CLASS FEATS

**CLASS FEATS**

**Abyss Blade**

A very rare kind of knight, but it is a soldier of incredible power. An Abyss Blade carries with him the evils of the pit and uses them to slay his foes. This works as the Eldritch heritage feat, however you can only select the Abyssal Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Abyssal bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

**Alternative Energy**

Whether you're attempting to fuel a new holy spell or just "Going Green", You never have enough energy to do everything you want to do in a day. As a swift action, You can sacrifice two uses of a first level domain power to gain an additional use of channeled energy.

**Armor Specialization**

You specialize in this kind of pants. No other pants are as good as these. Brand name or not, you know when you're wearing them because everything just feels allllll right! Choose a single type of armor, Light, Medium, or Heavy. Your maximum dexterity bonus increases by +1 and your armor check penalty decreases by -1. This feat can be taken multiple times, selecting a different armor type each time.

**Baba Yaga**

You are the oldest of chrones and you want all of those kids to stay off your lawn. Unfortunately your lawn is ever changing as your violent bird house marches onward through the night in search of blood.

Upon taking this feat you gain a permenantly active Tiny hut spell. Unlike a normal tiny hut, this spell can move at up to 30 feet per round in any direction you indicate, and can do so as a free action every round. It takes a standard action to summon the hut and a move action to dismiss it, but otherwise it works just like a Tiny hut spell. It can be commanded to march forward and avoid objects so as to not crash into them, or won't simply walk off of a cliff or ravine and can be commanded to move even while the commander is sleeping, though it will continue to move in the general direction until commanded otherwise.

When the caster reaches 15th level, the interior of the Hut works like a Magnificent mansion spell.

When the caster reaches 20th level, if the Caster spends a 9th level spell when it calls the hut, the Hut takes the form of the artifact the Dancing Hut of the Baba Yaga.

**Badass Fist**

Your tattoos have tattoos, and your arm muscles are so thick you can punch a hole in solid titanium. You can use your strength or dexterity modifier to determine your saving throws for Close/Monk techniques.

**Beast Totem**

Whether you're connected to the great web of life and destiny or the ancient panther that protects the heartland, you have a totem inside you and it's power is ready to run wild. Wild Soul Vigilantes can select Beast or Spider witch hexes so long as they match their wild soul creature, and Spider dominion or Beast Archetype witches can select vigilante talents so long as they match their animal concept. These are to be approved by the DM.

**Better Beast**

A Beast Master who selects an animal companion can choose from the following list: Aqua Demon, Baciel, Dragon, Holy Dragon, Serpent, Two headed Dragon, Eryngi, Flora Beast, Gargoyle, Leotaur, Marrionette, Moth Man, Imp, Red Imp, Mystic Beast, Devil Bear, Nekomata, Prinny, Roc, Slime, Treant, or Zombie. If those creatures ever qualify for a prestige class, they can enter the following: Dragonshroom, Faery, Galactic Demon, Lantern, Manticore, or Skeletal Dragon. These can be selected instead of the usual creatures. The creature gains hit dice and saving throw bonuses according to the Animal Companion Base Statistics chart, however it gains it's bonuses to ability scores as listed in the monster class instead of it's listed bonuses from being an animal companion. They still retain their Link, Devotion, and Share spells abilities at those levels, however they do not gain any other animal companion class abilities. The Monster class animal companion gains hit dice, Skills, and feats when listed, but does not gain the Natural armor, or tricks. Monster class animal companions gain the class abilities of that monster class, however they only gain class abilities as a monster of their own level -5 (minimum 1). If the creature would have spellcasting capability, it no longer possesses that. Creatures only gain 1 technique every 2 levels and are treated as 10 levels lower for the purpose of learning Monster Techniques. Finally, the creature only possesses an intelligence score of 3.

**Blaze Ritter**

A very rare kind of knight, but it is a soldier of incredible power. A Blaze Ritter is a flame charged Dark paladin that incinerates all enemies in his path. This works as the Eldritch heritage feat, however you can only select the Elemental Fire Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your elemental ray ability to attacks with Channel Smite.

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the fire elemental bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

**Bombardier’s Fist**

Sometimes you just want to give someone a knuckle sandwich…. So what if your fingers fly off in the process. You can make an attack with an alchemist bomb as a melee weapon instead of a thrown weapon. Doing so adds your strength modifier to the weapon damage and causes it to be a normal melee attack instead of a ranged touch attack. If you possess the improved unarmed strike feat you can use it along with this. You are immune to the effects of this bomb, however it otherwise still functions normally dealing damage to adjacent creatures and applying any normal bomb effects.

**Bombardier’s Ultimate Impact**

For those whom have always dreamed of point blank slam dunking Tsar Bomba into a cursed penguin. You can apply the vital strike feats to a bomb attack. Doing so means you must expend a number of additional uses of your bomb for every time you re-roll the vital strike dice.

**Caress the Bound**

You enjoy to tenderly caress that which belongs to you. Things that are bound are just so fun to play with! Also, on an unrelated note, your power with your familiar has strengthened. When scrying on your familiar through magic or a class ability, you can cast touch spells on that familiar as if it were within your reach, so long as you can see it.

**Caress the Unbound**

You like to caress what you aren't supposed to. You're going to jail little man. When scrying on a creature through magic or a class ability, you can cast touch or personal only spells on that creature as if it were within your reach. If the creature is unwilling it still gets a saving throw. If the spell is personal and has no saving throw, the creature still gains a will save to avoid its effects using the save DC of a spell that level. Doing this immediately ends the scrying effect on the creature touched.

**Chicks Dig Giant robots**

You know the song. Nice. Gain the Heroic Conviction feat of an unlosing ranger while in your Mech. When not in your mech suit, you gain a +2 bonus on diplomacy checks against females who know you have a mech.

**Class Traitor**

You are a class traitor! The worst of the worst! You sold out your allies and for what? A single corn chip!? Upon taking this feat you can select a single class that has required tenants that you must follow in order to take levels in the class such as the Paladin or Unlosing Ranger’s Oath, or the Samurai or Cavalier’s Edicts, or an Inquisitor’s Inquisition, and choose to not follow them without taking any penalties. Under certain circumstances a GM may state that this is impossible for certain combinations of abilities or that it does not apply to certain tenants or edicts. This can be taken multiple times, once for each class that you wish to defy their rules.

**Commando**

You’re goin commando! Don’t wear a skirt. Or do O///O .Your Turret becomes more shielded. It gains an additional number of hitpoints per hit dice equal to your dexterity modifier.

**Confined Phantom**

You have mastered the art of sticking ghosts inside of things. I even found a ghost inside of my turkey sandwich the other day and nearly crapped myself, it was horrible. As such, when you confine a Phantom, that Phantom gains a +2 bonus to any one ability score of your choice. Once selected it can only be changed if you summon the phantom again.

**Conjure Force**

You can summon up a beast from the deepest depths of the unknown reaches of scary places. The things are so strong that sometimes people wonder whether you are the puppeteer or the puppet. When summoning an Eidolon, Phantom, Great Power, or any other similar ability, you can apply the Augment Summon feat to it's abilities as if it were a summoned creature. This follows all of the rules of the Augment summon feat and can only be applied to one creature at a time.

**Construction Kit**

Lego of my robot! Built to perfection and with a lifelike kung-fu grip that can destroy even the strongest of balsa wood. You have crafted the world's best magic machine and want to show it off. When crafting a Golem or other construct, or animating an undead. You choose to grant it any one feat that you possess, so long as it meets the prerequisites.

**Cosmic Buccaneer**

Set sail for Adventure and take your favorite fantasy RPG to the stars! What are you waiting for? The Galaxy needs you! Coming in August 2017. Your ship can survive in the void of outer space, and it can support life for creatures in that environment despite the lack of air. All ships that you pilot gain a fly speed of 60 feet with perfect maneuverability, and your ship from Nether Buccaneer increases it’s fly speed by this amount. The ship flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d6 days, while a trip beyond normally takes 3d6 weeks (or more, at the GM's discretion)—provided the captain knows the way to its destination.

**Crippling Injury**

You really like to rub salt in the wound. Whenever you successfully use a debilitating injury on an enemy, the effect does not end if you land another debilitating injury. You can have the effects of up to 2 debilitating blow abilities applied to a single enemy at a time.

**Crush the Weak**

You may be a coward, but when you know you’re stronger than someone you’re filled with determination. A Masked Hero Vigilante gains the Startling appearance ability of a normal vigilante. The Masked Hero can only use this against enemies of at least 4 hit dice less than themselves.

**Cursed Domain**

You have a super cool cursed realm. The intro to the game talks about how scary your realm is, and it’s estimated that they’ll be playing 60+ hours to even get to try and fight you! I hear… there may even be two discs to this one. TWO! You are the master of your dominion, and can summon your strange world to your foes. This modifies how the Netherrealm ability works. It can also be used when casting the spell hallucinatory terrain. Upon selecting this feat, you must select cave, desert, forest, mountain, sewer, swamp, or tundra. If a witch has a dominion crystal, she can select this feat. If a Witch is selecting this feat, they must select one that matches, or is close to their witch dominion, and creatures with the favored terrain ability must select one that matches their favored terrain. You are immune to all effects created by your cursed domain. If you create a demi-plane, you can gain these effects while there as well. This feat can be selected multiple times, making a new selection each time.

Upon activating the Netherrealm ability, you gain the following abilities based on your selection. The save DC for any of these is 10+ 1/2 level+ Relevant modifier.

*Cave Blight:* Your cursed domain becomes infused with radioactive rock formations that manifest as glowing green crystals shedding illumination as per a candle and faint warmth. This radiation interferes with teleportation effects—a creature attempting to cast teleport to travel into or out of their domain must succeed at an opposed caster level check or the spell fails. In addition, all creatures that enter the blight’s domain must succeed at a Fortitude save every 10 minutes to avoid taking 1 point of Constitution drain (this increases to 1d4 points of Constitution drain within 10 feet of the creature who initiated the effect). This is a poison effect.

*Desert Blight:* Creatures in your cursed domain endure extreme temperatures. In daylight hours, the temperature in your cursed domain functions as if it were one category higher than it is (so if the desert’s temperature is normally severe heat, the temperature rises to extreme heat conditions within the cursed domain). At night, the temperature swings to the other extreme, and is considered one category lower than the surrounding desert’s temperature conditions. If this puts the temperature conditions beyond extreme heat or extreme cold, the conditions function the same as for normal extreme heat or extreme cold, and the creatures take 3d6 fire or frost damage every round depending on which it is, but all Fortitude saving throws against these temperature effects are attempted with a –5 penalty.

*Forest Blight:* Non-creature plants within your cursed domain twist to clutch at intruders. All creatures treat your cursed domain as difficult terrain as a result. Any creature trying to manipulate, control, or interact with the plants of this domain (including those using spells like command plants, entangle, and transport via plants) must succeed at an opposed caster level check or the attempt fails. The creator of the netherrealm ignores these penalties, and as a free action can designate other creatures that can also ignore these penalties. All plant creatures within the cursed domain gain fast healing 5; plant creatures that already have fast healing increase their fast healing rate by 5.

*Mountain Blight:* Your cursed domain is always treated as being one altitude zone higher than its actual zone would otherwise indicate, so areas that would normally function as a low pass zone (lower than 5,000 feet) function as low peak or high pass (5,000 to 15,000 feet), and areas that normally function as low peak or high pass instead function as high peak (higher than 15,000 feet). If your cursed domain is already located in an area counted as a high peak, the effects of altitude sickness manifest immediately rather than after a 6-hour period spent in the area. Furthermore, as soon as a creature fails a Fortitude save against this effect, it suffers the effects of slow suffocation. Characters in these zones must attempt regular Fortitude saves to avoid suffering from fatigue and other effects of altitude sickness. You are always considered to be acclimated to its domain and never suffers ill effects from this ability, and it can select creatures within this domain to be similarly protected as a free action.

*Sewer Blight:* The first time a creature enters into your domain in a 24-hour period, it must succeed at a Reflex save or contract filth fever. Within the domain, the save DCs for all disease-based effects inflicted by yourself and creatures under your control increase by 2 and onset times for all diseases contracted there are reduced to 0.

*Swamp Blight:* All humanoid creatures that die within the cursed domain rise from death as mummies. Creatures with 7 or fewer Hit Dice rise as swamp mummies, while creatures with 8 or more Hit Dice rise as mummy lords. You can control a number of Hit Dice of mummies equal to double your own Hit Dice; additional mummies created beyond this limit are free-willed but still regard you as an ally.

*Tundra Blight:* Your domain is always treated as being one category colder than the region would otherwise dictate. If a region is normally treated as extreme cold, it deals 1d10 points of lethal damage per round of exposure. Anyone attempting a saving throw against the effects of these cold temperatures or a saving throw against cold effects takes a –4 penalty on the save within your frozen domain. When a character attempts to cast any spell with the fire descriptor in this domain, she must succeed at an opposed caster level check or the spell is negated when it is cast.

**Dark Crystal**

You must go on a quest to save the world from a bunch of ugly ass puppets with a magic crystal. You gain +2 to your crystal mana pool. This can be taken multiple times.

**Dark Paladin**

A very rare kind of knight, but it is a soldier of incredible power. The Dark Paladin sticks to the shadows and takes his enemies down silently. This works as the Eldritch heritage feat, however you can only select the Shadow Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your Shadow Strike to attacks with Channel Smite.

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Shadow bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

**Demios**

A very rare kind of knight, but it is a soldier of incredible power. A Demios is a devilish warrior known for corrupting those around it. This works as the Eldritch heritage feat, however you can only select the Infernal Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your Corrupting Touch ability to attacks with Channel Smite.

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Infernal bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

**Distance Dimension**

You want to be friends still, but it's better to keep your distance. You can be 20 feet further away from your Dimensional Gate than usual while still receiving it's effects. This feat can be taken more than once.

**Don’t stop the Music**

The beat has dropped but the pace is still picking up, a second, more HEINOUS beat is about to drop. So long as you successfully land an attack every round that you began the bardic performance or raging song, you can keep it going without actually spending the time or actions to continue a bardic performance. In addition a vital strike is now treated as a critical hit for the purpose of activating when the beat drops.

**Edge of Death**

You're the kind of person to wash down an energy drink with an energy drink. The best kind of medicine is too much of it, and the world is your drug. Everything can piece you together, even the things that should tear you apart. You are healed by both negative and positive energy now.

**Emeth**

You giveth life and you can taketh away! With the words of life you breathe new strength into your artificial lackies and make them a force to be reckoned with. Choose a single Golem, Construct, or general monster feat. That feat is now usable by all constructs that you create, however it must meet at least the level requirement of the feat. Alternatively you can choose a single Zombie, Undead, or general monster feat and grant it to undead that you create, following the same stipulations.

**Extra Ancient Study**

You're such a nerd that you even study extra for things outside of class. You pour over arcane notes and funny rituals involving party hats and moon dances, Whatever the hell that is. You gain an extra Ancient Study. This can be taken multiple times, but only once every 5 levels.

**Extra Confinement Trick**

A trick you picked up from your last phantom, hopefully it’ll drive the new one wild. The Phantom Summoner can select an additional Confinement Trick. This can be selected twice.

**Extra Crest**

For white and shiny teeth. This can be taken twice, however there must be 5 levels between each selection of this feat. Select an additional Overlord’s Crest.

**Extra Darkbolt**

Channeling the endless power of awesome, you fire blasts of energy into your foes waiting mug. Unfortunately you can only do that so much. OR CAN YOU? With this you can squeeze a little more fun out of eldritch magic and gain 2 extra uses of Darkbolt. This can be taken multiple times, however only once every 5 levels.

**Extra Demon General Skill**

You are no longer General. You are now SPECIFIC. This can be taken twice, however there must be 5 levels between each selection of this feat. Select an additional Demon General Skill.

**Extra Discipline**

You are full of discipline... or maybe you prefer disciplining young girls. I'm not sure. Gain another Interrogator Discipline. This can be taken multiple times, however only once every 5 levels.

**Extra Guided Fate**

You will guide their fate to a revolution! That is, if you're lucky enough! You gain an additional 2 points in your Guided Fate Pool. This can be taken multiple times, but only once for every 5 character levels you possess.

**Extra Hellblast**

You are exceptionally trained in the art of destruction. Your fist will be your paintbrush for this masterpiece. As such you gain 2 additional uses of your Hellblast ability.

**Extra Idol Focus**

You are a sensation sweeping the nation with hits that just won't quit. Upon selecting this feat you gain an additional Idol Focus. This has to be one you meet the prerequisites for. This can be taken once for every 10 levels you possess.

**Extra Interrogation Technique**

Your skill with torture and interrogation is unmatched. I heard that one time you told a dog to spit something out of it's mouth and they actually listened! Gain another interrogator Technique of which you meet the prerequisites for. This can be taken multiple times, however only once every 5 levels.

**Extra Item Mastery**

You have learned to gain the most out of a roll of toilet paper, and have learned how to get the last few drops out of a soda can when it's empty. True. Item. Mastery. Gain another Item Worlder Item Mastery. This can be taken multiple times, however only once every 5 levels.

**Extra Kaiju Specialization**

When you Skreeonk just a little louder than the others. This can be taken twice, however there must be 5 levels between each selection of this feat. Select an additional Kaiju Specialization.

**Extra Ken Shiki**

Your tutelage is skilled and great. Like a rat man in the sewers of New York. Gain an additional use of Ken Shiki per day. This can be taken multiple times, it's effects stack.

**Extra Lifecharge**

You have broken your soul into so many little pieces you can toss em here and there and never really notice it's missing! You gain 2 additional uses of Lifecharge.

**Extra Onmyo Tool**

You can’t beat a cursed talisman found half off at the pawn shop! One man’s cursed object is another man’s…. well it’s still a cursed object but the curse isn’t for you. The Onmyo Monk can select another Onmyo Tool.

**Extra Specialist Pool**

You are so specialized it hurts. You gain an additional 3 points in your Specialist pool. This can be taken multiple times, it's effects stack.

**Extra Superiority**

You have an air of vampiric superiority that stands out above others. Your teeth are sharper than any other vampire’s (Allegedly) and you have fought at least 3 famous vampire hunters and un-lived to tell the tale. This can be taken twice, however there must be 5 levels between each selection of this feat. Select an additional Vampire Tyrant Superiority.

**Extra Torture Pool**

You are full of extra torture. EXTRA. EXTRA TORTURE. You gain an additional 3 points in your torture pool. This can be taken multiple times, it's effects stack.

**Extra turret**

Sometimes you just really need to gun someone down with an automated defense system two more times in the day. You can summon your turret an additional 2 times in the day.

**Extra Veil**

You shroud yourself with powerful magics and sometimes you even shroud your bra with tissues to make yourself look more "Intimidating". You gain 2 extra points in your Veil pool. This can be taken multiple times however only once every 5 levels.

**Fall Guy**

HE DID IT! Once per encounter whenever you suffer from some sort of status ailment, you can shift the effect to your turret instead where it effects it normally.

**Fleshpuppet**

Why be the puppet when you can be the master? Actually, why not be both ya big dummy. You are treated as a marionette of 1/2 of your level for the purpose of learning Marionette techniques. You must spend mana and time to learn them as normal, however it costs twice the normal amount.

**Force of Prescience**

When you walk into a room, paint chips, wall paper curls, and wood floors loose their shine. You're always let to the front of the line at theme parks and your at the top of the FBI's Most wanted list TWICE. You can equip a second emblem. You only gain the statistical boosts of whatever emblem grants the higher bonuses, however you can access the secondary effect of the Emblem. Such as the immunity to fire from the Devil ring or the Smite from the Exodus.

**Fusion Cuisine**

One of those fancy new places that just opened down the street. I hear they sell Chicken from the 3rd circle and stir fries from the Tiamat Realm. Should be pretty good. Whenever you cook a magic food item, you can double the time it takes to craft it to combine it’s effects with another food item you can craft.

**Go Beyond**

When the bed and bath simply won’t do… Whenever you use a technique or ability that leaves you exhausted, the time you are exhausted is cut in half. Whenever you activate a technique that increases an ability score, you also gain a +10 bonus to movement speed and a +1 dodge bonus to armor class. This applies to only one technique at a time, but if one technique ends and another still persists, you don’t lose the bonus.

**GO EVEN FURTHER BEYOND!**

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!! AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!! Whenever you use the technique Unleash Potential, upon activating it you can choose to have it increased as if you had spent a swift action to empower it up to a number of times equal to ½ of your level. In doing so you lose the same number of swift actions in the next rounds of combat that you would have spent to activate the power. Whenever you activate a technique that increases an ability score, the bonuses you gain become +20 to movement speed, +2 to armor class, +2 to attack rolls, and +20 hitpoints. This applies to only one technique at a time, but if one technique ends and another still persists, you don’t lose the bonus.

**Go Further Beyond**

You have to push it to the limit and take the bull by the horns! Push on past everything you’ve ever known and break out into the unknown! Just don’t forget to hydrate on the way. The penalties you suffer from exhaustion are cut in half. In addition, You immediately learn the technique Unleash Potential if you didn’t already know it. Whenever you activate a technique that increases an ability score, you also gain a +1 bonus to attack rolls and +10 hitpoints. This applies to only one technique at a time, but if one technique ends and another still persists, you don’t lose the bonus.

**Greater Commando**

How do you get MORE commando!? There’s no skin down there is there? Your Turret now can benefit from a muscle item, and any rings that you are equipped with. In addition you can choose to apply any item effects that you activate to your turret instead (Such as the smite ability of the exodus emblem). Abilities such as smite or judgment grant their ability to the turret as well, and personal spells and techniques also effect the turret whenever you cast them.

**Greater Cursed Domain**

IT’S THE SECOND DISC! IT DOES EXIST! THIS GAME IS REALLY LONG! You gain further power whenever you are within your cursed domain. Select a single domain that you possess the Cursed Domain ability for. This feat can be selected multiple times, once for each Cursed Domain feat you possess.

The save DC for any of these is 10+1/2 level+Relevant modifier.

*Cave:* Three times per day, a creature struck by one of your attacks must succeed in a Fortitude save or take 1d6 points of Dexterity drain. If the attack in question already allowed for a fortitude saving throw, use whichever is higher. A living non-ooze creature that is immune to poison loses its immunity to poison as long as it suffers any Dexterity drain from this attack. A creature whose Dexterity score is drained to 0 becomes petrified, as per flesh to stone.

*Desert:* Three times per day as a standard action (but no more often than once every 1d4 rounds), you can draw in the moisture from an area in a 20 – foot radius surrounding yourself. Living creatures within range take 1d6 points of damage per level, and are staggered for 1d4 rounds (a successful Fortitude save halves the damage and negates the staggered effect). Creatures with the aquatic or water subtype take double damage from this effect.

*Forest:* 3 times per day, A creature struck by your attack must succeed at a Fortitude save or take 1d6 points of Dexterity drain as its flesh transforms into increasingly immobile wood and plant matter. A creature whose Dexterity score is reduced to 0 by this ability is permanently turned into an ordinary tree. This effect ends (but does not restore drained Dexterity) if removed via a spell like break enchantment or remove curse, or if the creature is slain. This is a curse effect.

*Mountain:* While within their domain the creature applies one and a half times its Strength modifier to slam damage. As a swift action up to three times per day, you may cause the ground in a 60-foot radius around it to shake and shudder, as if from a localized earthquake. All creatures standing in this area must succeed at a Reflex save or fall prone. Creatures that can’t be tripped are immune to this effect.

*Sewer:* 3 times per day, As an immediate action, you can spray a blast of acid on any creature that damages you with a melee attack. This spray of acid deals 1d6 points of acid damage per 2 levels (Max 10d6), split evenly between the weapon and the weapon’s wielder (if the weapon was a natural weapon or an unarmed strike, the full damage applies to the attacker). A successful Reflex save halves the acid damage. Unintelligent oozes never attack you, and you can target any mindless ooze with dominate monster and similar spells and effects, even though they are normally immune to this mind-affecting spell. When you dominate an ooze in this way, it gains enough influence over the ooze for the ooze to carry out simple commands (such as “guard this room,” “flank this foe,” or “bring me that dead body”).

*Swamp:* An infestation of mosquitoes with a radius of 10 feet constantly surrounds you. Any creature within this area takes 2d6 points of damage at the end of each round it remains in the area. A creature that takes this damage also takes 1d6 points of bleed damage and must succeed at a Fortitude save or be nauseated for 1 round. Any area effect attack that deals 20 or more points of damage to you destroys the mosquitoes, removing the mosquito aura for 1d4 rounds, after which a new batch of mosquitoes swarms out to replenish the infestation. 3 times per day you can apply a poison to any attack you make.

Sting—injury; *save* Fort; *frequency* 1/round for 6 rounds; *effect* 2d6 acid plus 1 Str drain plus staggered for 1 round; *cure* 2 saves.

*Tundra:* You can navigate icy surfaces as if under the effect of spider climb. It can move across icy surfaces without penalty and does not need to attempt Acrobatics checks to run or charge on ice. In addition, your attacks deal an additional 1d6 points of cold damage. In addition, this cold clings to the target and continues to deal an additional 1d6 points of cold damage each round at the start of the affected creature’s turn. This creeping cold effect can be stopped by a successful DC 15 Heal check or through the application of any magical healing. This additional cold damage does not stack with multiple attacks. Finally, A creature struck by a your attack must succeed at a Will save or gain vulnerability to cold. Creatures immune to cold damage that fail this save do not become vulnerable, but are instead no longer immune to cold (they cannot then be made vulnerable to cold from this curse, as its effects do not stack in this manner). This curse persists until it is removed. This is a cold curse effect.

**Greater Hero Strike**

You want to punch evildoers so bad that you LITERALLY can’t wait 6 seconds to do it again. You can use your Hero Strike on as many attacks as you’d like in a round. It still expends uses of your Hero Strike, it can just be used more than once per round.

**Grand Hex Weaver**

Your weaving has increased drastically. You can weave wrathful curses flawlessly into your spell casting. You're basically the Busta Rhymes of the Mage world. When using your Hex Weaver, you can now effect all creatures in the spell's area of effect with your hex.

**Greater Armor Specialization**

You wear the costume to every con you attend and everyone always loves it. It's your specialty. Select a type of armor that you possess Armor Specialization in. Your maximum dexterity bonus increases by a further +1 and your armor check penalty decreases by another -1. This feat can be taken multiple times, selecting a different armor type each time.

**Greater Mecha Summoning**

Your skill with bringing about the robocalypse is unmatched. Like. Seriously. The Robocalypse is upon us. This is some real Terminator shit dog. You add the Annihlator Robot, Clockwork Dragon, Clockwork Nautiloid, and Clockwork Fiend to your list of robots that can be summoned with Summon monster 9.

**Greater Service Animal**

This animal's service is amazing. It has a Medal of honor, Prisoner of war medal, and a medal from every war we've fought in for the last 1,000 years.... Plus he has a 5 star store on Hell-Bay, so, that's something. Your animal companions or familiars are much more healthy and skilled. Your animal companions gain a bonus to all trained skills that they possess equal to your Charisma modifier. In addition, so long as they are within 100 feet of you, if you are wearing a muscle magic item, they gain temporary hitpoints equal to the bonus granted by that muscle. Finally, once per round when the animal makes an attack roll for whatever reason, it can use your bonus to hit instead of it's own, and add your charisma modifier to the damage roll.

**Gritty Discipline**

You were trained by Monks in the Tarantino Mountains, and have learned to survive despite just how gritty and detailed everything you do is. Like, seriously, you're so gritty you wipe with sandpaper. You gain a Ki pool of 2 points as well as an additional amount equal to your wisdom modifier. You also gain the ki strike class feature of a 4th level monk , as well as the ability to spend a point of ki to gain an additional attack, increase your move speed, and gain the bonus to dodge. This feat allows you to qualify for any abilities that require you to have a Ki pool including feats.

**Guided Summon**

By shouting about team spirit and coercing your conjured buddies with a gentle punch to the neck, you have earned their trust and got them pumped up for the big game against their rivals! Select a single type of creature you can summon with a summoning spell (Animal, Elemental, Magical Beast, Undead Ect...) All creatures of that type that you summon possess a single Evility slot. You can purchase an evility, just as you would for yourself, and grant it to the summoned creatures instead of yourself. Once bought, you cannot use it, and the summoned creatures cannot use any of your other evilities. You can purchase more to switch out with them as often as you'd like.

**Heroic Conviction**

When a girl cheers for the Unlosing ranger, the chakra engine in his belt goes into overdrive and grants him extra power. When a female uses the aid another action on an Unlosing Ranger he gains an additional +1 bonus to his roll. This bonus increases by +1 for every female aiding the unlosing ranger.

**Hex Weaver**

Forget about weaving baskets, you weave hexes. You know how to string magic power into underwear when you're sewing, and you can curse a sweater to be so itchy that the person wearing it will want to roll on a bed of nails. By expending 2 uses of one of your witch hexes, you can apply it to a spell you cast. The witch hex only effects a single creature, regardless of the spell's area of effect. If the spell would effect multiple creatures, select a single creature to be effected by this spell.

**Impressive Resume**

I’ve overseen a coup over the previous ruler of the Netherworld, brewed a delicious Consomme Devilish Dish, hung out the laundry for all 27,000 demons in barracks and I’ve fought two-no. THREE dragons before tea. I must say I’ve got quite the reputation…. The Maid can select another Maid Specialization. This can be selected twice per reincarnation

**Improved Companion**

You are much better at gathering friends than a certain Ranger I know, and as such can gather help from very powerful sources. Your animal companion gains the advanced creature template and 1 additional technique slot. If you possess more than one animal companion they all gain these bonuses.

**Improved Geo Beast**

Your Geo Beast is better than the rest. The rocks on his back are shinier than ever and you definitely didn’t get em from one of those wild west prospector attractions where you sift the dirt and get those shiny rocks. Was that too specific of a reference? Like, you can picture what I’m talking about right, they usually have a water wheel and stuff… Anyway… You can gain another one of the listed Geo effects from the list of Geomancer Animal companion Geo symbol options. This can be selected multiple times, each time selecting a new ability.

**Initiate of the Arcane Zone**

Your mind has wandered into a strange part of the zone, laden with mystical powers that other Paladin have never even comprehended wielding. You gain the ability to prepare Wizard spells for your Paladin Spell slots. No go whoop some wizard ass.

**Lengthened Litany**

You know, I’m not actually even sure what a Litany is. I think it’s like… a commandment sort of thing, a fancy prayer. Whenever you cast a Litany spell, it’s duration is increased by +1 round.

**Lifelike**

Your constructs seem even more lifelike. They march around like soldiers and possess all of the enthusiasm of a high school dropout working at a fast food place. Each of your constructs and or Undead gain a single evility slot. The Slot can be filled with any evility, however you must buy the evility for each construct separately in the usual method.

**Litany of Courage**

You have studied the writings and practices of the church so closely that you can say all of your prayers backwards.... but don't do that, it's heresy and they'll have you burned on the cross for it. You can learn any spell with the word "Litany" in it's name as a technique of the same level by training to learn it as you would any other technique.

**Lifeforce**

Your soul is more stuffed than a turkey on thanksgiving dinner. A single ounce of more love and care inside of you and you'll burst like some kind of Love Balloon. Nasty. You can select another Lifecharge to add to your list of Lifecharges. You must meet prerequisites as usual.

**Masked Hero:**

No one cared who you were until you put on the mask. You're not the hero this town wants, but you're the one it deserves. You gain a +4 bonus to disguise checks to pretend to be someone else. This bonus doubles when you have 10 ranks in Disguise.

**Mass Sermon**

A Litany is a series of petitions for use in church services or processions, usually recited by the clergy and responded to in a recurring formula by the people, so I was close. Whenever you cast a Litany spell, instead of the usual targets, the Litany spell effects 1 creature per 4 caster levels.

**Mechanization**

You are one with your machine. Together you share a bond unlike anyone who ever came before you. Directions unclear, dick stuck in toaster. Gain the ability to take feats that only constructs can select, however they only apply to your Mech. Any level dependant abilities use your Mecha Pilot level to determine their strength.

**Megadeus**

You may not remember much, but you still have conviction, and that conviction lets you fight the harsh reality. That and a Big-Honkin-Robot. It's SHOWTIME! Gain a single powered suit upgrade that applies to your hero power or your Mech. You use 1/2 of your Unlosing Ranger or Mecha pilot level to determine it's strength. This cannot be one that requires any Powered Suit class abilities unless you possess the class features as well.

**Megazodiac**

After you all shout out your powered Suit's name, you leap into the air and shift around, your forms contorting as you all combine into a SUPER ROBOT! Fan girls squeal and fanboys shed a manly tear. You gain the Monster's Fusion combat maneuver that you can perform with other creatures that possess this feat. You cannot use this to perform the fusion with another Powered suit if you are already using the fusion action normally. This fusion's duration is cut in half from the usual length of time.

**Megazodiac Turbo**

Your weapon descends from the heavens, surrounded by lightning, explosions, and other green screen effects. Pyrotechnics on a saturday morning never felt so hyped. Select a single weapon. You can now Magichange into that sort of weapon as if you were a monster class. This only lasts for 1/2 of the time however, and you can only magichange with another creature that possesses this feat.

**Megazodiac Zeo**

Calling your allies together, you all combine to make a super, ultra, powered suit! But there are so many of you that it takes the rest of the animation budget to combine. Way to go assholes. If fused with a creature already using Megazodiac, another creature with the Megazodiac feat can fuse with you as well. Doing so does not grant the effects of fusing, but instead grants one of the following. These bonuses don't stack with themselves from multiple fusions.

·        A Bonus to attack rolls equal to 1/2 of their Powered Suit Level

·        A Bonus to Armor class equal to 1/2 of their powered Suit level

·        A single Powered Suit Upgrade you don't already possess, Or 3 evolution points if you are a Mecha Pilot.

·        A +20 bonus to all forms of move speed

·        A bonus to damage reduction equal to 1/2 of their Powered Suit level, or 1/4 their Mecha Pilot level. if you possess no damage reduction, you gain DR/- equal to that amount.

**Miserable Pity**

You are literally such a puss that I can’t bring myself to hit you. A Masked Hero Vigilante can cast the spell Miserable Pity 3 times per day as a swift action, but only on themselves. This uses their charisma modifier as their relevant modifier.

**Muscle Mage**

You can flex your pecks to cast a hex. Your Biceps have leveled up as wizards, and you can fire a magic missile from your glutes. You use your constitution modifier to determine all spellcasting and class abilities as a Sorcerer.

**Nesting Doll**

Every time they defeat you, you crack open and another tinier version of you leaps fourth, ready to whoop ass, and honestly it's getting kind of old. For a number of rounds per day equal to 1/2 of your character level, you can don your armor from your Black Knight class or Powered Suit class while wearing your Hero Power, Mech, or Synthesis Summoner ability. Activating this is a standard action and immediately allows you to don the armor along with your other abilities. The duration begins in the round following activating it. It can be ended as a free action and not all rounds need be used consecutively. When it ends the armor disappears.

**One with Nature**

You grow moss on your head and the birds land on your rough, barklike skin. You never shave and I swear to god if you piss in my flower garden again I'll tear IT off! Select a single ability from the Geo Assimilation chart of the geo Beast. You gain this ability so long as your Geo beast is within 30 feet of you and grant it to the Geo Beast as well.

**One with the beasts**

You were raised by wolves and suckled from the fangs of vipers as a baby. You live in nature and nature lives in you. And you can lick ANY part of your body. Select a single monster class. This must be a monster class from which you possess a monster as an animal companion. You can now select monster feats that a creature of that type could take, treating your Beast Tamer level as your monster level to qualify.

**Onmyo Dabbler**

You call it stealing, I call it borrowing with no intent to return it. We are not the same. The Onmyo Monk gains another Onmyo Tool. It can use this to select an Onmyo tool of a specialization that it doesn’t belong to.

**Onmyo Practitioner**

You always peek at your friend’s screen when playing a classic FPS game. They say it’s cheating but of course they would, they always lose! The Onmyo Monk can select an Onmyo specialization that it does not already possess. The Onmyo monk gains the first item and ability of the selected specialty.

**Oracular Deceit**

Your skill for accessing the mysteries of the divine are great, but your skills with deceit and trickery are even greater. You have the unrelenting effort of a car salesman, and You have literally sold someone a turd disguised as a candy bar. What... what's wrong with you? Like... seriously...

Select another Oracle Mystery. You are treated as if you were your oracle level -6 for the purpose of using their powers and can select revelations from that mystery as well, however when you utilize that oracle ability, you must make a bluff check against a creature you use it on. If they succeed in their sense motive, the ability fails and they see you for the sham you really are. This can be taken multiple times, selecting a new revelation from the other mystery each time you take it.

**Oracular Dominion**

Your powers are strange, and as mysterious as the smell of 8 month old milk. Overpowering, disgusting, and unimaginable. If you are an oracle you gain access to a Witch dominion, and if you are a witch you gain access to an Oracle Mystery. Upon selecting this feat you select the Witch domain or the Oracle Mystery of which you wish to gain powers from, and select the revelation or the dominion power that you want from that class. Your level in that class is treated as your Witch or Oracle level (whichever one you are selecting the opposite for). You cannot select major or grand hexes in this way, nor can you select oracle revelations that require a level requirement. This feat can be taken multiple times, selecting a different revelation or dominion power each time from the same mystery or revelation you selected the first time. You use the relevant ability modifier for saving throws for your original class to determine saves for abilities taken with this feat.

**Outer Limit**

By reaching through the twilight and into the outer limits, you can pass through a scary door and reach a darkside that will give you goosebumps. You can apply summoning feats that add templates to a creature to your Eidolon. You can do so by spending a number of evolution points equal to twice the level adjustment of the template added.

**Painfully Gorgeous voice**

Endless hours of practice – and the sore, bloody throats to prove it – have honed your lovely song to perfect pitch. When you use your Lovely Song evility, for every five points for which your Perform check beats the DC (20, 25, etc), inspired allies gain 4 additional temporary hit points and the morale bonus to their attack rolls and AC increases by +1. This feat cannot provide greater than a +5 morale bonus and more than 20 additional temporary hit points. When using this ability, instances of Lovely Song do not stack with each other.

**Paragon Commando**

You’re just naked at this point. Your turret can benefit entirely from a number of item slots equal to your own, meaning it can now equip it’s own items. These items do not need to be re-equipped every time you summon the turret. In addition it gains an evility slot. You can purchase evilities and grant them to the Turret instead of yourself.

**Plus Ultra**

You may have heard these words before, But I’ll teach you what they really mean! A Danger Cop, Unlosing Ranger, or Vigilante can select a single Style Strike from the list of Unchained Monk Style strikes. This can be used as one of the Vigilante’s attacks on a full attack, but only if the Vigilante has more than 1 attack available. The Vigilante uses it’s vigilante level as it’s monk level to determine if it can select the Style Strike. This can be selected multiple times, each time selecting a new Style Strike.

**Primary**

You are an Alpha among the pack. You have been around since the beginning and no other can come before you. You are the origin of all and without your special hues, other reds wouldn't exist. You can only select this feat if you are a Red, Blue, or Yellow Prism Ranger.

If selected by the Red Prism Ranger, he can generate the red effect of a prismatic spray spell once per day as well as an additional time per day for every level in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a reflex save DC: 10+1/2 character level+Strength modifier halves the damage.

If selected by the Yellow Prism Ranger, he can generate the Yellow effect of a prismatic spray spell once per day and 1 additional time per day for every 5 levels in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a reflex save DC: 10+1/2 character level+Constitution modifier halves the damage.

If selected by the Blue Prism Ranger, he can generate the Blue effect of a prismatic spray spell once per day and 1 additional time per day for every 5 levels in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a Fortitude save DC: 10+1/2 character level+Dexterity modifier halves the damage.

In addition, all of them who select this can use the spell Prismatic Spray once per day as a standard action that has the same save DC as their ability from the feat.

If A Prism Ranger with the Primary or Secondary feats have used their ability before you, you gain a +1 bonus to your roll on the chart per feat.

**Prism Black**

An absence of color, you are the antithesis of the Prism Way. Not really, you just thought black was way cooler than those other lame colors. That or you were given the title without actually wanting it. That one's more likely. You gain the "When evil casts their sinister shadow" ability of a first level prism Ranger of the color of your choice. This ability will never increase in strength for you. If you become a prism ranger, it must be of the same color selected here. If you already are a prism ranger and select this or become a prism ranger later, You gain the following.

The Prism Ranger gains a +1 to attack and damage rolls vs. Creatures that are larger than you. This bonus increases to +2 at 3rd level and +3 at 5th level.

In addition, when using "When evil casts their sinister shadow". You can choose to, instead of your usual bonus, grant the prism rangers a +1 bonus to melee damage rolls, +1 for every different colored prism ranger within 60 feet.

If you have the prism Versatility feat, you can treat yourself as Black for the purpose of being another prism color.

You cannot select this feat if you have the Prism Pink Feat.

**Prism Pink**

You were Prism White, but Red left his clothes in the washing machine and now here we are. WAY TO GO RED. WAY TO GO. You gain the "When evil casts their sinister shadow" ability of a first level prism Ranger of the color of your choice. This ability will never increase in strength for you. If you become a prism ranger, it must be of the same color selected here. If you already are a prism ranger and select this or become a prism ranger later, You gain the following.

The Prism Ranger gains a +1 to attack and damage rolls vs. Creatures of the opposite gender than you. This bonus increases to +2 at 3rd level and +3 at 5th level. If you possess the Ambiguous feat it applies to creatures of the same gender. if you have the gender fluid feat this applies to whichever gender you select it to, however this choice must be made at the start of every round.

In addition, when using "When evil casts their sinister shadow". You can choose to, instead of your usual bonus, grant the prism rangers a +1 bonus to ranged damage rolls, +1 for every different colored prism ranger within 60 feet.

If you have the prism Versatility feat, you can treat yourself as Pink for the purpose of being another prism color.

You cannot select this feat if you have the Prism Black Feat.

**Prism Versatility**

Whether it was your sense of color that was off, or everyone just wanted to be red (The leader), you are stuck with a group of similarly colored rangers. Never let a mishap in the washing machine screw you over again, and let the others know what color you're supposed to be! Treat yourself as any one color of prism ranger of your choice, but only if there is already a prism ranger the same color as you usually are in a party.

**Protective Gun**

Do you have protection? You can summon your turret as a swift or immediate action. If summoned as an immediate action, it can intercept a ranged attack for you and be the target instead.

**Rage Quit**

Did you know computers do 1d8 damage when you throw one at someone? Well you’re about to. You can choose to spend a standard action to end your rage and lose all of the benefits from it being active to release your energy in a burst around you. Creatures within 30 feet must succeed in a reflex saving throw or take 1d6 damage per level. (Max 20d6). The saving throw DC is 10+1/2 level+Strength modifier for half damage, and the saving throw DC uses your strength modifier before the bonus is lost. If the barbarian had been raging for at least 5 rounds, they deal an additional amount of damage to the creatures in the area equal to their normal attack damage while in their rage. Creatures that fail their saving throw are knocked prone.

**Rocket Attachment**

As if a gatling A.I. Turret wasn’t bad enough on it’s own… A number of times per day equal to your dexterity modifier, attacks that your turret lands are treated as splash weapons. They deal ½ of their damage to all adjacent creatures. The creatures gain a reflex saving throw DC: 10+1/2 level+ Dexterity modifier for half damage.

**Savage Fist**

You are so beastly that even your fists are beasts. You can choose to use your claws in place of your unarmed strike for any technique or feat that requires you to use your fists. In addition, you can increase the damage of your claws through improved unarmed strike or a Monk's Robe the same as a character can improve their unarmed strike damage.

**Scaling Geo Beast**

Your Geo Beast’s capabilities are increasing as yours are. Like dog like dude. Wait… is it a dog? What even are those things? Bunny… gremlins? Your Geo Beast’s Geo power effect increases in capability. All of your Geo Beast’s abilities now increase in capability. If the Geo Beast possesses the Attack or AC bonus it increases by an additional +1 for every 8 levels the Geomancer possesses (To a maximum of +4). If you selected Fortitude, Reflex, Will, Initiative, CMD, or CMB, the bonus increases by +1 for every 6 levels (To a maximum of +5). If you selected Skill the bonus increases by +2 for every 6 levels (To a maximum of +10). If you selected Energy Resistance it increases by 5 for every 5 levels (To a maximum of 30), if you took movement speed it increases by +5 feet for every 8 levels you possess (To a maximum of +25 feet), and if you selected Weapon Proficiency, you gain a new one for every 5 levels you possess. If you gain a new ability from the Improved Geo Beast ability, it is increased in power as well.

**Secondary**

Not the prime, but you are important. I mean... Green? Who doesn't like Green, he's usually the favorite. You won't let those primary colors push you around, Orange is JUST as cool as red! You can only select this feat if you are an Orange, Green, or Purple Prism Ranger.

If selected by the Orange Prism Ranger, he can generate the Orange effect of a prismatic spray spell once per day as well as one additional time per day for 2 levels in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a reflex save DC: 10+1/2 character level+ Strength or Dexterity modifier halves the damage.

If selected by the Green Prism Ranger, he can generate the Green effect of a prismatic spray spell once per day and 1 additional time per day for every level in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a Fortitude save DC: 10+1/2 character level+ Relevant modifier battles the effect.

If selected by the Purple Prism Ranger, he can generate the Violet effect of a prismatic spray spell once per day and 1 additional time per day for every 5 levels in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a Will save DC: 10+1/2 character level+ Charisma modifier halves the damage.

In addition, all of them who select this can use the spell Prismatic Spray once per day as a standard action that has the same save DC as their ability from the feat.

If A Prism Ranger with the Primary or Tertiary feats have used their ability before you, you gain a +1 bonus to your attack roll for each feat.

**Service Animal**

You may have trained it to look like it's helping you to maneuver with your poor vision, but we all really know you just wanted to bring your dog in the library so it could poop in the back. After selecting this feat, animal companions that you possess can try to intercept attacks meant for you. As an instant action, an animal companion can move up to 1/2 of it's move speed in your direction when you are the target of an attack or area effect. The animal gains a reflex saving throw, an acrobatics check, or an attack roll against the attack roll or save DC of the incoming attack. Alternatively, if within 10 feet, you can make a handle animal check and use your own instant action instead. If successful, the animal takes the damage, and can choose to move you 5 feet for every point in it's strength modifier. If this pushes you out of the area effect then you take no damage. The animal does not get a saving throw against this attack and will take full damage from it if successful. If a failure, you take the damage like usual.

**Shatter the weak point**

You can see the opponent's hit points above their head and the glowing orange weakpoint hidden on their body. As a full round action, you can spend a Ki Point to deal an additional number of damage equal to your character level on the next attack you make.

**Smash the Weak**

Absolutely TRASHED em. I mean, he was just a kid on a bike… and you’re a 38 year old martial artist but like… who am I to judge, he could have had a knife. A Masked Hero Vigilante gains the Frightening appearance ability of a normal vigilante. The Masked Hero can only use this against enemies of at least 6 hit dice less than themselves.

**Spirit World Librarian**

You are amongst the Bibliomaniacs and Bibliophiles that live within the halls of the Spirit world Library. A massive and topsy turvey library full of billions upon billions of books from all over the cosmos. As such you've picked up a spell or two. You gain 1 additional spell at every level as a wizard. This is retroactive, however you must select a spell you would have been able to learn when you had gained that level (I. E. A wizard at level 5 selecting this feat cannot select 5 level 3 spells, he must select spells of the level he could cast at the level he would have got it.)

**Sponsorships**

You are a huge and gaudy nightmare. You may be a kaiju wrecking colossus who has saved the world from alien invasion, but it's starting to get difficult to take you seriously when Bide laundry detergent is plastered all over your blasters and an ad for Mashed potatoes takes up your entire robo-ass. Gain a single social talent from the vigilante class using your character level as your vigilante level. You can only use this when not in your powered suit, Hero Power, or Mech. You must meet all prerequisites.

**Strong and Strike**

I can hear that guitar starting up, heavy and badass. The drums start in and rock the house. As soon as that flute hits it’s over for y’all. A Monk can select a Style Strike ability from the Unchained Monk class using their Monk level as their unchained monk level to determine if they can select it. It works normally still, applying to a single attack during a flurry of blows. An Unchained Monk can also select this feat to gain a new Style Strike ability. This can be selected multiple times, selecting a new Style Strike each time.

**Style Strike Mastery**

You now get style points whenever you attack. It’s this whole convoluted system that has a lot of different parts to it that you have to memorize.  Just kidding, this just lets you do another fancy punch every turn. An Unchained Monk with this feat can designate another attack as a Style Strikes when making a flurry of blows.

**Style Strike Paragon**

You have fused both of your fists into a single uberfist and you have become unstoppable. Or at least harder to stoppable. An Unchained Monk with this feat can select two style strikes that they know and combine them into a single style strike. This single attack must follow the rules of both style strikes, and gains the bonuses of both of them and is treated as a single hit.

**Super Beast**

Hey yeah, I'm the one that you wanted, Hey yeah, I'm your super beast! Your animal companion now gains monster class abilities as if it were 3 levels higher (With the penalty making it gain class levels as a creature of it's level -2). In addition, if it would have spell casting, it gains the casting, however it casts spells at it's own level -5. Finally, it is only treated as if it were a monster of 5 levels lower when determining the level of techniques it can learn.

**Temporal Alteration**

You have intricate plans for everything and make sure every time loop plays out just so or the references in the earlier movies won’t make sense. It’s a lot of hard work. You can alter time for the purpose of using abilities. By spending a spell or technique slot when interacting with an item or creature, You can choose to increase or decrease the length of time that has passed by 1 day per level of the spell, for the purpose of determining if a spell or ability can be used. For instance a character sacrificing a 8th level spell with this wishes to utilize the effects of a transmute potion to poison spell he knows was cast 8 days ago to solve a mystery. The poison becomes inert if it isn’t consumed within 1 minute per caster level so the time has long since passed, so by using this feat, they can treat it as if it were 8 days ago at the time of the casting to use it’s effect. To find the exact time something happened you must make a knowledge history check with a DC equal to 15+ the number of days that have passed. This DC increases by +5 if it needs to be down to the exact minute, and +10 if it needs to be down to the second. This ability can only be used on objects. Corpses count as objects for the purpose of this feat. A GM may rule what you can or cannot use this for.

**Tempting Fate**

You like to face the odds at great risk to yourself. Doing the unthinkable, you dig in to your own forehead and pull out your witch eye just enough to release the power lurking behind it that threatens to transform you into a venifica, At the last moment you shove your eye back in and harness the power. But if you're too slow, or slip up even once, your mind is lost and you become a mindless beast of world ending power. Once per day as a full round action, and only while in battle, you can choose to attempt to remove your eye. You must make a fortitude saving throw equal to the save DC of one of your witch hexes. If you possess the Super M feat you gain a +4 bonus to this save. This cannot be re-rolled through any means other than divine intervention via a miracle or something similar. If you fail, you become a Venifica in the next 1d6+1 rounds after screaming and writhing in absolute agony. If successful, you take 1 constitution damage for every manifestation level you possess, and gain an amount of mana equal to the save DC+2 for every manifestation level you possess. In addition, for the next 10 minutes your caster level is treated as if it were 4 higher, this allows spells that deal damage based on level to go beyond their level cap. You also gain a +2 bonus to all spell and hex save DC's, and you gain a +4 bonus to attempt to dispel magic or pierce through a creature's spell resistance. Finally, during this duration, you ignore magic immunity from creatures like golems. Once this ends, you lose any of the unspent mana you gained through this.

**Tertiary**

You're like... alright I guess. You're there but are you REALLY? You can only select this feat if you are an Indigo Prism Ranger.

The Indigo Ranger can generate the Indigo effect of a prismatic spray spell once per day and 1 additional time per day for every 2 levels in prism ranger he possesses. whenever he lands a successful attack. Like with the spell, a Will save DC: 10+1/2 character level+ Wisdom modifier halves the damage.

In addition, all of them who select this can use the spell Prismatic Spray once per day as a standard action that has the same save DC as their ability from the feat.

If A Prism Ranger with the Primary or Secondary feats have used their ability before you, you gain a +1 bonus to your save DC for each feat.

**Time Squad**

You are skilled at telling time, even with a normal clock. Like, seriously how do you remember which hand does what? You gain an extra charge for your Temporal Shift. This can be taken multiple times, gaining an additional charge each time.

**Ultra Beam**

You leap around smashing things and like to go "Hiyah" a lot when karate chopping giant floppy lizards. Definitely a weirdo, but popular among certain circles. You can gain the Beam Weapon ability of a Kaiju, using 1/2 of your Mecha Pilot level, Your character level as a super Android, or your full Powered Suit level, as your Kaiju level to determine it's strength. If you are a Mecha Pilot or a Powered Suit you can only use this ability in your powered suit or mech. You can take this multiple times, each time gaining a new Kaiju Beam Weapon Kaiju Specialization.

**Undead Life**

You're living the undead life. Full of brain munching and chasing down those pesky survivors. You become immune to one negative level for every 5 levels you possess to a maximum of 5 negative levels. If you take more than your immunity allows, you begin to take their effects normally. If you are already immune to negative levels, when a creature would inflict you with one, you heal 1 hit point per hit dice of the creature who inflicted the negative levels on you.

**Undead Unlife**

Even better than an undead life, now you spend your days researching new spells to aid you in the conquest of the universe. The world will fall to your undead army and you shall rule over them with a crinkly old decaying fist. You are now healed through negative energy instead of positive energy. If you were healed with Negative energy already, you heal an additional +1 per damage dice when effected by it.

**Unlimited Rage Works**

I am the bone of my sword, steel is my body and fire is my blood. Damn that was cool. Whenever you enter into a rage, you can choose to as a free action, expend additional rounds of your rage ability to increase the bonus you receive to Strength, Constitution, and will saving throws, as well as a penalty to armor class. By expending an additional round of rage, you gain a +2 bonus to strength and constitution. Beyond this, every additional round of rage that you expend grants +2 strength, +2 constitution, and a -2 penalty to armor class. For every time you gain an additional +4 bonus to strength and constitution, you also gain a +1 bonus to your will saving throws. These rounds can be expended at any point during a rage, at any time that you could normally choose to activate, upkeep, or expend rounds of rage.

UNCHAINED: If using the unchained Barbarian, the feat does the following. By expending an additional round of rage, you gain an additional +1 bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and saving throws and saving throw DC’s that are calculated based on your strength modifier, as well as +1 temporary hitpoint per hit dice. Beyond this, every additional round of rage that you expend grants +1 bonus to melee attack rolls, melee damage rolls, thrown weapon damage rolls, and saving throws and saving throw DC’s that are calculated based on your strength modifier, and +1 temporary hitpoint per hit dice, and a -2 penalty to armor class. For every time you gain an additional +2 bonus to your attack rolls, you also gain a +1 bonus to your will saving throws. These rounds can be expended at any point during a rage, at any time that you could normally choose to activate, upkeep, or expend rounds of rage.

**Unlosing Theme song**

The camera pans over the villain and he notices a flash out of the corner of his eye. He turns and there it is. The music starts, that catchy tune as you land and strike a pose ready to whoop ass. You have a badass theme song that should get ya millions. Once per day as a swift action, you can cast a Bless spell that lasts for 1 minute per character level. This overlaps with an actual bless spell, but doesn't overlap with it's self if another is being used.

**Unyielding Punishment**

You have laserguns for fists and fists for feet, and you can still punch someone harder than anyone else. When you gain a weapon graft that replaces your hand with a specific weapon, you can treat that weapon as an unarmed strike for the purposes of feats or Unlosing ranger abilities that pertain to unarmed strike. You would deal whatever damage the weapon deals instead of the damage granted from your normal unarmed strike.

**Vehicle Ex Machina**

You installed a steering wheel into your giant robot and never looked back. Your Mech ability is treated as a vehicle while inside of it, allowing you to utilize vehicle only feats with it as well as abilities from things such as the Engineer prestige class.

**When the Beat Drops**

Just search the letters BFGOST on helltube and you’ll understand. Whenever you successfully land a critical hit on an enemy, you may begin a bardic performance or raging song as a free action that round. Alternatively if you possess the Unlosing Theme Song feat, you can trigger it as a free action in this way as well.

**Wrestler Grand Champion:**

You are too hot to handle and too cold to hold, have spent ten thousand years as the intercontinental champion, and your tower of power is too sweet to be sour, OH YEAAAAAAHH! You gain a second item slot for belts. This does not allow belts with similar effects to stack, only for you to wear two belts that grant different abilities.

**X Construction**

Built with the finest prinny skins, and imbued with the powers of over 1,000 souls, your suit has undergone an X construction and has unlocked some of the secret powers of the legendary Pringer X. You gain one of Pringer X's pringer focus abilities. This can be accessed only while in your Powered Suit and can be applied only while in your powered suit. The strength of this ability uses your Powered Suit level as your Pringer X level. This can only be taken a maximum of 3 times.

**Zealous Justification**

Sometimes you push people to start a fight so you feel better not being the one to throw the first punch. You love it when people prove you right so you can laugh in their faces. Like, way to be a dick man. This is why we never tell you when you're right... When an enemy makes an action against you, your religion, Paladin code, heroic code, or something you stand for that you had specifically advised them not to do in the name of justice, you gain a +2 bonus to attack and damage rolls against them on the following round. This goes into effect and remains for as long as the creature persists in it's misdeeds against you. If they are the target of your judgment, smite, challenge, Hero strike, Shinigami Sight, or Heroic Punishment, you also deal +1d6 to that enemy while this is active.