea of a creature, this can also be a specific person. Doing so takes 4d6 weeks of work and costs 8,000 hl. This works like Discern Location, however it can be used in anti-magic zones or areas of dead magic. At the end of the allotted time, the creature may be located unless something prevented the creature from being found. It is up to the DM on how powerful and useful your fans are, and whether or not they can copy the exact specifics of the Discern location spell to find something for you. It is also possible that the creature in question knows you are looking for it now and knows to lay low.

**Dimensional Ultimatum**

I'm giving you an ultimatum, and that ultimatum is die, or die in style. Good for when you claim to be able to hit anyone from anywhere. Prove you can do it. You can use your dimensional dervish ability after using any spell, technique, or class ability that allows you to teleport from one area to another once a day.

**Distracting Body**

So yeah this other day I was..... but anyway I..... Yeah, sorry, I keep seeing that chick over there. No, not that one that looks like a horse, the one behind her. Yeah, she's amazing isn't she? DAMN! And just like that you are distractingly sexy. Enemies whom may find you attractive or would be romantically interested in whatever sex you may be, are often distracted when around you. Whenever they attack you, they must succeed in a Will save DC: 10+1/2 your character level + Charisma modifier, or lose their attack against you... What was I saying?

**Divine Indoctrination**

You have been indoctrinated into a faith that wishes to make you a part of their collection. Part of the ship. Part of the crew. Select one Cleric domain. You gain the first-level domain power for the selected domain. For purposes of using that power, treat your Cleric level as equal to your character level – 2, even if you have levels in Cleric. You do not gain any of the other domain abilities. This feat can be selected multiple times, each time you select a new domain of which you possess the Divine Indoctrination feat for.

**Divine Sword**

You worship the gods and overlords and they have granted you power. Your blade is divine and cuts down all who stand in your way. All of your techniques are considered divine spells for the purpose of qualifying for prestige classes and feat abilities. If you have multiple classes you must choose which class to apply it to.

**Doomslayer**

You are here to rip big guts and I’m not sure if that’s a euphemism yet. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures with the Demon subtype. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures. At 10th level these bonuses increase by +2. If you possess the favored enemy ability, these bonuses stack with it.

**Double False Alarm**

Your body shudders as you take a breath that could be your last. You grip your blade with determination despite how tired you are. Blood trickles down your chin and yo-OH MY GOD REALLY!? A FALSE ALARM AGAIN!? I HAD THE EPIC MUSIC READY AND  EVRYTHING YOU ASS HAT! When in revenge mode, any evilities that you possess that only work while under 25% of your hitpoints are activated as well.

**Double Tap**

It's a rule for fighting zombies, and it's really good for beating people with sticks. Double tap gives you a +1 to "caster" level for double weapons. Now go on, get out there and tap dat ass.

**Epic Flail**

Sometimes the only thing that stands between you and the jaws of death is a two ton spiked wrecking ball on an adamantine chain.... so really YOU'RE the one with the upper hand here, Death better get some better jaws. So swing that ball and chain overhead and let the steel force come crashing down! You gain a +1 to "Caster" level with Flail techniques.

**Excellent Proficiency**

You are best at what you do best.... And that thing is.... Something. Select a single class ability that has a saving throw DC. The save DC of that ability is increased by +2. if selecting this for spell casting, you must select a level of spells and that level increases it's save DC's by 2, if selecting it for a technique, you select a single technique and it gains this ability. This can be taken multiple times, each time for a new ability.

**Extra Evility**

For those of you with a little bit more... EVIL in their lives. Select a single evility you possess with a limited number of uses. You gain 1 additional use of that ability per day, or per encounter if that is how often it can be used.

**Evility Slot:**

No longer basic, you've been upgraded. You are now hella stylish and even more powered up. The Evility slot you gain from the Basic Evility slot feat can now be used for any evility that you possess. This can be selected only once. If you possess the Basic Evility slot feat multiple times it only applies once.

**Extreme elements**

Your heritage extends as far back as the dawn of time it's self, where the first primal fairy folk lived amongst the primal elements. Select One of the following races, Ifrit, Oread, Sylph, and Undine, that you possess a feat for. You gain the racial traits and abilities of that race on top of your own. This can be selected once for each race, and only once for every 5 levels you possess.

**Extreme Initiative**

You take so much initiative that you start before it exists. You’ll head out to a goblin ambush 30 minutes in advance and tell them to wait there so you can properly launch a counter offensive. Once per encounter, you can re-roll your initiative as a free action at any point, even when it isn’t your turn. This places your initiative in the new turn order, and if it would have already been your turn, you immediately get to take your actions, even if it suddenly interrupts someone else’s turn. The turn will then return to theirs after your actions have concluded. You cannot take two turns in one round using this feat.

**Evil Ranger**

You show up once every few weeks, give a speech about how heroes are useless, and then you're on your way. Pretty good paying job all things considering. I mean sure you have to fist fight a spandex wearing robot man and his 4 friends a lot and you almost never win save for in the special events, but like...at least it has medical benefits ya know. You gain a +1 bonus to armor class and the bane enchantment against good aligned Vigilantes, Masked Heroes, Prism Rangers, Danger Cops, Unlosing Rangers, Powered Suits, and Defenders of Earth. This stacks with the bane enchantment if you have it from another source.

**False Alarm**

Your body shudders as you take a breath that could be your last. You grip your blade with determination despite how tired you are. Blood trickles down your chin and yo-Oh, Wait, Nevermind, false alarm everyone, I'm fine, I'm not even hurt at all. Haha. Oh well. When you go into revenge mode, you gain the effects of the Overdrive feat, and subsequently any feats that apply only when you are in Overdrive.

**Fast and Furious**

You drive a hundred miles per hour down a school lane at 2:30, Little ones are worth 100 points, old ones are worth 500. Once per round when your Vehicle is hit in combat, you may attempt a Drive check (as an immediate action) to negate the hit. The hit is negated if your Drive check result is greater than the opponent's attack roll.

**Fierce One hand Style**

You have a beefy arm, good for whacking things. And because of that, you are the undisputed thumb wrestling champion of the tri state area. Whenever you wield a weapon with one hand, you still deal damage as if it was two handed. Whenever you wield a weapon two handed, you add twice your strength modifier to damage instead of 1 1/2. This cannot be used in conjunction with two weapon fighting.

\*Fighters can choose this as a bonus feat.

**Final Solution**

You're nearly dead, your breathing shallow and the enemy is standing over you, You clutch that sword your legendary grandpa chef demon slayer dragon champion gave you and look into the eyes of the demon dinosaur insect monster king as your theme plays. It's one of those kinds of days. While using the Overdrive feat, all techniques and spells you perform deal an additional +1 damage per level you possess. This doesn't affect any spell or ability that doesn't deal hit point damage.

**Flexible Tail**

your tail is so flexible it can reach ALL of your favorite places. Under the bed, inside the VCR, even in the vent where you dropped your lucky penny. Your tail is treated as a free hand for the purpose of any abilities that require a free hand.

**Flatty Squad**

You are flat as a board and full of A-cup angst. But despite that you have learned the universal truth, that Flat is justice! You are treated as one age category younger for how creatures react to you upon first meeting you and as such you gain a +4 bonus to any d20 roll that an opponent would oppose with sense motive. You also gain a +4 bonus to diplomacy checks made to influence someone's attitude towards you. You also gain the bane weapon enchantment effect against any enemy with the Well Endowed feat, but this comes at a cost, as you always take the penalty from well endowed opponents whether you're attracted to them or not.

**Galactic Power**

Stand above the rest with UNLIMITED POWER! Shock your opponents with your extreme force and harness the very fabric of reality to bring nations crashing down. Or do some neat parlor tricks, your call bro. You gain access to the Tera and Peta versions of the Fire, Wind, Ice, and Star spells without needing to specialize. If you possess levels in the Galaxy Mage prestige class, you now Increase your saving throw DC's of all of the Ice, Wind, Fire, and Star spells of Peta level and lower by +1. When casting one of the listed spells, you always gain it's additional ability without expending any extra resources.

**Gender Fluid**

Male? Female? Cranberry juice? You're so gender fluid you might as well be a liquid. Or maybe a solid! Your state is in constant flux, no need to settle on one. As a free action every round, you can choose whether or not you are treated as a male or female. This will alter how you are affected by certain evilities or abilities that effect you based on your sex.

**Ghalleon**

You are the magic emperor, champion of magic.. and caster of.... magic. There is magic in everything you do and say, hell I'm pretty sure I even saw pixie dust fly out yesterday when you farted. As such you gain a +1 bonus to caster level for any one school of magic.

**Glorious Thickness**

You have more cushion for the pushin'. You have more than a little in the middle. Skinny jeans are but a pipe dream for you, and the meat from your body could feed a family of four for six months. You apply your damage reduction to falling and crushing damage. If you possess any of the  Super Sexy, well endowed, or Distracting body feats, you double the bonuses they grant, however it does come at a cost. Your move speed is reduced by -5 for every one of those feats you possess, and your acrobatics checks are lowered by -1 for each of them as well. This glorious thickness comes at a price, but it's well worth it baby.

**Gore Hit**

You’re a whore for gore. When making a vital strike attack, there is a 15% chance of inflicting a Gore hit on the enemy. A Gore Hit is precision based damage. When inflicting a gore hit, roll randomly to determine a body part as if it were struck with a critical called shot. The saving throw DC for this ability is equal to 10+ 1/2 level+ Constitution modifier (Charisma if the user possesses no Constitution).

**Gratuitous Description**

Your deft hand gracefully dances, and slides quickly across the smooth, flawless paper with every stroke of your regal pen and your elegant voice fills the room with unknown mystery and delicate tenderness with every subtle utterance your refined mouth ushers into this world. Select a number of spells that you can cast equal to your relevant casting modifier. Once these spells are selected, you cannot change them until you have next leveled up. Select a single spell descriptor such as [Darkness], [Curse], or [Fire]. These spells are all considered to have that descriptor whenever you cast them.

**Greater Armor Focus**

If you only wear the same outfit every day, you'll look like the main character of an awesome Saturday morning cartoon series. Everyone will make fun of you, but who will be getting the last laugh when they see the money you're raking in? Select a single type of armor you possess the Armor focus feat for. Your bonus to armor increases by further +1. This feat can be taken multiple times, selecting a different type each time.

**Greater Divine Indoctrination**

You have been successfully assimilated. You are one with their religion, and they are one with you ya creepy cult bastard. Select a Cleric domain of which you possess the Improved Divine Indoctrination feat for. You gain the second domain power for the selected domain. For purposes of using that power, treat your Cleric level as equal to your character level – 4, even if you have levels in Cleric. You do not gain any of the other domain abilities. This feat can be selected multiple times, each time you select a new domain of which you possess the Divine Indoctrination feat for.

**Greater Focus**

Your skills are unmatched. You can tell someone the exact land speed of an African Swallow, or jump to the moon and back. Your bonus from Skill Focus doubles. You can take this feat multiple times. Its effects do not stack, every time it is taken, you choose a different skill you have skill focus for.

**Greater Mastered Art**

You have honed your skills above and beyond. Your blade is so sharp it can cut through butter like a hot knife through… wait. Select a single Martial Technique of 3rd level that you can perform. You can now perform that technique without expending technique slots, so long as you still have technique slots remaining in the day. If you utilize a meta-magic feat with this technique, only the cost of the meta-magic feat is spent. This can be taken multiple times, each time selecting a different technique.

**Greater Mind Disciple**

You are a disciple of the mind. All of those crackpot newsletters are starting to pay off huh? And they said it was a cult. Ha! Gain access to the 5th level ability of the Psychic discipline you selected for Mind Disciple. This can be selected multiple times, each time selecting another discipline you gained from Mind Disciple.

**Greater Rearguard Champion**

You are so good at taking it from behind that you took two feats for it. Whenever you gain bonuses from the Rearguard Champion feat, the bonus granted from flanking increases by +2. In addition all allies with the Vanguard champion feat that are also gaining a bonus with you, are treated as adjacent to you for the purpose of benefiting from beneficial evilities, class features, and evilities (Such as gaining bonuses from creatures being adjacent to you, or gaining bonuses from creatures being within so many feet of you.)

**Greater Relic of Ancestors**

You’re prize has been upgraded. This ain’t just a Cracker Jack trinket anymore, this shit’s a collector’s item! Your Scaled item (Prize) becomes a Scaled Item (Wonder).

**Greater Spiritual Caster**

Your spiritual connections have improved above and beyond. The only boyfriend you can get is a dead one but hey, it’s a start! This works as spiritual caster, however it allows for you to gain the full bonus of the soul vial while still leaving the creature within unharmed.

**Greater Technique Acquisition:**

You watch Kung Fu and action movies so closely you can mimic each frame flawlessly, as such you've picked up some supernatural enter the dragon level techniques that you can use to throw the smackdown on some sorry nerds. Select a single Humanoid class (But not prestige class), You use your total character level -5 as your level in that class to determine if you can use techniques that only that class can learn. You must still learn techniques normally through this by spending mana and time training, it just allows you access to techniques you normally would not have access to. This can be taken multiple times, however only once for every 10 levels you possess.

**Greater Technique Focus**

You have focused even more since last time. You can swing a sword once and cut an onion into 12 pieces and bring a hammer down on a pig to make bacon. Your skills are amazing, and it's all in the focus. Add +1 to the save DC of techniques of a single type that you have Technique Focus in. This can be taken multiple times, however only once for every type of technique.

**Greater Use Magic Device**

You are a master with your hands. You can use your fiddly digits to locate the most subtle intricacies in a carved staff or work a wand with utmost skill and finesse. And rods, don't forget about how good you are at working those rods. When using a magic item with a save DC, you can make a use Magic device check to alter the save DC to be that of your own technique or spell of the same spell level as the item being used. For example if using a wand of fireball with a save DC of 14, you can use magic device to change the saving throw to your own 3rd level spells or techniques. The Use Magic Device DC is 30+ the level of the spell you are trying to activate or emulate. If the saving throw has a DC but it is not based off of a specific spell, the DC becomes 40 and you must expend a spell slot of the level who's save DC you wish to emulate or a number of technique slots equal to the number that need to be spent to utilize a technique of the desired level.

**Greater Vanguard Champion**

You are a master at handling the frontlines. You work hard up front while your buddies hit it from behind…. Wait what does this feat do? Whenever you gain bonuses from the Vanguard Champion feat, the bonus granted from flanking increases by +2. In addition all allies with the Rearguard champion feat that are also gaining a bonus with you, are treated as adjacent to you for the purpose of benefiting from beneficial evilities, class features, and evilities (Such as gaining bonuses from creatures being adjacent to you, or gaining bonuses from creatures being within so many feet of you.)

**Great Movement**

A master of speed, you dash around on land, sea, and air without giving a crap about anyone. You run on walls sideways, and can fly faster than a dragon on Crack. As such, any time one of your movement speeds increases, your other movement speeds increase by the same amount. Bad ass.

**Hackerman**

You can hack your friend's hellbook with great skill, and no, I totally don't mean they just left Hellbook open and typed a funny post on their page.  You Gain a +2 bonus to Computer use skill checks. This bonus increases to +4 at 10 ranks. This also raises the DC of anyone trying to oppose any of your computer's systems by the same amount.

**Half Blood**

Half of your blood is something and half of it is something else... gravy maybe? Frosting? who knows, regardless, select one additional race other than your own. You can take feats as if you were a member of that race. If you take this feat to gain additional uses of an ability (Such as the Nereid's Bubble or the Whirwin's Sonic blade) you gan the ability to use the ability, however only once per day. You are still not eligible to take monster feats with this. This feat can be taken multiple times, each time you gain a new race that you can take feats for.

**Hammer Time**

Time to get out your old parachute pants and grip your mallet tight. Used for smashing demons or the deadliest games of Whack-a-mole, You can swing a hammer better than that Penguin in that one Series, You know the one. You gain a +1 to "Caster" level with Hammer Techniques.

**Harmonic Seam**

By finding an object's harmonic seam and hitting it with enough force, you can successfully split it perfectly down the center. I heard that from a guy on TV who was smashing watermelons so it can't be a lie. As a full attack action, make a single attack against an object, this attack deals double damage (X3 on a critical hit). This can be used to attempt a sunder as well.

**Hearty Stock**

Furthering your great health, you gain an additional 1 hit point per hit die you possess.

**Hell Strike**

Hell hath no fury like a five fingered salute. You know how to hit em and make it hurt more than it should. When using Power attack, you deal an additional +1 damage. This damage scales with power attack gaining an additional +1 for every 4 levels you possess.

**Hellwalker**

You walked to the 7/11 on the 4th circle once because the slushy machine was broke, that’s serious dedication. The creature gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in a single Netherworld of his choice. When traveling through his favored terrain, he normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level this bonus increases by +2. If you have the favored terrain ability and it is a terrain found on this netherworld, these bonuses stack. This feat can be selected multiple times, its effects target a new Netherworld each time.

**Hero Ranger**

You heard the call to justice and after almost dropping your phone, you answered with a loud and resounding YES! Too bad it was just a call for jury duty... You'll be a Hero-Ranger some day kid. But for now you're just Jury Duty Ranger! You gain a +1 bonus to armor class and the bane enchantment against evil aligned Vigilantes, Masked Heroes, Prism Rangers, Danger Cops, Powered Suits, and evil creatures with the monster subtype. This stacks with the bane enchantment if you have it from another source.

**Honorary Ranger**

You have been given an honorary badge of heroism. Whether you were a valiant hero given this honor by a great hero, or if you only got it because of the Make A Wish foundation, you are a hero (Not really). Upon selecting this feat, you are treated as an honorary prism ranger. Select a single color of prism ranger. You are treated as a prism ranger for the purpose of another prism ranger gaining bonuses based on how many prism rangers are in a certain area. In addition, when a Prism Ranger uses their "When evil casts their sinister shadow" ability, you are treated as a prism ranger and can be included in it if they so wish to include you. You can only benefit from one of these abilities at a time, unlike an actual prism ranger. If you become an actual prism ranger, or a prism ranger selects this feat, it grants them +1 hitpoint per hit dice instead.

**Holy Valkyrie**

You belong to an ancient society of women who were raised to destroy witches and wipe out spellcasting from the face of the earth. When selecting this feat, you select one of the branches, and gain it's abilities. This feat can be selected only once for each ability.

·        Nursing Branch: Select two of the following abilities.  Alchemical Field Medic, Anatomist, Knowledgeable defense against disease and poison, Armor training, Weapon Rack, Swift Sharpening, Sneak Attack, Maid's specialty, Formulate plan, and Resolve. When you gain levels in another class, you are treated as leveling up in your previous class for the purpose of increasing the power of these abilities. This goes up to 5 levels in another class.

·        Combat Branch: Select two of the following abilities. Smite, Judgment, Challenge, Alchemical Smite, Improved Unarmed Strike, Unarmored defense, Hero strike, Hero power, Improved movement, rage, Alchemist bombs, Weapon Training, Armor Training, Tactician, Martial Pool, Ki Pool and Bushi. When you gain levels in another class, you are treated as leveling up in your previous class for the purpose of increasing the power of these abilities. This goes up to 5 levels in another class.

·        Advanced Treatment Branch: Select two of the following abilities. Lay on Hands, Mercies, Field Surgery, Alchemical lay on Hands, Cognatogen, Mutagen, or Alchemical Mercies. When you gain levels in another class, you are treated as leveling up in your previous class for the purpose of increasing the power of these abilities. This goes up to 5 levels in another class. (For example, Lisa the 11th level Alchemist with the alchemical lay on hands ability also takes 7 levels in Inquisitor. This means her alchemical Lay on hands is treated as if it were 16th level.

**Honor Student**

Never attending class, and receiving negative scores on all of your tests, You stand at the peak of douchbagery. No one can overcome the sheer jackassery that emanates from your person. Whether it's farting in the pool or stealing someone's favorite snack, You are at the top of the demonic class. Enemies within 30 feet of you that attempt to aid another must roll twice and take the lowest result.

**Humanoid Typhoon**

Aren't you that one guy, from that one show? Yeah, totally, you're badass with a gun and could shoot a fly's left nut off of it mid flight. You gain a +1 bonus to your "caster" level when performing martial techniques with Crossbows/Firearms (light). Bang Bang!

**Improved Familiar**

You're even more familiar than before. Like, Damn are you recognizable. This works identically to the Improved Familiar feat from the base Pathfinder system. https://www.d20pfsrd.com/feats/general-feats/improved-familiar/

However, if utilized by a witch, they can do one of the following.

The Witch can select a witch soldier Nobinya instead of the usual choices. If the Witch selected a party member as their familiar, the party member Gains a +1bonus to all of it's ability scores. These bonuses increase by a further +1 at 10th level.

A succubus with the familiar heritage ability also possesses the above bonuses if their spellcaster they're connected to possesses the improved familiar feat, as well as the ability to assume the form of the new familiar the spellcaster selected. It can still retain it's old form and still possesses it's previous bonuses, it just does not grant them to the spellcaster. (For example if the caster had a toad and changes to homunculus, they no longer benefit from the additional hitpoints but the Succubus still does).

**Improved Mastered Art**

Your art has reached a great degree. Not quite a Rembrandt but you’re getting there. Select a single Martial Technique of 2nd level that you can perform. You can now perform that technique without expending technique slots, so long as you still have technique slots remaining in the day. If you utilize a meta-magic feat with this technique, only the cost of the meta-magic feat is spent. This can be taken multiple times, each time selecting a different technique.

**Improved Master of the Ledger**

You keep track of your money better than anyone else. Your buddy borrowed 300 hl 700 years ago and you still won’t let it go. Come on man, it was for a meatopia bar. MEATOPIA! Your bonus to appraise checks and profession checks increases by +2, and when dealing with anyone of your profession, you get a +8 bonus on Sense Motive checks when using the hunch task (see the Sense Motive skill). You may now invest up to 1,000 hl in that market; the exact nature of your investments isn’t important but is usually divided among several businesses. Once invested, you do not have access to this money for at least 1 month.

Now you can visit the marketplace twice per month to see if your investments were successful, and you gain 35% instead of 25%. You now gain a +2 bonus on all Diplomacy, and Intimidate checks when dealing with someone associated with your invested marketplace (shopkeepers, local guards, and so on).

If you possess the vigilante social talents, Celebrity Discount, Celebrity Perks, Entrepreneur, Renown, Instant Recognition, Incredible Renown, Great Renown, or Well Known Expert, each increases the amount you can invest by 500 hl, and the profit by 2%.

**Improved Toughness**

You are much more healthy than the other kids, you never scrape your knee and you always stuff yourself with vegetables. You gain an additional 1 hit point per hit die you possess.

**Improved Relic of Ancestors**

You’ve gone from gachapon to Crackerjack. Trading up is good for the wallet but you’re gonna miss that sticky hand. Your Scaled item (Bauble) Becomes a Scaled Item (Prize).

**Improvised Elemental Fist**

You have honed your elemental power into a new form. As such you can use your elemental fist ability with monk weapons instead of just unarmed strikes.

**Incomprehensible Sleight of Hand**

Your sleight of hand capability is so exceptional that the mere sight of it's weird motions sends those who witness it into spiraling madness for aeons. When making a sleight of hand check, you can hide items that should be impossible to hide. If the item is medium sized you take a -5 penalty, and a cumulative -5 for every size larger than that it is. When you reveal this item, you pull it from "Hammerspace" or out of nowhere, similarly to how a cartoon character would. This item must be one you can carry on your person.

**Insane Fortitude**

Your fortitude is strong and hearty. So strong in fact that you once went to an all you can eat buffett and ate 30 plates while you were suffering from Food poisoning. Whenever making a Fortitude saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

**Insane Reflexes**

Your reflexes are so good, one time you even caught a ball that was tossed to you. That's crazy man. Whenever making a reflex saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

**Insane Will**

Will you or won't you? Chances are, if you take this feat, Will you! I mean, you will! Whenever making a Will saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

**Interrupting Initiative**

You cut in line all of the time and you’ve never once let someone finish their- Once per day, you can choose to take a move or standard action whenever it isn’t your turn. This cannot be a spell or a technique, but can be any other sort of standard action such as an attack roll.

**Item Worlder:**

You have a passion for fashion. You shop till you drop when a sale is posted at the mall, and have actually, literally killed a man for even looking at a DVD Box Set of McGuyver on Black Friday. As such you have developed an unhealthy bond with items and know them inside and out. life in plastic is fantastic. When in the item world, You deal an additional amount of damage equal to twice your character level to creatures you attack. This only applies while in the item world.

**It's all in a name:**

Name is the game if you want to be successful. Fighting against the forces of justice is much easier if your name is Nuke Voidwraith, however it's a wee bit more difficult if you have a name like Ass Bitchinz. When you are using an item with a name you gain additional bonuses. Only items named officially in a meeting with the Dark Assembly, artifacts, or specific magic items can be used with this. When selecting this feat you must select a single named item you possess. The item when wielded grants one of the following, selected when you gain this feat.

·        +1 to attack rolls when the item is wielded

·        +1 to damage rolls when the item is wielded

·        +1 to armor class when the item is equipped.

·        +1 to the save DC of any effect it creates while it is equipped.

·        +1 charges if the item possesses charges.

·        +2 bonus to 2 different skills while equipped.

·        +1 bonus to all saving throws while equipped.

All of the bonuses are Morale Bonuses. These morale bonuses stack with morale bonuses granted by spells, techniques, and class features, but not with themselves. You can select this multiple times, each time selecting a new named item or a new bonus. When you reach 10th level, you gain another effect from the list, or double the effects of the first one.

**Juju Magic**

You know all about bad Juju as you practically invented it. Whether it's collecting alligator feet to grind into a powder or reciting rituals to summon Super mega Ultra Chickens, you know your Voodoos from your Voodon'ts. When you Animate undead, or create undead through magic means, you use strange alchemical methods to allow them to accomplish seemingly impossible feats. You can create vials of your own blood. This takes 10 minutes, and deals constitution damage to you (Charisma if you possess no constitution) equal to 2 points for every vial you create. These vials last for 1 day per level. By injecting this blood into a dead creature before animating it, you grant it a +4 bonus from all effects that can harm or otherwise have an undesired effect against undead as well as an additional +1 hit points per level you possess. In addition, if you inject your blood into a creature that is paralyzed, you can use them as a zombie until their paralysis ends by casting animate dead on it. Creatures animated in this way cannot use techniques or class abilities, however can still utilize their weapons as normal. These creatures gain all of the effects that you grant to undead if you have any abilities that improve their power. Finally, when animating undead normally, you can animate the undead as a Juju zombie without expending any additional resources instead of animating it as a normal zombie.

**Katar Master**

Ribbed for YOUR pleasure. You gain your full shield bonus when equipped with a Shield attached to your Shielded Katar rather than a lowered bonus.

**Lantern Blaster**

Those moths will pay for what they did to your sweater. Rip and tear until it is done. When making an attack with a lantern, you can use your intelligence modifier to modify attack and damage rolls instead of your strength or dexterity modifier.

**Legendary Delinquent**

your name is spoken of in hushed whispers. legends of your deeds are ingrained into the very minds of your peers. This is not only fear, but respect, as your deeds are so incomprehensibly kind that they both love and hate you at the same time. You grant allies a further +2 bonus to checks when you aid another. In addition, a Delinquent can grant the additional +2 bonus from the delinquent feat as a standard action instead of a full round action.

**Legendary Honor Student**

You are known for your tom-foolery and your great pranks. From ding dong ditching an entire country to flipping the skirts of every woman ever, you are a true evil legend. Creatures with a morale bonus from any effect, take a -2 penalty to attack, damage, and skill checks against you.

**Lengthy Description**

I cast contagion to give you Pneumonoultramicroscopicsilicovolcanoconiosis`! You can add an additional descriptor to the spells you selected with gratuitous description. At 12th level you can add yet another descriptor to those spells.`

**Lets Get Rowdy**

You're the life of the party. You are a master of the slam dance, and have never not broke a table when at a house party. Enemies adjacent to you take a -4 penalty to all concentration checks so long as you have made an attack in the round they try to make it.

**LOL WUT**

What is this I don't even... Confound your opponents and laugh at even the most obscure internet references, and don't forget to make people angry with your endless rants about cats and cheese burgers. You gain a +1 bonus to "Caster" level when performing techniques with Novelty weapons.

**Meganekko**

An ever popular classic, your charm is enhanced by the tiny panes of glass you require to properly see the world around you. Even if you’re a complete dumb ass you look way smarter when you peer over the rim. When equipped with a pair of glasses, you gain a +4 bonus to perception checks. If equipped with a magical pair of glasses that grants a bonus to Dexterity and to perception checks, you also gain an equal bonus to your Intelligence score and to knowledge checks. Whenever you aren’t equipped with a pair of glasses you instead are affected as if by the blinded status ailment.

**Mage Secrets**

Like Victoria's Secrets, but with more robes and flowing old man beards. Once a day for every 5 levels you possess, you can choose to apply a meta magic feat you don't possess to a spell as you cast it. It takes the normal amount of time to apply the meta magic feat, and the spell slot cost is treated as 1 higher. If using this for techniques it's treated as 2 higher.

**Mage Slayer**

You like to crack the skulls of those old hairy guys who read magic books in their big towers. They think they're so cool, practicing magic, learning how to use it in battle. Well you trained too, and you know their secrets. When a spell caster attempts to cast defensively around you, their DC to do so increases by your relevant ability modifier.

**Magic Embrace**

You were a good kid in school, you shared your crayons with other kids and you also made sure to share your recorder with the pretty girls because, that counts as an indirect kiss ya know? Other spell casters whom possess this feat can utilize spells from your list, and you can do so with theirs so long as they stand within 5 feet of you. You can access eachother's known spells as if you were 1/2 their level, using your own spell slots to cast their spells. This is considered a teamwork feat.

**Maiden's Intuition Feat**

Your intuition tells you everything you need to know. You can tell if a man is cheating on their boyfriend, or where cute clothes are going to be on sale before it even happens. You gain a +2 bonus to Sense motive and perception, at 10 ranks of either of those skills, this bonus increases to +4. This bonus is doubled when using those skills against a male.

**Main Character**

You gather all sorts of attention everywhere you go and people keep mentioning something about the "Lich King" and the "Cave to the North". You rummage through people's drawers and often talk to random people about completely outlandish topics.

Your fate is destined to be grand and you can bend the world to your will. You only spend 1 hero point to cheat death instead of the usual 2.

**Manacaster**

You can weave the magic of the world into the most powerful of spells but can you properly twist a soft pretzel? Yeah, didn't think so. I guess this is cool too though. Cast spells using mana instead of spell slots. When casting a spell, you can choose to spend an amount of mana equal to the spell's level X 15 to cast the spell without using a spell slot. Some spells also have an ability called mana burn in which you can spend additional mana to increase the strength of some spells. When strengthening spells like this, some have a specific cap to the amount they can be increased. If not, they can only be increased to double what you can currently do.

**Manacaster's Toughness**

How many hitpoints do spellcasters need? Like... seriously. Stop making HP feats for spellcasters this one's gonna give em like... 100 or something. Gain a number of hitpoints per day equal to your total number of spell slots. These additional HP go down as you cast spells, losing 1 hitpoint every time you cast a spell using your spell slots.

**Mana-Drinker**

You can drink ANYTHING! Soda, Coffee, Bleach, Urine. You name it. You can drink and drink and drink until your stomach is ready to burst. And then you go for a little bit more, hoping not to- Oop, there you go. Exploded. Once per week, you can spend any amount of time to attempt to drink the mana from the world around you. The time spent determines how much you can consume. As you drink, you also open up the possibility of harming yourself from consuming raw magic. This can be done while walking or traveling, but only if not moving at a brisk pace.

There is often a fortitude saving throw that must be made to consume the mana. The DC of this fortitude save is always 10+ the amount of mana consumed. Creatures with the demon of sin or paragon of sin feats for gluttony gain a +4 bonus to this save for each one they have.

If you fail the saving throw, you gain no mana as you vomit it all back up, and you also lose an amount equal to what you would have gained. If you don't have enough mana to lose, you lose all of your mana and take 1 constitution (Charisma if undead or a construct) damage for every 10 points you should have spent (Minimum 1). If this kills you, you shrivel into a withered husk. If you are a Hexensyndrome witch you become a Venifica.

**Mana Resistance**

You're one of those people who tries to touch fire aren't you? Well somehow darwin didn't weed you out, and you only managed to get stronger. Congrats. You are able to resist the untapped power of mana. You gain resistance 5 against damage caused by mana, and resistance 1 against ability damage caused by mana poisoning. Finally you gain a +2 bonus to your saves vs. mana effects. Your resistance increases by an amount equal to your level, and your resistance for ability damage increases by +1 for every 5 levels you possess and your bonus to saves vs. Mana effects increases by +1 for every 5 levels you possess. Once per month when submerging, bathing, or drinking mana, you can treat your saving throw as a natural 20.

**Mastered Art**

You have mastered your art. It doesn’t matter if you can shoot an arrow from a bow with your feet or wield an axe with your butt, you can definitely sell pics of it happening on your Onlyfans. Select a single Martial Technique of 1st level that you can perform. You can now perform that technique without expending technique slots, so long as you still have technique slots remaining in the day. If you utilize a meta-magic feat with this technique, only the cost of the meta-magic feat is spent. This can be taken multiple times, each time selecting a different technique.

**Master of the Hiten Mitsurugi**

Some have called you master, other a manslayer, and sometimes they just call you "Dangerous Sword Guy" but regardless, everyone knows that you kick ass with a sword. As such you gain a +1 bonus to your "caster" level when performing martial techniques with heavy blades. Slice and Dice baby, Slice and Dice.

**Master Thief:**

Sometimes getting touchy feely doesn't pay off, and when that's the case it sucks to lose your hand. Wait... are we talking about the same things here? When using a thief hand, if your attempt was unsuccessful, your item is not expended.

**Material Girl**

You know that we are living in a material world…. Any spell with a material component that is a hl price or an item worth a listed amount of money, has the total price cut in half.

**Memorize Scent**

You can recognize the scent of waffle fries from Ghoulardi's on someone's breath and instantly know the smell of a Meatopia meat bar at 30 paces. I'm not sure if it's your inner fat kid or if your mom was an actual dog, but either way, you have the spiffiest sniffer. You gain a set number of memorized scents based on things you have smelled before. Upon selecting this feat, you can have a number of memorized scents equal to your Intelligence modifier. Upon smelling said scent it immediately reminds you of what it is or who the smell belongs to. If a creature is attempting to mask their scent, has no scent, or something similar, you gain a +10 bonus to the sense motive or perception check needed to figure it out. In addition, they gain this bonus if using survival to track a smell they're familiar with. At any time you can choose to forget a scent you have memorized and add a new one you are currently smelling to your list of smells.

**Martial/Arcane/Divine Thesis**

You are a master of either Martial, Divine, or Arcane powers. More specifically, you are known for always spamming the same attack over and over again and no one likes fighting you because you're a cheap bastard... Choose a single Martial Technique, Arcane, or Divine spell that you can cast. Applying meta magic feats take one slot less than normal (To a minimum of 0 extra slots) and applying them to techniques lowers the number of additional techniques you must sacrifice by 1. In addition, you are considered 1 level higher for determining effects of that spell, and it's save DC is 2 points higher.

\*Fighters can choose this as one of their bonus feats

**Mid Boss:**

M-M-MID BOSS!? You show up halfway through important events to give a bit of helpful advice or to rile up the heroes, you may not like the job but hey, it's a living. Once per day you can activate a "Bane" ability that works just like the enchantment of the same name on any weapon you hold. This lasts for a single encounter.

**Mind Disciple**

You bought some crystals online, a magic orb, and some cool tarot cards, and now you’re ready to figure out if Capricorn is going to fight their uncle on the third Wednesday of the month or something. Gain access to a single Psychic Discipline. If you possess levels in Psychic, the discipline you select must use the same ability score (Wisdom or Charisma) you selected for your own Phrenic pool. Creatures whom possess the Awakened Mind feat must also select the same ability score as the Phrenic pool granted from the feat. You gain the first psychic discipline ability of the discipline you selected with this. It’s abilities are used as a Psychic of your level -5. This feat can be selected multiple times, each time you must select a new discipline.

**Monkey Grip**

You have long, gross fingers, great for gripping things and holding on forever. When you give high fives it's like fly paper and when you give purple nurples it feels like someone just twisted you with a brillo pad. You take no penalty for wielding a weapon of one size category larger than usual. This does not stack with any other ability that allows you to wield a larger weapon.

\*Fighters can choose this as a bonus feat.

**Montage**

You know how to put a sweet 80's song to clips of things you do to make you stronger, and your video editing skills are unmatched. This lessens the time it takes to learn new techniques by 1 week to a minimum of instantly.

**Moon Prism Power**

In the name of the moon you punish them, and you do it in intergalactic style. You gain access to prismatic abilities. You can access "Omega" spells without specializing in the proper element. You are like a rainbow... a dangerous ass rainbow... If you possess levels in the Galaxy Mage prestige class, you Increase your saving throw DC's of all of the Ice, Wind, Fire, and Star spells of Omega level and lower by +1.

**Multi-alloy Craftsman**

You can build anything in a cave with a box of scraps! Your crafted items can be made with multiple materials. When crafting an item with a special material, you can craft the item and take 50% longer doing so to expend resources to craft the item from multiple kinds of special material. The item gains all of the qualities of the materials, and if any of the qualities contradict one or the other, you select whichever material offers the quality you prefer. This can only be used to combine two different types of material at once, however it can be selected multiple times, each time gaining the ability to increase the duration by another 50% and the ability to add yet another material to the item when crafting it. This feat can be selected a maximum of 4 times. If you possess the Relic of Ancestors feats, you can apply this feat to them when spending points from your pool to determine the material the item is made of.

**Muscle Detective**

You're like Sherlock Holmes if he was a body builder who solved problems by flexing real hard. You use your constitution modifier for perception checks instead of your wisdom modifier.

**Object Improvement**

Every time you select this, you can select a single bonus from this list. When you craft an item you can choose to spend 1/10th of the item's price in addition to add that effect to the item. You can never add the same effect more than once, and none of the effects stack.

·        +4 bonus to a skill selected upon creation.

·        +1 bonus to attack rolls.

·        +2 bonus to damage rolls.

·        +1 bonus to an ability score selected upon creation.

·        +1 dodge bonus to armor class.

·        +1 bonus to a single saving throw.

·        +1 bonus to Spell Save DC's.

·        +1 bonus to Technique Save DC's.

·        +4 to ability checks of a specific score.

**NIRVIKALPA SAMADHI The supreme meditative state**

You have practiced yoga for 3,000 years and have been stuck in the same position since the day you started. Someone please help, I have an ancient charliehorse.

You can take an hour to enter into a meditative state that allows you to re-assess your situation and better get a grasp on any situation t hand. During this hour, you can re-select spells per day if you have levels in a spellcasting class that requires such a thing. But you can also switch up to 3 combat feats you possess during this time to other feats of which you meet the prerequisites. This lasts until the next time you sleep or the next time you enter Nirvikalpa Samadhi. If you have levels in Ninja, or are a rogue with a ki pool, you can use this time to switch a single rogue talent or ninja trick along with your feats. If you have levels in Vigilante, you can use this feat to instead switch a single Vigilante talent you possess to another one that you meet the prerequisites for.

**Oaths of the Demon**

A demon must relish solitude. You know the oaths of the demon by heart and have no friends to speak of. You are bitter, mean, and lonely, but that's just how you like it. When using Aid another, you can roll off against a DC of 20 instead to make an enemy take a penalty to something equal to 1/2 of the bonus you would grant someone with aid another. (Usually a +1)

**Oaths of the Hero**

No matter the danger, a hero must stand forward and face it! A hero must relish friendship and do a good turn daily! These hero oaths are burned into your mind and you follow them with your entire being. You gain a +1 bonus to attack rolls, and armor class against evil creatures.

**Overdrive**

Do you feel that? Aww Shit. You're down and out, the enemy has won, he's standing over you and he knows he's better than you, but you have something badass up your sleeve. Whenever you are in Danger (25% hit points) you gain a +2 bonus to Attack and damage rolls.

**Overload**

You gain an Overload skill. You must follow the rules described in the Overload section to use your overload.

**Paragon Battle Veteran**

You have died, but still you fight on, pushing yourself up and out of your early grave. A ghost on the field of battle, you know nothing else. You are war. You are conquest.  So long as you possess at least 25 ranks in each of the listed skills, you can use the following abilities..

*Know the Enemy(any Knowledge):* When using Know the enemy, You gain a +1 bonus to armor class. This increases whenever your bonus to d20 rolls increases. In addition if you beat a DC of 20+Enemy hit dice+Enemy's Charisma modifier when using the knowledge check, you can ignore abilities they have such as evasion, mettle, willful evasion, uncanny dodge, and improved uncanny dodge until the end of your next turn.

*Cut it close (Bluff):* When using Cut it close, You can negate the damage for 1 round for every 5 points you beat their check by.

*Detect Power Level (Perception):* When using your detect power level ability, You begin on the third round of detect magic. In addition, the area of effect is increased to 2 miles. In addition if an effect is being masked as not being magic, you can make a perception check against the wielder's Caster level check to realize it's magic.

*After Image (Acrobatics):* You can now use this ability whenever you make an acrobatics check to jump as well.

*Quicker than the eye (Sleight of hand):* When using Quicker than the eye, you can double the cost to add your Sleight of hand check to damage dealt with your attack. This can be applied to one attack a round.

*Close Call (Stealth):* When using Close Call, you can expend 12 more points from your pool. If you do, the enemy is blinded for 1 round if they fail their perception check.

*Fear of the Unknown (Intimidate):* When using fear it's self to target multiple creatures, you can spend 15 additional points. Creatures that are affected take damage equal to your Intimidate check.

*Battle Senses (Sense Motive):* When using Battle Senses, you bypass immunity to scent. In addition, your scent isn't affected by the wind.

**Paragon Delinquent**

You did it. You paid for Win Rar. You are the ultimate delinquent. No one can possibly stand up to your purity and grace. We bow before your immaculate beauty. At the start of the day you can make a diplomacy check DC: 25+2 for every delinquent feat you have+2 for every 48 skills feat you have. If successful, you can select one of the abilities from one of the 48 skills feats that you don't meet the prerequisites for and have access to it for the day. You can select another ability off of that list for every 5 you beat the DC by. This must be done again every time this is attempted but can only be done once every 24 hours. You cannot take 10 or 20 on this.

**Paragon Honor Student**

You stand above all others in the prank department. And you know the secrets to filling whoopie cushions with real farts. I hear you've even unlocked the true comedic secrets of hitting someone with a pie. As a standard action, you can make a bluff check against all opponents within 60 feet. This is against their opposed sense motive. These enemies collectively use the highest sense motive among them. If successful you can benefit from a single combat feat that you meet the prerequisites for against that opponent for the remainder of the encounter. For every 10 points you beat their sense motive by you can use another combat feat (Maximum of +3 feats). If another enemy would interact with you and your feat would apply, You can make a bluff check against that enemy too. If you ever fail, you lose the effects of that combat feat. No creature can be affected by your paragon Honor Student feat more than once within 24 hours, even if they failed. The benefits from this last until the end of the encounter or for 5 rounds, whichever comes first.

**Paragon Relic of Ancestors**

The ultimate upscaling. Your grandpa didn’t skimp on the legendary-ness whenever he left this behind. Could you imagine if you hadn’t found this in that old chest in the back yard before someone else did!? Your Scaled item (Wonder) becomes a Scaled Item (Divine).

**Paternal Instincts**

You know when some punk touched the thermostat, and you SWEAR you told that kid to put away his laundry 46 times. If you have to go up there ONE MORE TIME! There's going to be a problem! You have a great paternal instinct and want to make sure your sweet babies are protected at all costs. As an instant action you can do one of the following.

·        Grant your aid another bonus to an adjacent ally's armor class for 1 round but take an equal penalty to your armor class for 1 round.

·        Grant your aid another bonus to an adjacent ally's saving throw but forego any abilities such as or similar to evasion, mettle, willful evasion and their greater counterparts for 1 round.

·        Catch a character who is about to take falling damage and take the falling damage instead. This damage is maximized.

·        Push an adjacent creature out of the way of an attack, that attack then targets you. You lose energy resistance, damage reduction, evilities and any other effect that may negate or lessen this damage for that attack, but the creature takes no damage.

·        Forego a saving throw in an area of effect to allow an adjacent ally to have 50% cover for that attack.

**Point Blank Launch**

You're an unstable ball of destructive Fury, The slightest movement can set you leaping into a blood Frenzy. You can lash out at any given moment. As such, Once per encounter you only need to travel 5 feet to make a charge attack. You also see a Counselor 2 times a week.

**Prehensile Tail**

Your tail has been with you through thick and thin, long and short, especially short that time you caught it in the vacuum cleaner. No matter what though the tail always prevails! You can qualify for the multi weapon fighting feats instead of two weapon fighting, using your tail as your third arm.

**Pre-Order Bonus**

You even get the art book and the music CD! Upon selecting this feat, select two of the following. +2 to an ability score, an additional 250 hl, +1 hit point per hit die, +1 skill point per hit die. You may select this feat multiple times, but only ever at 1st level. You may select the same bonus multiple times.

**Prinny Instructor**

A teacher of prinnies and a lover of penguins. You know when to use "Dood" and when to toss them a fish in appreciation. You gain a Prinny with the advanced creature template as a cohort, and all of your followers become prinnies, This replaces your normal cohort and followers, however the Prinny will never leave regardless of your leadership score.

**Mal Ojo Evil Eye**

You are capable of giving such a stink eye, that your foe could very well drop dead from it. Literally, if looks could kill, you would be put away for a very long time. You gain access to the Mal Ojo, The Evil eye. If you aren't a witch, and don't already possess it, you gain the Evil Eye hex of a witch. If a witch with the evil eye hex selects this feat, it can gain one of the following. This feat can be selected multiple times, selecting another option each time.

·        The Evil eye can now be used as a swift action.

·        The penalty of the Evil Eye increases by -1.

·        The penalty of the evil eye is now permanent and treated as a bestow curse spell for the purpose of removing with magic.

**Prison Shank**

Man, I'll cut you so hard, you wish I didn't cut you so hard. You can rip and tear with a knife like Jack the Ripper at a Hooker Convention. You gain a +1 to "caster level" when performing techniques with light blades.

**Rage Against the Machine:**

You are masterful in the art of going against the system. Like a computer hacker, but in real life with the government, and you don't get a sweet 80's synth beat as you crack the code. When in the dark senate, you gain a +4 bonus to all charisma based skill checks against them. This bonus doubles when you have 10 ranks in any of those skills and increases by another +2 if you possess 20 ranks in that skill. In addition, when battling against a member of the dark senate when trying to persuade by force, you deal an additional +1 damage per character level.

**Rapid Evility**

Evil is going so fast... It.. It's going to PLAID! Switch Evilities as a swift or immediate action.

**Re-Animator**

You have been cooped up in basements performing strange alchemical rituals and combining strange mixtures to make your unliving minions much less.... un. Just hope that headless guy with the suitcase doesn't interfere with your work anymore. You have learned to animate the dead with such great skill and accuracy that it's nearly impossible to even tell that the creatures are undead. When animating an undead creature whom you have injected with your blood, The creature is treated as an aberration instead of an undead for the purpose of being affected by spells. The Undead are still healed by negative energy and harmed by positive energy, though they gain positive energy resistance 10. They do not detect still with Life sense, however still detect with Detect undead. Finally, if reanimated as a super zombie, Creatures animated in this way can access techniques that they possessed in life, so long as they still possess the faculties to access the techniques. They can use 1st level techniques at 1-5 hit dice, 2nd level techniques at 6-10 hit dice, 3rd level techniques at 11-15 hit dice, and 4th-5th level techniques at 16-20 hit dice. You can select 2 techniques from their list for each level of techniques they can perform and use each one once per day.

**Rearguard Champion**

You’re a master at handling the behind. Whenever your buddies are in the front doing what they do best, you’re reminding them that you’ll always support them by going to town in the back! Whenever you are targeting an enemy at a range, that is also being targeted by an ally within melee range, you gain flanking bonuses on your attack rolls against that enemy.

**Red Alert**

And he still whooped your ass, even after you entered Overdrive and everything! That means you have to break out the big guns. Whenever you are in Danger, you gain an additional +2 bonus to attack and damage rolls as well as a +2 bonus to saving throws.

**Relic of Ancestors**

A powerful Gachapon passed down through generations. Your grandpa’s grandpa died so you could go on this adventure or something! Gain a Scaled item (Bauble) that levels up with you.

**Reliquary Transformation**

This legendary weapon is unrivaled in it’s capability. Ignore that it says “Lake Toya” on the side, it’s definitely a legendary sword. You can choose for your Relic of Ancestors item to be an item of any value, instead adding the new abilities to the item and granting it new capability. This follows the same rules as the Relic of Ancestors rules, however it simply does not take into account the abilities the item previously had on it, allowing items to gain extraordinary abilities from strange sources. Do not count the item’s cost into the Relic of Ancestors pool.

**Remarkable Parting Shots 101**

Your skill with making comments and then dashing off into the night is exquisite. As a full round action, you can move twice your land speed and make a Diplomacy or Intimidate check against the enemy. This has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. This is a mind-affecting effect. The enemy is staggered for 1 round due to the stupidity of your comment. A creature cannot be affected with this more than once every 5 rounds. This activates with an intimidate check.

**Revengeance**

When you have to follow the rules of nature to survive, sometimes you have to put all of your love, hate, and sorrow into everything you do. Violence breeds Violence, but in the end it has to be this way. You gain a 10 point vengeance pool. This pool starts out empty at the beginning of every day. Every time an ally whom you are at least friendly with on the friendship chart takes damage within your line of sight, you gain 1 point. If your ally is subject to a critical hit you gain 2 points, and if the ally is knocked unconscious or killed you gain 4. Any ally whom is beyond 100% for you grants 50% more points when subject to any of those effects. Once your number of Revenge Points equals 10, you immediately expend them all to enter revenge mode. When in revenge mode, you gain a +1 bonus to attack, damage rolls, and save DC's against any enemy that causes you or a friendly ally harm. You gain a +4 bonus to confirm critical hits, and your critical range is increased by +1. You also gain +10 to your move speed, and +2 to your caster level for techniques and spells. You gain an additional +1 bonus to attack and damage for every 4 levels you possess, and +1 to caster level and Save DC's for every 5 levels you possess. This bonus lasts for 4 rounds. You cannot gain revenge points while in Revenge mode, and after the effect ends you are fatigued, even if you are normally immune to the effect. You cannot use this ability if you are fatigued, and you can only use this ability once a day, and an additional time per day at 10th and 20th level.

**Rid☆ckulous:**

You gain a +3 bonus to craft and computer use skills. This bonus is doubled when you reach 10 ranks in the particular skill. In addition, you can make a computer use skill when finding a new piece of mechanical technology to attempt to learn what it is as if you had used the identify spell on a magic item.

**Shameless Power**

You are shameless in your strength and want to show it off to the world as it empowers you! Or maybe you are easily embarrassed, but that embarrassment gives you great strength and fighting capability. So take your pants off and defeat your enemy with the power of embarrassment you dirty boy. You gain more power based on how much clothing you remove in a fight. During an encounter, you gain the following bonuses, however only if you remove a magic item of the listed type during that battle. You cannot gain any bonuses from this feat so long as you have the item equipped, so removing it and then re-equipping it does nothing. These items must be removed during an encounter as a move action. They last until the end of the encounter or until you put the item back on.

If you possess the distracting body or over endowed feats, you increase the penalty of each one by another -1 for the 2 rounds of combat after using this, but only if it makes sense. (You can't gain an additional bonus for well endowed if you just remove your feet item.... Unless you're like... a halfling...)

*Belts:* You gain a +4 bonus to all skills for the duration of the encounter. This bonus goes up by +2 for every round that passes in the encounter to a max of an additional +10.

*Body:* You gain Freedom of movement for the duration of the Shameless power.

*Chest:* You gain a 25% miss chance. This miss chance is increased by an additional 5% for every round after you remove this item. (To a max of +25%).

*Eyes:* You are affected by see invisibility. After these have been removed for 2 rounds you are affected by true seeing. You also gain a +2 bonus to perception checks for every round that this item is removed.

*Feet:* You gain a +30 bonus to your base land speed. On the first round this is removed, the bonus is +90. Removing this is a swift action unlike the others.

*Hands:* You gain a +2 bonus to attack rolls. This bonus increases by an additional +1 every round (Max +4)

*Head:* You gain a +6 bonus to all ability checks and mental skills.

*Legs:*  You gain a +20 bonus to move speed. This increases by +5 every round (to a max of +20).

*Shoulders:* You gain 25% fortification. This fortification is increased by an additional 5% for every round after you remove this item. (To a max of +25%).

**Shatter Magic Barriers**

You are ALL about breaking things! Vases? Broke, game controllers? Tossed! You are the guy no one wants to come over anymore. Also, you're not sure why but you have like, 20 kids. Probably unrelated. This allows you to use your harmonic seam spell to deal extra damage to spells that create barriers with hitpoints such as wall of force or Black Magic Barrier, or to technological force fields.

**Shot through the heart:**

You can pierce a man's heart with anything that can sail smoothly through the air and even then sometimes with things that don't sail so smoothly through the air. You add your Dexterity modifier to damage rolls when using a ranged, finesse, or rapier weapon. This does not stack with Monstrous finesse.

**Sniper's Grace**

Graceful as a swan and as deadly as a chainsaw Bazooka, you can shoot someone through the head from 300 feet away... around a corner... through traffic... in space... on fire... You get the picture. When making an attack outside of your range increment, You increase your damage dealt by +1 for every 10 feet between you and the target (Maximum of +20). If this attack is a called shot, you bypass 1 point of their damage reduction for every 20 feet between you and the target (Max -10 DR).

\*Fighters can choose this as a bonus feat.

**Soul Forger**

You can seal ghosts into a magic hammer, and you once bound a demon lord to a toaster. Everything you make is haunted as hell but boy does it work. Whenever you utilize a Small Soul Vial for crafting an item, you can gain one of the following bonuses for forging the item. You can select an additional bonus if the vial is a shimmering soul, Two additional bonuses if the vial is a Shining Soul, and three if it is a Divine Soul. The same effect can be selected multiple times.

·        Increase the caster level of the magic item by +2

·        Increase the save DC of the item’s effects by +2

·        Increase item hardness by 10

·        Increase item hitpoints by 5 per caster level

·        Increase number of charges on item if there are any by 1

·        Increase number of uses per day on single effect by 1

**Space Detective**

You're a Detective, in Space. You comb the galaxy like your pompadour on the hunt for aliens. Planet after planet you search, discovering bizarre new creatures both friendly and not. These are the spectacular adventures of the space detective and his brave space crew in space. You use your Charisma modifier instead of your wisdom modifier when making perception checks.

**Spellstrike**

Channeling grand energies from beyond the realm, you smite your opponent. used for defeating dragons, and getting ahead in line to buy the new Slay-station system, you can sacrifice a prepared technique or spell to get a bonus to attack and damage rolls equal to the level of the technique or spell until the beginning of your next turn. Using this is an instant action.

**Spiritual Caster**

You have contacted the spirits. They asked you about your car’s extended warranty. You can utilize soul vials to cast spells with particularly difficult to obtain, or expensive material costs. Utilizing this feat allows you to sacrifice a soul vial with an equal value to the monetary or item cost for casting a spell. This ability is possible through the Soul Powered Magic feat, however doing so is an evil act. Spiritual casting allows for the caster to face some limitations, however the act of casting the spell simply frees the soul rather than harming it. Only the souls of Fey, Elementals, Evil aligned creatures, and outsiders considered to be nature spirits or deriving from nature can be utilized in this process. In addition, only ½ of the value of the soul vial is usable in the process of casting the spell. Creatures within the vials are not completely destroyed, unlike with soul powered magic, and they return to the soul cycle as usual, only a bit weaker.

**Star Power**

You're a pro at guitar based Slaystation games and you can do Expert mode with your eyes closed. Oh, and you're pretty good at harnessing the power of the Galaxy to destroy things but that part isn't as important. When you have this feat you can choose spells with "Star" in their descriptor and are treated as a "Star specialist" for purposes of determining the Omega, Terra and Peta spells you can choose. Rock on Champ.

**Sub Class:**

You like to keep up with the most current trends and switch yourself to better meld with the "In" crowd, and that current trend is Sub classing. When selecting this feat, select a single class, Prestige Class, or Monster class. You add evilities from that class to your list of evilities, and therefore do not need to pay a higher price to select them.

**Superhero Landing**

It's certainly a popular crowd pleaser but it's insanely hard on the Knees. Whenever you make an acrobatics check to negate fall damage, you can negate an additional 10 ft. of falling damage for every 5 points by which you beat the DC.

**Super M**

You live by the tip of a leather strap and have the world record for riding the Wooden Horse. You can play tic tac toe on the lash marks on your back and have been paddled so hard that one of your ass cheeks deflated.... That's messed up. But really, you're a super masochist! You gain bonuses to rolls based on your current hit points. Divide your hit points by 5, whenever you lose the amount listed, you gain a +1 circumstance bonus to all d20 rolls and damage rolls whenever you have taken that much damage. This happens every time you take the damage but disappears if you are healed past that mark. For example, Bostwick the Barbarian has 350 hit points. Whenever he loses 70 hit points (making his total 280) he gains a +1 Circumstance bonus. He gains another +1 at 210, 140, and 70 hit points for a total of (+4 to all d20 rolls).

**Super Overload**

You are the kind of person who can fill a cup up over the top and still manage to keep the fizz in without it flowing out and soaking the table. While in your overload form, you gain a +4 bonus to all of your ability scores for it's duration as well as a +3 bonus to armor class and saving throws.

**Super Ridiculously Rowdy**

You smash windows, chug kegs of beer, and drive pools into your neighbor's car. No, I didn't write that backwards. Enemies that you force to make a concentration check must roll twice and take the lowest result.

**Super Sexy:**

Whether you have curves in all the right places or charm your way through life without any curves at all, you are super sexy. As such you gain a +2 bonus on charisma based skill checks against creatures that would be sexually attracted to you and your save DC on spells to influence them increases by +1.

**Superior Initiative**

You are so ready that it hurts. No. Really. Stop that, you're crushing my organs. You gain a +2 bonus to Initiative that stacks with the bonus granted by Improved Initiative. LLLLLETS GET READY TO RUMBLE!!!

**Swap Out**

Be it lovers or underpants, it's always good to have a backup ready for when your first choice fails you horribly. When you use an evility with a limited number of uses per day, you can choose to swap out to another evility of your choice instantly when the number of uses runs out.

**Swift Evility**

This time Evil comes with a turbo speed. Switch evilities as a move action.

**Technique Acquisition**

You have a way of getting what you want. Using spell books or martial practice, you can learn powerful skills thought to be impossible. If you are a martial class, you can choose a spell from any spell list and learn it as a martial technique. This technique, once learned, is then added to your list of techniques permanently and is performed as if it were one of your techniques. Alternately, spell casters can add a martial technique to their spell list in the same way.

Alternatively, if you are a monster class, you can select a monster technique of a level you can perform that is on your list of monster techniques and learn it by spending the mana and time.

**Technique Focus**

You have focused on training to use a single type of weapon, and skilled with that weapon you are. Add +1 to the save DC of techniques of a single type. (I.E. Monster weapon, Blades, Axes, Ect...) This can be taken multiple times, however only once for every type of technique.

**Technique Perfection**

After training atop the mountains for over 100 years you have perfected the most deadly techniques, and you've picked up a mighty stink from not bathing for 100 years. Pick one Technique which you have the ability to perform. Whenever you perform that technique you may apply any one metamagic feat you have to that spell without spending additional technique slots. To determine if you can use the meta magic feat on a technique in this way you must increase the technique's level by the same amount you would increase a spell's level, if it would push it beyond 9th level it cannot be used. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Technique Focus, Spell Penetration, Weapon Focus, and so on), double the bonus granted by that feat when applied to this spell. This feat can only be used once per encounter. You can select this feat multiple times, each time it can be selected to increase the number of uses per encounter for this feat, or for another technique.

**Temporal Historian**

You are a history major, but only because you have visited those places on multiple occasions. Otherwise you really, REALLY suck at it. You don't even know who Porge Washatas is. You gain a +4 bonus to knowledge history, and knowledge local checks. This bonus doubles for each one that you possess 10 ranks in.

**Telekinetic defense**

You know that shit they do, yeah, that thing where they have one hand on their temple and the other hand has those wiggly lines shooting out of it. YEAH! That’s it! I want that. Whenever you make your attack for cut from the air, or make a parry attempt through an evility or similar effect, you can utilize your caster level and your relevant casting modifier instead of an attack roll. It is still treated as an attack roll however and so can land a critical hit or critical failure.

**Tony Montanna**

Say hello to my little... ahh you know the rest. Be it a bazooka or a mini gun you like your guns to be huge and fully loaded. Standing out more than anyone else's in a crowd. You gain a +1 bonus to your "caster" level when performing martial techniques with Crossbows/Firearms (Heavy).

**Toxicrafter**

You start off by punching trees and mining stone and now you’re assassinating the governor. Goals. You gain the base Toxicraft ability of a Moth Man. This does not increase in power from leveling up, and you only receive ½ of the bonus listed in the Toxicraft pool. When doubling the cost to increase the save DC, you use your relevant modifier to modify the save DC.

Slimes that take this feat can administer the poison to creatures they swallow whole.

Witches who select this can double the cost of the poison (doubled a second time if they wish to raise the save DC), to apply the poison to a hex cast on an enemy.

A Mothman who select s this feat, Is treated as 5 levels higher to determine the amount in their Toxicraft pool. Once this hits 20th level, every level beyond (To a maximum of 25th) the pool increases by 5,000 hl.

**Transfer Student**

Moving from one school to another can be difficult, especially when it involves traversing deadly hell-scapes and trying to fit in with your classmates. Once per day you can treat a single spell as if it were a spell of a different school. (I.E. Someone could treat a Charm Person spell as an Evocation spell to negate a bonus to saves vs. Enhancement spells).

**The Outlander**

If looks could kill, you’d be in jail for a VERY long time. Whenever you make an intimidate check against a creature with the Demon subtype, you deal an amount of damage to them equal to your relevant modifier. This bypasses damage reduction.

**Ultra Mid Boss**

You show up at the beginning, middle, and end of the game and always as a dangerous sub-boss that uses too many of the hero's resources. Your mid-boss effect now can affect 1 additional creature for it's duration. You can select this feat multiple times, its effects stack.

**Unmaker**

In the first age, you ripped and tore, and now you’re in the hospital. It’s going to take a bit to recover from that, ouch. Your critical range when targeting creatures with the demon subtype increases by 1 This applies after effects such as Keen. For instance if your weapon was 18-20 for it’s critical range and you have Keen making it 15-20, this would make it 14-20. Whenever you successfully kill a creature with the demon subtype, you can make an intimidate check against any other creatures with the demon subtype within 30 feet.

**Vanguard Champion**

You are the greatest at protecting SUV’s. Whenever you are targeting an enemy that is also being targeted by an ally attacking at a range, you gain flanking bonuses on your attack rolls against that enemy.

**Vehicular Manslaughter:**

You drive the fury road with a belt of dynamite and a fist full of molitov. LIVE, DIE, AND LIVE AGAIN! While driving a vehicle, you can perform any technique that you possess, so long as the vehicle could do so too. For instance, if you are piloting a vehicle with a gun equipped to it, you can use gun techniques, and if it has some sort of blade equipped you can use blade techniques. You use the vehicle's bonuses to hit if it has differing modifiers than you.

**Walpy Shuffle**

A cute little dance, often times learned by witches in training as a way to get their magical juices flowing and to help them focus on their spells. This dance is usually considered by most spell casters to be really lame if anyone other than a cute girl is doing it and it's really not recommended to do at dance clubs. Like... Relly man, they WILL laugh. As a full round action, you must sacrifice a 1st, 2nd, or 3rd level spell slot, the save DC of all arcane spells performed by the dancer for a number of rounds equal to the spell sacrificed, has it's save DC increased by +2 or it gains a +2 bonus to attack and damage rolls with the spell. If the spell deals negative levels or ability damage this bonus to damage is +1 instead. If the spell does not grant any of those and instead has a duration, your level is treated as 2 higher for the purpose of determining it's duration.

**Warrior's Way**

You follow the Warrior's way! The will of fire still- What? That's the ninja way? Crap. Wear your victories with pride and your defeats with shame. Whenever you successfully win a battle or exit a combat scenario victorious, you heal 1d8+ Constitution modifier in hitpoints. This uses your Charisma modifier if you have no constitution modifier. If the battle ends and you have been defeated, you gain a +1 circumstance bonus to attack rolls and armor class in the next combat.

**Well Endowed**

You have a lovely bunch of coconuts and are noted for your vast tracts of land. When you run, it looks like two midgets are wrestling in your shirt and you often get frisked for trying to smuggle beach balls out of Hell-Mart. Big and busty, even succubi look amazed by the size of your chest or your enormous booty. These can come in handy however, as they allow for a great hiding space for stolen goods and random knickknacks. You gain a +2 bonus to slight of hand checks, and the ability to Instantly retrieve any small item on your person as a free action. Finally, if you've moved within the round, enemies whom would find you attractive or romantically involved take a -2 penalty on attack rolls made against you. OH GOD THE JIGGLING IS SO DAMN DISTRACTING!

**William Tell**

I dunno who William Tell is but I hope he was good with a bow otherwise this feat makes no sense. You can snipe like that one guy in that super hero movie, and you're pretty good at robbing the rich and giving to the poor. You gain a +1 to "caster" level for bow techniques.

**Yaksha**

Possessing the strengths of the dukes of hell, you are the perpetrator of most evil in the Netherworld and you can prove it with a wave of your huge intimidating hand. Once per day, you can create the effects of a Blasphemy spell using your level as your caster level. This spell affects creatures of all alignment. The save DC is 10+ 1/2 level+ Charisma modifier. Creatures slain with this spell heal you of 1 hit point per hit dice they possessed.

**Zukyun**

You are a master at getting shot down, whether it's love or just plans for hanging out, no one is ever available, and so you've learned to roll with it. As an immediate action, when you fail a skill check against a creature, you can choose to expend a hero point to gain a bonus to your skill as if you had spent the hero point before rolling (A +8 instead of a +4).