Feats

### --**Shifting Feats**

Shifting feats are a type of feat is most dominantly found among Shapeshifters, though it isn’t unheard of for them to crop up randomly. A creature with the Shapechanger Subtype may add Shifting feats to any list of bonus feats offered by their class (such as Fighter bonus feats, Bloodline feats, or Ranger Combat Styles), however they must still meet the prerequisites of the Shifting Feat.

When you first take a Shifting feat, you gain the ability to shift. When you shift, you gain the benefit of any number of Shifting feats you possess, chosen at the time of shifting. The duration of the shift is based upon the shifts you take, using the lowest duration from among your chosen options. When you take your first Shifting feat, you gain a number of shifts each day equal to half your character level + your Con modifier (minimum 1).

Shifting is a swift action. When you activate a shift, you choose which duration for the feat you will use. When a shift ends, you may spend another shift as a free action to continue the shift. Additionally, whenever you are subject to a polymorph or other shapechanging effect, you may choose to spend a shift as a free action to shift in addition to the effect. You may spend a move action to end your current shift. If a shifting feat would grant you a natural attack or other ability that you already possess (such as flight or a swim speed) these effects do not stack, instead you use the better of the two effects.

### **--Heritage**

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

### **--Style**

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

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

### **--Exalted**

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

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

### **--Vile**

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

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

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

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

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

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

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

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

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

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

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

## General Feats

### ***Corpsecrafter [General]***

**Flavor text**: Undead you raise or create are tougher than normal.

**Prerequisite**: None

**Benefit**: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

### ***Kung Fu Genius [General]***

**Flavor text**: Some styles of martial arts require the student to memorize advanced medical texts and anatomical charts. These styles favor the intellectual over the introspective.

**Prerequisite**: Int 13, must be gained at or before the first level of the monk class is taken.

**Benefit**: You use your Intelligence modifier rather than Wisdom for all monk special abilities that normally rely on Wisdom.

### ***Requiem [General]***

**Flavor text**: Your bardic music affects undead creatures.

**Prerequisite**: Perform (any) 10 ranks, Bardic music class feature

**Benefit**: You can extend the effects of your mind-affecting bardic music and virtuoso's performance abilities so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.

**Normal**: Undead are usually immune to mind-influencing effects.

### ***Blush of Life [General]***

**Flavor text**: *You have learned to hide the signs of your undeath.*

**Prerequisite**: Vampire

**Benefit**: You lose the shadowless racial trait. Additionally, you detect as your actual alignment when subjected to the detect evil spell or similar abilities (unless you have another ability that would alter how you are detected), and Knowledge (religion) checks made to identify you as undead or discern your vampiric nature suffer a -4 penalty.

**Normal**: Undead always detect as evil when subjected to the detect evil spell.

### ***Dirgesinger [General]***

**Flavor text**: *You have learned to affect the undead with your bardic power.*

**Prerequisite**: None

**Benefit**: You may affect undead with your bardic performances as though they were not immune to mind-affecting abilities. Mindless undead remain immune to your performances.

### ***Aquatic Shot [General]***

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

**Prerequisite**: Point Blank Shot.

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

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

*Missile Weapons*: You can use bows and crossbows under water with a –2 penalty for every 10 feet of water passed through, in addition to any range increment penalties. Aquatic Longbow: You can fire an aquatic longbow underwater with a range increment of 30 feet In addition, water does not provide any cover against your ranged attacks if you are out of the water and firing at a target in the water. If your weapon’s range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.

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

### ***Breathing Link [General]***

**Flavor text**: You can allow a person adjacent to you to breathe water.

**Prerequisites**: Aquatic elf or water genasi, base Will save +2.

**Benefit**: As a free action on your turn, you can select one creature within 5 feet of you and give that creature the ability to breathe water as easily as you do. This super-natural ability renews automatically for that creature until you direct the ability to another creature or withdraw your power from it (a free action). The creature’s ability to breathe water ends immediately if you are separated by more than 5 feet or if you die, at which point the creature begins to drown if it is still underwater. This ability does not hamper the creature’s ability to breathe air, nor does it change the creature’s ability (or inability) to swim.

**Special**: You can select this feat more than once. Each time you take this feat, you can affect an additional creature with this ability. All such creatures need to remain within 5 feet of you (not each other). If one creature exceeds the range of this power, its subsequent distress has no effect on the other creatures you are helping.

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

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

**Prerequisites**: Small or Medium size, Improved Unarmed Strike.

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

 Huge
 Gargantuan
 Colossal

### ***Curling Wave Strike [General]***

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

**Prerequisites**: Dex 13, Improved Trip.

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

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

### ***Great Captain [General]***

**Flavor text**: You are a master pilot and battle leader; your crew anticipates your every command and leaps to do your bidding.

**Prerequisites**: Profession (sailor) 3 ranks, Knowledge (geography) 3 ranks, Leadership

**Benefit**: If you are in command of a vessel, you can use the aid another action to assist all other persons on board who are performing the same action in the current round—for example, making an attack, making Profession (siege engineer) checks, making Profession (sailor) checks, and so forth. Commanding the vessel in combat is a move action for you.

**Normal**: You can only use the aid another action to assist one character at a time. Commanding a vessel in combat requires a standard action.

### ***Old Salt [General]***

**Flavor text**: You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather.

**Prerequisites**: Profession (sailor) 2 ranks.

**Benefit**: You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks.

Additionally, you can use a Profession (sailor) check to predict the weather (as described in the Survival skill).

**Normal**: Survival is normally used to predict the weather.

### ***Rapid Swimming [General]***

**Flavor text**: You are one with the water.

**Prerequisite**: Natural swim speed, base Fortitude save +2.

**Benefit**: Your swim speed increases by 20 feet.

### ***Sahuagin Flip [General]***

**Flavor text**: You can safely attack and withdraw underwater.

**Prerequisites**: Swim speed, Dex 13, Dodge.

**Benefit**: After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.

**Normal**: Withdrawing from combat is a full-round action (see page 143 of the Player’s Handbook).

### ***Sailor's Balance [General]***

**Flavor text**: You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.

**Prerequisites**: Profession (sailor) 1 ranks.

**Benefit**: You gain a +5 competence bonus on Balance checks made while on the deck or in the rigging of a ship. You can move across a slippery deck (see page 20) at your normal speed.

**Normal**: Without this feat, each square of movement across a slippery deck costs 2 squares of movement.

### ***Scourge of the Seas [General]***

**Flavor text**: You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.

**Prerequisite**: Cha 15, Intimidate 2 ranks.

**Benefit**: You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors. This is opposed by the target character’s modified level check (see Intimidate). If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you and for 1d6×10 minutes afterward. A frightened character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, and tries to flee from you as best it can. If escape is impossible (for example, due to ship damage or the loss of sails), that character will strike the ship’s colors and surrender. Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect.

### ***Sea Legs [General]***

**Flavor text**: You are accustomed to the rolling motion on board a ship and can use this motion to your advantage.

**Prerequisite**: None

**Benefit**: As long as you are on board a ship, you get a +2 bonus on Acrobatics checks, and a +1 bonus on initiative checks.

### ***Ship's Mage [General]***

**Flavor text**: You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.

**Prerequisite**: Profession (sailor) 1 ranks, Spellcraft 1 ranks.

**Benefit**: Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship.

It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship.

Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.

### ***Steam Magic [General]***

**Flavor text**: You are skilled at casting fiery spells into the water, causing terrible gouts of scalding steam.

**Prerequisite**: Spellcraft 1 ranks.

**Benefit**: You need not make a Spellcraft check to successfully cast spells or use spell-like abilities with the fire descriptor targeted on water or in water.

### ***Storm Magic [General]***

**Flavor text**: You gain a boost in spellcasting power during storms.

**Prerequisite**: None

**Benefit**: All spells you cast while you are affected by a storm (either natural or magical) are at +1 caster level.

### ***Sunken Song [General]***

**Flavor text**: You can project your voice underwater.

**Prerequisite**: Bardic music class feature, Perform (sing) 1 rank.

**Benefit**: By tremendous effort of will and sheer musical ability, you can use Perform (sing) underwater even though you cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce bardic music effects. The maximum distance of such effects (where applicable) is unchanged. This feat does not help with Perform checks involving oratory or wind instruments.

**Normal**: You cannot use any air-dependent Perform skills underwater if you are not able to breathe water.

### ***Swim-by Attack [General]***

**Flavor text**: You can attack in the middle of a fast pass by your opponent.

**Prerequisite**: Swim speed.

**Benefit**: When swimming, you can take a move action and another standard action (such as an attack) at any point during the move. You cannot take a second move action during a round when you make a swim-by attack.

**Normal**: Without this feat, you take a standard action either before or after your move, but not in the middle of your move.

### ***Toothed Blow [General]***

**Flavor text**: You are able to hammer your foes more effectively underwater.

**Prerequisites**: Str 13, Improved Unarmed Strike.

**Benefit**: When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons. This allows you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes

### ***Windsinger [General]***

**Flavor text**: You can use song or a wind instrument to compel the winds to obey you. The bard who possesses this feat is highly favored aboard a sailing vessel; indeed, a bard who demonstrates the ability to control the wind to some degree is usually given an offi cer’s position aboard ship.

**Prerequisites**: Bardic music class feature, Perform (sing or wind instruments) 2 ranks.

**Benefit**: By expending a daily bardic music use, you can lull the winds around a single ship into well-tamed gusts. They continue to blow into the sails of the ship as normal for their speed, but their effects on the crew are one stage in intensity less. Thus, a strong wind affected by this ability continues to propel the ship along as normal for a strong wind, but it only affects the crew as though it were a moderate wind.

You can also alter the direction of the wind by one compass point (from north to north-west or north-east, from south-west to west or south, etc.).

These effects last as long as the bard continues to perform his bardic music, plus 10 rounds after the music has ended.

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

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

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

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

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

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

**Prerequisite**: Tower Shield proficiency, Improved Shield Bash

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

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

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

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

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

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

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

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

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

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

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

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

### ***Muscular Reflexes [Combat]***

**Flavor text**: You rely on muscle memory and strength to enhance your reflexes.

**Prerequisite**: None

**Benefit**: You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.

**Normal**: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

**Special**: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.

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

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

**Prerequisite**: None

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

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

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

### ***Aerial Wings [Heritage]***

**Flavor text**: Your wings have strengthened to the point of allowing flight.

**Prerequisite**: Vestigial Wings, 7th level of higher

**Benefit**: Your wings strength; you gain a fly speed equal to double your base land speed with good maneuverability

### ***Altered Life [Heritage]***

**Flavor text**: Your unusual nature affects your vitality, bolstering you in ways different from other mortals.

**Prerequisite**: Aberration, fey, ooze, plant, or undead type.

**Benefit**: Choose Wisdom or Charisma. You calculate your bonus hit points per Hit Die based on the chosen ability score instead of your constitution

### ***Ancestor’s Breath [Heritage]***

**Flavor text**: You can tap into your ancestor’s elemental energy to breath that same energy upon your enemies

**Prerequisite**: Aberration, dragon, magical beast, ooze, or undead type, and/or cold or fire subtype

**Benefit**: Choose acid, cold, fire, electricity, negative energy, or sonic, then 30-ft. cone or 60-ft. line. You gain a breath weapon usable once every 1d4 rounds that deals 1d6/level damage of the chosen type. A successful reflex save (DC 10+ 1/2 your Hit Die + your Constitution modifier) halves this damage

### ***Bloodsong Adept [Heritage]***

**Flavor text**: With the aid of subtle blood magics, you inspire your fellows more easily.

**Prerequisite**: Bardic Performance, Harmonic Spell

**Benefit**: You gain an allotment of special bloodsong performance rounds equal to half your daily allotment of bardic performance rounds. When you regain your daily allotment of bardic performance rounds, you regain your bloodsong performance rounds as well. You may start or maintain a bardic performance with bloodsong performance rounds, but such performances only affect creatures that share a type or subtype with you until you resume spending only bardic performance rounds. You may not start or maintain a performance with both bardic performance and bloodsong performance rounds.

### ***Blood Affinity [Heritage]***

**Flavor text**: Your nature enhances spells for which you have an affinity.

**Prerequisite**: None

**Benefit**: Spells you cast with a descriptor that matches one of your subtypes (such as a spell with the good descriptor cast by a creature with the good subtype) have their caster level and save DCs increased by 1.

### ***Blood Frenzy [Heritage]***

**Flavor text**: The deaths of your enemies impel you to ever-greater acts of violence.

**Prerequisite**: Base attack bonus +6, and chaotic, dwarf, evil, fire, goblinoid, orc, or reptilian subtype and/or dragon, monstrous humanoid, or undead type.

**Benefit**: You gain a cumulative +1 racial bonus to attack and damage rolls whenever a hostile creature (with 2 or more Hit Dice) within 60-ft. of you is reduced to 0 or less hit points, which lasts for up to 1 minute or until the end of the encounter, whichever is shorter. You must be able to perceive the creature being reduced to 0 or less hit points to gain the bonus from it.

### ***Champion’s Presence [Heritage]***

**Flavor text**: You bolster those who share beliefs similar to your nature.

**Prerequisite**: Chaotic, evil, good, or lawful subtype.

**Benefit**: Allies (other than you) within 30-ft. who share an alignment component with one of your subtypes gain a +1 morale bonus to armor class, saving throws, and skill checks.

### ***Feral Fighter [Combat, Heritage]***

**Flavor text**: You were born with—or developed—claws or fangs that you can use in battle.

**Prerequisite**: Aberration, dragon, fey, magical beast monstrous humanoid, or undead type and/or reptilian subtype.

**Benefit**: Choose bite or 2 claws. You gain the natural weapon(s) chosen, as normal for a creature of your size. You may not gain a natural weapon of a type you already possess in this fashion.

**Special**: You may select this feat up to twice.

### ***Greater Sanguine Sorcery [Heritage]***

**Flavor text**: You have honed the magic of your heritage to its peak.

**Prerequisite**: Improved Sanguine Sorcery, 13th level or higher.

**Benefit**: Choose confusion, dimension door, or shadow conjuration. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 15th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Greater Spark of Divinity [Heritage]***

**Flavor text**: Your divine blood reaches its peak of concentration and power.

**Prerequisite**: Improved Spark of Divinity, 13th level or higher.

**Benefit**: Choose death ward, divine power, or flame strike. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 15th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Hold Prey [Heritage]***

**Flavor text**: You pull your prey in and don’t let go.

**Prerequisite**: Base attack bonus +4, and bite or tentacle natural weapon.

**Benefit**: You gain the grab special attack with your bite and/ or tentacle attacks.

### ***Improved Sanguine Sorcery [Heritage]***

**Flavor text**: Your blood-born sorcery intensifies, offering greater capabilities.

**Prerequisite**: Sanguine Sorcery, 7th level or higher.

**Benefit**: Choose dispel magic, haste, or invisibility. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 10th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Improved Spark of Divinity [Heritage]***

**Flavor text**: You hone your divine connection further, gaining additional capabilities.

**Prerequisite**: Spark of Divinity, 7th level or higher.

**Benefit**: Choose hold person, magic circle against alignment or resist energy. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 10th level, and every 5 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Instinctive Grappler [Heritage]***

**Flavor text**: Your instincts are to grab an enemy and crush and tear at them while they struggle against you.

**Prerequisite**: Improved Grapple, and aberration, dragon, magical beast, or ooze type.

**Benefit**: You gain the constrict special attack, dealing 1d4+Strength modifier damage (the damage value given is for Medium creatures). If you already have a constrict special attack its damage increases by one die step.

### ***Kinslayer [Heritage]***

**Flavor text**: You have a talent for harming those like yourself.

**Prerequisite**: None

**Benefit**: You gain a +1 competence bonus on attack and damage rolls made against creatures that share a type or subtype with you. Those creatures suffer a -1 penalty on saving throws made against your abilities, maneuvers, powers, and spells.

### ***Mighty Frame [Heritage]***

**Flavor text**: You are extraordinarily strong for your size.

**Prerequisite**: Base attack bonus +4, and dwarf, giant, or orc subtype and/or dragon, magical beast, or monstrous humanoid type.

**Benefit**: You gain the powerful build special quality, which lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you. You may use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature your actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the subject’s size category.

**Special**: You may not select this feat if you have Small Stature feat.

### ***Overflowing Life [Heritage]***

**Flavor text**: You have developed unusual amounts of life force in your body.

**Prerequisite**: Toughness, and aberration, fey, ooze, or plant type.

**Benefit**: You gain fast healing 2.

### ***Resist Kindred [Heritage]***

**Flavor text**: You know how to defend against those like yourself.

**Prerequisite**: None

**Benefit**: You gain a +1 competence bonus to armor class and saving throws against creatures that share a type or subtype with you.

### ***Sanguine Sorcery [Heritage]***

**Flavor text**: Your magical heritage has bestowed limited magical power upon you.

**Prerequisite**: Aberration or fey type.

**Benefit**: Choose charm person, mage armor, or magic missile. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 4th level, and every 4 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Scrambler’s Gift [Heritage]***

**Flavor text**: You know how to climb exceptionally well.

**Prerequisite**: Climb 4 ranks, and claw natural attack and/or aberration, fey, magical beast, monstrous humanoid, ooze, or undead type and/or earth, giant, or reptilian subtype.

**Benefit**: You gain a climb speed equal to 1/2 your land speed. If you already have a climb speed, it instead improves by 10 ft.

### ***Small Stature [Heritage]***

**Flavor text**: Unusually small and nimble for your race, you can squeeze into tight places.

**Prerequisite**: Base attack bonus +3, and elf, gnome, goblinoid, halfling or reptilian subtype and/or aberration, fey, or ooze type.

**Benefit**: You gain the flexible frame special quality, which allows you to function in many ways as though you were one size smaller. If you would be subject to a size modifier or a special size modifier for an opposed check (such as Stealth), you are treated as being one size smaller if it is advantageous to you. You are considered to be one size smaller when “squeezing through” restrictive spaces, and may use weapons designed for creatures one size smaller without penalty. Your space and reach remain that of a creature your actual size. The effects of this ability stack with those of abilities, powers, and spells that change the subject’s size.

**Special**: You may not select this feat if you have Mighty Frame feat.

### ***Spark of Divinity [Heritage]***

**Flavor text**: Your ancestral connection to divine energies permits you to cast certain spells.

**Prerequisite**: Chaotic, evil, good, or lawful subtype and/or outsider type.

**Benefit**: Choose bless, command, or shield of faith. You may use the chosen spell as a spell-like ability once per day, at a caster level equal to your character level. At 4th level, and every 4 levels thereafter, you gain an additional use per day of the chosen spell.

**Special**: You may select this feat more than once. Each time, you choose a different spell from the above list.

### ***Unnatural Resilience [Heritage]***

**Flavor text**: Your unnatural nature infuses your body, letting you resist assaults against it in unusual ways.

**Prerequisite**: Aberration, fey, ooze, outsider or undead type.

**Benefit**: Choose Intelligence or Charisma. You use the chosen ability score in place of Constitution as a modifier to your Fortitude saves.

### ***Vestigial Wings [Heritage]***

**Flavor text**: You were either born with or developed a pair of weak wings.

**Prerequisite**: Dragon, fey, magical beast, monstrous humanoid, or outsider type and/or air subtype.

**Benefit**: You have developed small wings; when you fall you can slow your descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, you can make another DC 15 Fly check to glide, moving 5 feet laterally every round. You may take ranks in the Fly skill. Fly becomes a class skill for you.

### ***Woeful Stench [Heritage]***

**Flavor text**: Your enemies recoil in disgust when they strike you.

**Prerequisite**: Aberration, ooze, or undead type and/or evil or reptilian subtype.

**Benefit**: When you take damage, you exude a horrible stench. Anyone within 10 feet of you must make a Fortitude save (DC 10 + 1/2 your Hit Die + your Constitution modifier) or be sickened for 1 minute. This is a poison effect.

### ***Dogpile [Combat]***

**Flavor text**: None

**Prerequisite**: Dirty Fighting

**Benefit**: Whenever you make a melee attack against a prone target, you can forego the normal +4 on your attack roll. If you do and hit, they become sickened for 1 round. Multiple hits stack, increasing the duration of the sicken.

### ***Draining Spell [Metamagic]***

**Flavor text**: *Your spells leech life from your foes, granting it to you.*

**Prerequisite**: vampire

**Benefit**: You gain temporary hit points equal to half of the hit point damage dealt by a draining spell, plus half of the ability damage dealt by the draining spell. If the draining spell deals damage to multiple victims (such as a draining fireball), calculate the temporary hit points gained based on the victim that suffered the most damage. These temporary hit points do not stack with themselves and last for up to 1 hour. A draining spell uses up a spell slot 1 level higher than the spell’s actual level.

### ***Fang and Fury [Combat]***

**Flavor text**: *You combine savagery and martial training.*

**Prerequisite**: base attack bonus +6, able to initiate 3rd level or higher maneuvers, bite natural attack

**Benefit**: Once per round you may make a bite attack as an additional part of initiating a strike. This bite attack must be made against one of the targets of your strike. It does not gain any of the benefits of the strike (though it might benefit from other effects, such as boosts or stances).

### ***Feral Vitality [Heritage]***

**Flavor text**: None

**Prerequisite**: Shapechanger subtype, Toughness

**Benefit**: You gain fast healing 2.

### ***Grave’s Embrace [Heritage]***

**Flavor text**: *You enhance your deathly nature, granting you some measure of control.*

**Prerequisite**: Mixed Blood (undead) and/or graveblood subtype

**Benefit**: You may choose to count as undead only if it would be advantageous to you when resolving the effects of spells and abilities (you still do not gain undead immunities unless you are actually undead). Once per day you may drain your own life force to gain power; as a swift action you suffer a -4 penalty to your Constitution and gain a +4 untyped bonus to another ability score of your choice. Both bonus and penalty last for up to 1 minute.

Normal: Graveblood creatures count as undead for the purpose of resolving spells and abilities (they still do not gain undead immunities unless they are actually undead).

### ***Greater Unarmed Strike [Combat]***

**Flavor text**: None

**Prerequisite**: Improved Unarmed Strike, character level 3rd.

**Benefit**: Your unarmed strikes have their base damage increased to 1d8 (for a Medium-size creature). At character level 10th, this increases to 1d10 base damage.

If you are a monk, brawler, or other class that gains increased unarmed damage based on your level, you instead add 4 to your effective class level to determine your unarmed strike damage dice.

### ***Imitate Corpse [Combat]***

**Flavor text**: *You can use your undead nature to pull a classic ruse.*

**Prerequisite**: Undead type

**Benefit**: When you use the Bluff or Knowledge (religion) skills to appear fully dead (as opposed to undead), you may do so as an immediate action. Add a +4 circumstance bonus to this check if you activated this ability in response to suffering damage. As usual, you fall prone and observing creatures must succeed at a Knowledge (religion) or Perception check with a DC equal to your check’s result to realize that you are not fully dead.

**Normal**: It takes a move action for an undead creature to appear fully dead using the Bluff or Knowledge (religion) skills.

### ***Improved Channel Resistance [General]***

**Flavor text**: *You are harder to influence with channeled energy.*

**Prerequisite**: Undead type

**Benefit**: Your channel resistance increases by +4 (even if you didn’t have channel resistance).

**Special**: You may take this feat multiple times. Its effects stack.

### ***Positive Energy Resistance [General]***

**Flavor text**: *You have adapted to become resilient to positive energy damage.*

**Prerequisite**: Undead type

**Benefit**: You gain positive energy resistance equal to 5 + your Hit Dice.

**Special**: This feat may be retrained at no cost if you cease being undead. It still takes time to retrain.

### ***Pack Howl [Psionic]***

**Flavor text**: Letting loose a blood curdling howl, you and your beasts see their enemies driven in fear before them.

**Prerequisite**: Hunting pack class feature.

**Benefit**: You can expend your psionic focus as a standard action to let loose a psionically-empowered howl. When you do, all creatures within 60 feet of you or one of your beasts must succeed at a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become frightened for one round, then shaken for one minute after that. This feat cannot be used to increase existing fear effects. This is a mind-affecting fear effect.

**Special**: If you have a collective, you may choose for specific members of your collective to not be affected by this feat.

### ***Psychomachy [Metapsionic]***

**Flavor text**: *You are adept at assaulting the minds of your victims.*

**Prerequisite**: One or more metapsionic feats

**Benefit**: If a power you manifest deals damage to a mental ability score (such as ego whip’s damage to Charisma), you may expend your psionic focus as part of manifesting that power. If you do, it instead deals damage to the mental ability score of your choice.

### ***Rabid Bite [Combat]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: When you hit with your bite attack, the target must make a Fortitude save (DC 10 + ½ your HD + Con modifier) or become fatigued after the end of its next turn (if the target is already fatigued this has no effect). This is a disease effect.

### ***Style Shift [Combat, Style]***

**Flavor text**: None

**Prerequisite**: One Style feat, one Shifting feat

**Benefit**: Whenever you adopt a Style, you may activate your Shift in the same action.

**Special**: If you possess the Fuse Styles feat, you may also adopt a martial stance with the same action

### ***Superior Rabid Bite [Combat]***

**Flavor text**: None

**Prerequisite**: Bite attack, Rabid Bite, BAB +6

**Benefit**: The disease latent in your bite has advanced, causing a violent lashing out in addition to exhausting your foe. Now, when you hit with your bite attack, the target must make a Fortitude save (DC 10 + ½ your HD + Con modifier) or spend its next turn attacking the nearest creature. If there are multiple creatures the same distance from it, then the target is chosen at random from among the closest targets. Regardless of if the save is made or not, the target is fatigued after the end of its next turn (if the target is already fatigued this has no effect). This replaces the effects of Rabid Bite.

### ***Terror of the Hunt [Psionic]***

**Flavor text**: When you howl, the terror seeps into foes far and wide.

**Prerequisite**: Pack Howl, hunting pack class feature.

**Benefit**: When you use your Pack Howl feat, all creatures within one mile of you and your beasts who are not within the range of the Pack Howl itself must succeed at a Will save (DC 10 + 1/2 your character level + your Charisma modifier) or become shaken for one minute. This feat cannot create a stronger fear effect than shaken. A creature gains a +1 bonus on their save for every 500 feet between them and the nearest source of your Pack Howl.

**Special**: If you have a collective, you may choose for specific members of your collective to not be affected by this feat.

### ***Undead Companion [General]***

**Flavor text**:*Your companion or familiar becomes undead.*

**Prerequisite**: animal companion, dark messenger, or familiar

**Benefit**: Your animal companion, dark messenger, or familiar gains the undead type (if you have more than one of these features, choose one upon gaining this feat). Do not recalculate its base attack bonus, hit points, saving throws, or skill points. If the creature’s Charisma score was less than its Constitution score before becoming undead, its Charisma score becomes equal to its former Constitution. Additionally, it gains channel resistance +4. If another ability you possess would permanently alter the affected creature’s type (such as the sorrow’s shadow class feature), instead improve its positive energy resistance by +5 and its channel resistance by +2.

**Special**: You may take this feat multiple times. Each time you do, choose another animal companion, dark messenger, or familiar that you possess to be affected.

### ***Abomination Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a 5% chance per Shifting feat to ignore sneak attacks and critical hits. This shift lasts for 10 minutes. However, if you reduce the duration to 2 rounds, you also gain a +1 bonus to CMB and CMD for each Shifting feat you possess.

**Special**: At 3 Shifting feats, your chance to ignore sneak attacks and critical hits increases to 10% per Shifting feat. When making a 2 round shift, you gain a bonus equal to the number of Shifting feats you possess on saves against mind-affecting abilities.

At 5 Shifting feats, you gain All Around Vision. When making a 2-round shift, you gain a bonus equal to the number of Shifting feats you possess on saving throws against disease, poison, and effects that cause either exhaustion or fatigue.

### ***Beasthide Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +1 bonus to natural armor for each [Shifting] feat you possess. This shift lasts for 2 rounds.**Special**: At 3 Shifting feats, half of your Natural Armor bonus applies to your Touch AC (rounded down).

At 5 Shifting feats, you add your full Natural Armor bonus to your Touch AC

### ***Chameleon Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +1 bonus on Stealth checks for each Shifting Feat you possess. This shift lasts for 1 hour.**Special**: At 3 Shifting feats, you no longer take a -5 penalty for attempting to move more than half your normal speed while hiding.

At 5 Shifting feats, you may attempt a Stealth check to hide even when observed.

### ***Deathsting Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You grow a tail , aiding in your balance. You gain a +2 bonus on Acrobatics checks for each Shifting feat you possess. This shift lasts for 1 hour. However, if you reduce the duration to 2 rounds you gain a sting attack, which functions as a primary natural attack dealing 1d4 damage for a Medium creature. The stinger contains a poison that deals 1d2 points of Strength damage once per round for 6 rounds. The Fortitude Save DC is 10 + 1/2 your character level + your Constitution modifier +1 per Shifting feat you possess. This shift lasts for 2 rounds.

**Special**: At 3 Shifting feats, your tail grows more powerful, functioning as a third arm in many ways. You can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate or wield them with your tail (other than to put them in your hand). When making a 2 round shift, you may use your sting attack against enemies 5 feet further away. You may still use it to attack adjacent enemies. Additionally, your poison now deals 2d2 Str damage per round.

At 5 Shifting feats, your tail acts as third “hand” that you can use for anything a normal hand could be used for. This does not give you any extra attacks or actions per round, though it can wield weapons and make attacks as part of your attack routines just like a normal hand (you merely cannot attack with a third weapon). The “hand” can manipulate or hold items just as well as your normal hands (for example, allowing you to use one hand to wield a weapon, another hand to hold a potion, and the third hand to hold a shield). When making a 2 round shift, when you hit an opponent with your sting, you may attempt a reposition combat maneuver as a free action without provoking an attack of opportunity, but you must reposition the target closer to you than where they were when you started the reposition maneuver. Additionally, your poison now deals 3d2 Str damage.

### ***Extra Shifting [Shifting]***

**Flavor text**: None

**Prerequisite**: 1 or more Shifting feats

**Benefit**: You may shift an additional time per day for each Shifting feat you possess.

**Special**: You do not need to have a Shift active to benefit from this feat.

### ***Identity Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +2 bonus on Disguise checks for each Shifting feat you possess, and can make a Disguise check as part of your shift. This shift lasts for 1 hour.

**Special**: At 3 Shifting feats, you are able to take on muscle memory of the target. When disguising yourself as a specific person, observers do not get an automatic check or a bonus to identify you based on familiarity.

At 5 Shifting feats, you can take on whole new identities, to the point of becoming an entirely different person. When you shift, you may choose to adopt your second identity, which is consistent regardless of the specific form taken. Knowledge checks about the second identity do not reveal information about the original identity. Any attempts to scry or otherwise locate the character work only if the character is currently in the identity the creature is attempting to locate. Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

### ***Longstride Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +5ft bonus to your base land speed for each Shifting feat you possess. This shift lasts for 1 hour.

**Special**: At 3 Shifting feats, you may ignore difficult terrain when moving or charging.

At 5 Shifting feats, you may move up to your movement speed once per encounter as a swift action.

### ***Magnitude Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: 2 or more Shifting feats.

**Benefit**: You shrink 1 size category, as per reduce person, except that it affects you regardless of your creature type and does not affect your ability scores. This shift lasts for 10 minutes. However, if you reduce the shift duration to 1 minute, you may instead grow 1 size category, as per enlarge person, except that it affects you regardless of your creature type and does not affect your ability scores. Both size changes do not stack with other size changing effects.**Special**: At 4 Shifting feats, you may shrink 2 size categories.This shift lasts for 1 hour and does not affect your ability scores.

At 5 Shifting feats, you may grow 2 size categories. This shift lasts for 2 rounds and does not affect your ability scores.

### ***Rapid Shifting [Shifting]***

**Flavor text**: None

**Prerequisite**: 1 or more Shifting feats

**Benefit**: You may always shift as a free action on your turn.

**Special**: At 3 Shifting feats, you may shift as an immediate action.

At 5 Shifting feats, you can shift as a free action, even when it isn’t your turn. You may still not shift if you are flat-footed. This feat modifies the actions required to shift, and is active even when you are not shifted.

### ***Sensory Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +1 bonus on Perception checks for each Shifting feat you possess. This shift lasts for 1 hour. However, if you reduce the duration to one minute, you also gain the following benefits In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Special: At 3 Shifting feats, you gain scent. When making a one minute shift, you gain blindsense out to 5ft per Shifting feat you possess.

At 5 Shifting feats, you only take half the normal penalty to Perception checks from distance. When making a one minute shift, you gain uncanny dodge.

### ***Strongclaw Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +2 bonus on Climb checks for each Shifting feat you possess. This shift lasts for 1 hour. However, if you reduce the shift duration to 2 rounds, you also gain two claw attacks, which function as primary natural weapons dealing 1d4 damage each for Medium creatures, +1 damage for every 2 Shifting feats you possess.

**Special**: At 3 Shifting feats, you gain a climb speed equal to your base land speed. When making a 2 round shift, your claws overcome all magic or material based DR or Regeneration.

At 5 Shifting feats, you gain a burrow speed equal to your base land speed. When making a 2 round shift, You gain the rend special ability with your claws. Once per round, when you hit a creature with two of your claws, you deal additional damage as if you had hit again with one of your claws, plus 1-1/2 your Strength bonus (if any).

### ***Swiftwing Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You grow a pair of small vestigial wings that grant a +2 bonus on Fly checks for each Shifting feat you possess. This shift lasts for 1 hour.

**Special**: At 3 Shifting feats, your wings become strong enough to carry your weight and you gain a fly speed equal to half of your base land speed (rounded down) with poor maneuverability.

At 5 Shifting feats, your wings become even stronger and you gain a fly speed equal to your base land speed with Average maneuverability.

### ***Wavelord Shift [Shifting]***

**Flavor text**: None

**Prerequisite**: None

**Benefit**: You gain a +2 bonus on Swim checks for each Shifting feat you possess. This shift lasts for 1 hour. However, if you reduce the shift duration to 2 rounds, you also gain a bite attack, which functions as a primary natural weapon dealing 1d6 damage for a Medium creature.

**Special**: At 3 Shifting feats, you gain a swim speed equal to your base land speed, and you can hold your breath underwater for 10 times as long as normal. Additionally, your bite overcomes all Magic or material based DR or Regeneration
At 5 Shifting feats, you gain the aquatic and amphibious subtypes while using this shift. When making a 2 round shift, you gain the Trip ability with your bite attack. If you already possessed the Trip ability, you gain an additional +2 bonus to your trip attempts.

### ***Abashing Panache [Combat, Panache]***

**Flavor text**: Your ego inflates as you land particularly insulting jeers on foes, allowing you to draw upon your reckless spirit more often.

**Prerequisite**: Amateur Swashbuckler or panache class feature.

**Benefit**: You regain 1 panache point whenever you roll a natural 20 on a Charisma check or Charisma-based skill check made as part of an antagonize, demoralize, or feint attempt.

### ***Antagonizing Channel [General]***

**Flavor text**: You can channel energy to gain the attention of the undead.

**Prerequisite**: Channel positive energy class feature.

**Benefit**: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to attack you to the exclusion of other foes, as if antagonized. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + your cleric level + your Charisma modifier. Undead that fail their save are antagonized for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

### ***Antagonizing Display [Combat]***

**Flavor text**: You can agitate multiple enemies at once.

**Prerequisite**: Improved Antagonize.

**Benefit**: You can unleash a bewildering tirade of insults and antagonizing remarks as a full-round action. Make a Bluff, Diplomacy, Handle Animal, or Intimidate check to antagonize all foes within 30 feet who can see (and hear, if your antagonize attempt is verbal) your display.

### ***Antagonizing Display [Mythic]***

**Flavor text**: You can quickly incite others.

**Prerequisite**: Antagonizing Display.

**Benefit**: You can use Antagonizing Display as a standard action with a –5 penalty on your Bluff, Diplomacy, Handle Animal, or Intimidate check, as a move action with a –10 penalty, or as a swift action with a –20 penalty. You can expend one use of mythic power when you make an Antagonizing Display add your tier to the number of rounds that those affected by the display are antagonized for.

### ***Antagonizing Maneuver [Combat]***

**Flavor text**: Select one combat maneuver. Your successful combat maneuvers allow you to make an antagonizing jeer aimed at your opponent’s misfortune.

**Prerequisites**: Combat Expertise, Int 13.

**Benefit**: When you successfully perform the selected combat maneuver against an opponent, you may attempt to antagonize that opponent as a swift action. If the result of your combat maneuver check equals or exceeds the target’s Psychology DC, your target becomes antagonized for 1 round. The duration of this condition increases by 1 round for every 5 by which you beat your opponent’s Psychology DC. This antagonize attempt is a nonverbal mind-affecting emotion effect.

**Special**: You can gain this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a new type of combat maneuver.

### ***Antagonizing Performance [General]***

**Flavor text**: Your performance infuriates the hearts of your foes, inspiring them to take reckless action against you.

**Prerequisites**: Ability to start a performance (or raging song) as a move action, bardic performance or raging song class feature.

**Benefit**: When you start a performance (or raging song) as a move or swift action, you can use a standard action to antagonize a foe, attempting a Perform check appropriate to your performance in place of the Bluff, Diplomacy, Handle Animal, or Intimidate check. Your performance must include an audible component if your antagonize attempt is verbal or a visual component if your antagonize attempt is nonverbal.

### ***Antagonizing Maneuver [Mythic]***

**Flavor text**: You are a master of flawlessly combining combat maneuvers and antagonizing remarks.

**Prerequisite**: Antagonizing Maneuver.

**Benefit**: You can apply the benefits of Antagonizing Maneuver to any combat maneuver that you successfully use against an opponent. If you posses Antagonizing Maneuver with a combat maneuver, you may perform the free antagonize attempt granted by Antagonizing Maneuver as a free action instead of a swift action.

### ***Extra Leadership Perk [General]***

**Flavor text**: You possess extra tricks and abilities that improve your effectiveness as a leader.

**Prerequisites**: Ability to acquire leadership perks, character level 2nd.

**Benefit**: You gain one additional leadership perk. You must meet the prerequisites for this perk.

**Special**: You can gain Extra Leadership Perk multiple times. Whenever a class feature or ability would grant you Leadership as a bonus feat (such as the Nobility cleric domain’s 8th-level granted power), you gain Extra Leadership Perk instead if you possess a Leadership Score.

### ***Fake Out [Combat]***

**Flavor text**: You can feint opponents with ranged weapons by readying yourself to shoot in one location, then unexpectedly switching targets.

**Prerequisites**: Point-Blank Shot, Precise Shot, Weapon Focus with the selected weapon.

**Benefit**: Select one ranged weapon. You can make a feint attempt with the selected ranged weapon. The target of this feint must be within 30 feet of you and must be able to clearly see you. You suffer a –1 penalty on your Bluff skill checks made with this feint attempt per 10 feet of distance between you and your target. You cannot feint an opponent with cover or concealment at range.

**Normal**: A successful feint causes the next melee attack made against the target to deny him his Dexterity bonus to AC (if any).

### ***Fake Out [Mythic]***

**Flavor text**: You can masterfully feint foes from impossible distances.

**Prerequisite**: Fake Out.

**Benefit**: You can make a feint attempt with a ranged weapon for which you have the Weapon Focus feat against an opponent who is within 30 feet of you plus 10 feet per tier. In addition, you can feint opponents with cover or concealment (but not total cover or total concealment).

You can expend one use of mythic power when you make a ranged feint attempt against an opponent to ignore the penalty on Bluff skill checks for 1 minute.

### ***Feral Psychology [General]***

**Flavor text**: Your understanding of wild creatures allows you to alter their morale.

**Prerequisite**: Greater Wild Empathy, Knowledge (nature) 5 ranks, wild empathy class feature.

**Benefit**: You can use wild empathy to make antagonize, demoralize, and feint attempts against animals, magical beasts, and any other creatures that you can influence using wild empathy. When used to antagonize, you may choose which skill your wild empathy check functions as.

### ***Feral Psychology [Mythic]***

**Flavor text**: Your understanding of living creatures makes you peerless in your manipulation of their emotions.

**Prerequisite**: Feral Psychology.

**Benefit**: You may use wild empathy to make antagonize, demoralize, and feint attempts against any living creature. In addition, you add your tier to your antagonize attempt when you are making a wild empathy check to antagonize, demoralize, or feint an animal, magical beast, or any other creature that you can influence using wild empathy. By spending one use of mythic power as a full-round action, you can antagonize any creature that you can antagonize or demoralize all animals, magical beasts, and creatures that you can influence using wild empathy within 30 feet.

### ***Greater Antagonize [Combat]***

**Flavor text**: Your subtle jeers and masterful gestures allow you to trick your

opponents into following your plans.

**Prerequisite**: Improved Antagonize, base attack bonus +4, Bluff, Diplomacy, or Intimidate 1 rank.

**Benefit**: You can attempt to manipulate an opponent that you have antagonized as a standard action, by making a Bluff, Diplomacy, or Intimidate skill check against your target’s Psychology DC. When making this skill check, you suggest tactics for your opponent to attempt during his next turn, such as moving to a specific location, attacking with a melee weapon, or casting a spell. If your check succeeds, your target uses the suggested tactic to the best of his ability during his next turn. Your skill check automatically fails if you ask your target to do something unreasonable or that is obviously harmful to himself or his allies. This ability otherwise follows all of the rules for antagonize attempts, and is considered a verbal, language- dependent effect.

### ***Greater Antagonize [Mythic]***

**Flavor text**: Your skill at manipulating foes in combat is legendary.

**Prerequisites**: Improved Antagonize(M), Greater Antagonize.

**Benefit**: You can delay the effects of your Greater Antagonize feat for up to 1 day per tier you possess. Reactivating this effect is a swift action. If your opponent is not antagonized when you reactivate this effect, your opponent immediately becomes antagonized for 1d4 rounds; otherwise, this ability functions as usual. Reactivating a delayed Greater Antagonize effect is a verbal, language-dependent use of antagonize.

### ***Greater Demoralize [Combat]***

**Flavor text**: Your presence traumatizes your opponent’s confidence.

**Prerequisites**: Combat Expertise, Improved Demoralize, base attack bonus +4, Int 13.

**Benefit**: You can attempt to demoralize a creature that is already shaken. If you succeed, the target begins cowering until the start of your next turn. This ability is a fear effect, and the penalties of the shaken condition and cowering condition stack. A creature can only be demoralized in this manner once per hour, regardless of whether or not the attempt was a success.

### ***Greater Demoralize [Mythic]***

**Flavor text**: You are able to quickly terrify ordinary opponents.

**Prerequisites**: Improved Demoralize(M), Greater Demoralize.

**Benefit**: You can use demoralize to create a more severe fear effect against a non-mythic opponent. This functions as a typical demoralize attempt, except success causes a shaken opponent to become frightened or a frightened opponent to become panicked. Creating a more severe fear effect does not increase the duration of existing fear effects. If you also have the Dazzling Display (mythic) feat, you can affect all non-mythic opponents within 30 feet with this feat as a full-round action.

### ***Handyman [General]***

**Flavor text**: You are exceptionally skilled at a number of different crafts and professions.

**Prerequisite**: None

**Benefit**: You gain a +2 bonus on all Craft and Profession skill checks, and can make checks with those skills untrained.

### ***Improved Antagonize [Combat]***

**Flavor text**: You can quickly unleash scathing quips and jeers even under the most dire of circumstances.

**Prerequisites**: Bluff, Diplomacy, or Intimidate 1 rank.

**Benefit**: You can antagonize a foe as a move action.

**Normal**: Making an antagonize attempt is a standard action.

### ***Improved Antagonize [Mythic]***

**Flavor text**: You can provoke an opponent with the slightest gesture.

**Prerequisites**: Improved Antagonize.

**Benefit**: You can antagonize a foe as a swift action.

### ***Improved Demoralize [Combat]***

**Flavor text**:When you demoralize an opponent, the psychological trauma of your actions lingers longer than most.

**Prerequisites**: Combat Expertise, Int 13.

**Benefit**: When you successfully demoralize an opponent, increase the duration of the shaken condition by 1d4 rounds.

### ***Improved Demoralize [Mythic]***

**Flavor text**: Your demoralizing prowess is legendary.

**Prerequisite**: Improved Demoralize.

**Benefit**: Non-mythic opponents suffer a penalty to their psychology DC against your demoralize attempts equal to your tier. In addition, when you successfully confirm a critical hit, you may make a demoralize attempt against the target of your critical hit as a free action. If the target of your critical hit is reduced to 0 or fewer hit points, you may make this demoralize attempt against one opponent within 30 feet who can see and hear you instead.

### ***Insulting Strike [Combat]***

**Flavor text**: Rather than attack your opponent in order to harm them, your attack serves to humiliate or enrage your opponent.

**Prerequisites**: Improved Antagonize, Weapon Focus, proficiency with the selected weapon.

**Benefit**: As a standard action, you can make a touch attack with a weapon with which you have Weapon Focus; this is a melee touch attack if you are making this attack with a melee weapon or a ranged touch attack with a ranged weapon. If successful, instead of dealing damage or applying other effects of the attack, you make attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check to antagonize the target as a free action. The target doesn’t need to be within 30 feet, nor does it need to be able to see or hear you.

### ***Psychological Defense [General]***

**Flavor text**: You have trained your mind against the perils of psychological combat and resist psychological attacks with ease.

**Prerequisite**: None

**Benefit**: You treat your Hit Dice as base attack bonus when calculating your Psychology DC.

### ***Reflexive Affronts [Combat]***

**Flavor text**: You are unable to unleash a tirade of psychological attacks at a moment’s notice.

**Prerequisite**: None

**Benefit**: You may make a number of additional attacks of opportunity per round equal to your Charisma bonus. You can only use these attacks of opportunity to make affronts of opportunity. The benefits of this feat stack with Combat Reflexes.

### ***Tandem Psyche Out [Combat, Teamwork]***

**Flavor text**: You and your allies are able to work together in order to keep your enemies off-balanced and psychological unstable.

**Prerequisites**: Bluff, Diplomacy, and Intimidate 1 rank.

**Benefit**: While you are within 30 feet of an ally with this feat, you receive a +4 competence bonus on Charisma checks and Charisma-based skill checks made to antagonize, feint, or demoralize an opponent that you both threaten.

### ***Startling Shot Deed [Combat, Grit]***

**Flavor text**: You use your weapon’s explosive blast to terrify your enemies.

**Prerequisite**: Grit class feature or Amateur Gunslinger, Intimidate 6 ranks.

**Benefit**: When you damage an opponent with a ranged attack with a firearm while you have at least 1 grit point, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. By spending 1 grit point when you make this check, you gain a +4 circumstance bonus to your Intimidate check result.

### ***Appendage Severing [Critical, Dragon]***

**Flavor text**: *“My bite took their champion’s arm and his glowing sword.”*

**Prerequisite**: Critical Focus, Weapon Focus (chosen natural attack), base attack bonus +15, size Large or larger

**Benefit**: Upon taking this feat, select a melee natural attack that can deal slashing damage (bite, claw, talon, etc.) that has also been selected for the Weapon Focus feat. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit) with the selected natural attack, against an opponent at least one size category smaller than yourself, your opponent must make a successful Fortitude Save (DC 10 + 1/2 your Hit Dice + your Strength modifier) or the attack severs one of your opponent’s appendages (roll randomly if it has any) from its body. Some creatures, such as some aberrations and all oozes, have no appendages. Most other creatures, however, lose the use of that limb, suffer 2d6 points of Con damage and 1d6 Con bleed damage each round until a successful first aid Heal check or until the victim is healed for at least 1 hit point. If that limb is part of your victim’s locomotion, it reduces the victim’s speed by 20 ft.

**Special**: If you have the swallow whole ability or the Belly of the Beast feat and use Appendage Severing with your bite attack, the appendage and anything it was attending (sword, ring, bracer, boot, etc.) is automatically swallowed, suffering the appropriate effects each round.

### ***Belly of the Beast [Dragon]***

**Flavor text**: *“I took the would-be thief up in my jaws like a hawk seizes a rabbit; I consumed her, sending her down into the furnace of my dragon’s fire.”*

**Prerequisite**: breath weapon, Snatch

**Benefit**: A snatched opponent held in your mouth can be swallowed as if you possessed the swallow whole ability. In your stomach the opponent suffers the damage normally dealt by your breath weapon each round (no save).

### ***Breath Weapon Affinity [Dragon]***

**Flavor text**: “They felt safe with my deadly breath expended, learning to their regret that its power went beyond that singular form.”

**Prerequisite**: breath weapon, caster level 1st

**Benefit**: Three times per day as a free action your spells and spell-like abilities that deal the same energy type damage as your breath weapon deal an additional 1d6 points of damage per spell level upon a failed save. If the spell has no save this feat has no effect

### ***Capture Alive [General]***

**Flavor text**: You have learned how to defeat your opponents
without killing them.

**Prerequisite:** None

**Benefit**: When you deal damage that would kill your opponent you can instead choose to withhold that damage. If the attack is appropriate (GM’s discretion) you can allow your opponent to yield, render her unconscious for 1 hour for each character level you possess, leave a vicious scar, permanently blind her (or take only one eye), or remove an appendage.

### ***Complex Essence [Dragon]***

**Flavor text**: You embody more than one of the aspects of draconic personality.

**Prerequisite**: draconic essence class feature

**Benefit**: You can select a second draconic essence that has an alignment matching yours. You are treated as having both of your draconic essence’s energy types for meeting draconic gift prerequisites. If an ability references your draconic essence’s energy type, you can use either energy type. Your physical appearance reflects both of your associated dragon types. You gain the compulsions of both of your draconic essences.

### ***Debilitating Breath Weapon [Dragon]***

**Flavor text**: *“My breath burns not only flesh, but also vitality.”*

**Prerequisite**: breath weapon

**Benefit**: Upon taking this feat, choose Strength or Dexterity. Three times per day as a free action you deal ability damage with your breath weapon in addition to normal damage. The damage dealt to the ability score chosen at the time you take this feat is equal to half the number of dice your breath weapon uses to calculate normal damage. For example if your breath weapon deals 6d6 points of fire damage it also deals 3 points of Strength damage. A successful save against the breath weapon negates this damage, improved evasion, resistance or immunity to the breath weapon’s normal damage negates this ability damage.

**Special**: You can select this feat a second time, dealing the damage to both Strength and Dexterity at the same time

### ***Dexterous Hindclaws [Dragon]***

**Flavor text**: Your rear claws are nimble enough to wield weapons in combat.

**Prerequisite**: lung alternate racial trait

**Benefit**: Your dexterous claws racial trait applies to your rear claws as well, allowing you to wield weapons in them with a –2 penalty on attack rolls.

### ***Double Breath Weapon [Dragon]***

**Flavor text**: *“Go ahead, split up, that doesn’t bother me in the least.”*

**Prerequisite**: breath weapon

**Benefit**: Three times per day as a free action you can break up one breath weapon into two separate attacks, though each must be used as part of the same standard action. These two breath weapon attacks cause only half damage, and both blasts can be directed separately.

### ***Draconic Crafting [Dragon, Item Creation]***

**Flavor text**: You can create magic items with your intrinsic draconic power.

**Prerequisite**: dragon type, draconic sorcery class ability or character level 15th

**Benefit**: You can substitute this feat for any item creation feat for the purposes of magic item creation prerequisites. You must still meet any other prerequisites of creating the item.

### ***Dreaded Presence [Dragon]***

**Flavor text**: “I let out a great roar and all save their holy warrior fled from me.”

**Prerequisite**: frightful presence, Ability Focus (frightful presence), Intimidate 7 ranks, Cha 13

**Benefit**: If a subject fails its save against your frightful presence it is frightened regardless of its Hit Dice. Creatures that make their saves are shaken for 1 round.

### ***Extra Draconic Defense [Dragon]***

**Flavor text**: Your draconic defenses increase in power.

**Prerequisite**: draconic defense class feature

**Benefit**: You can gain an additional draconic defense.

**Special**: You can take this feat multiple times.

### ***Extra Draconic Gift [Dragon]***

**Flavor text**: You have learned to use more gifts of your draconic heritage.

**Prerequisite**: draconic gift class feature

**Benefit**: You gain an additional draconic gift.

**Special**: You can take this feat multiple times.

### ***Extra Draconic Weaponry [Dragon]***

**Flavor text**: You can use your offensive draconic powers more often.

**Prerequisite**: draconic weaponry class feature

**Benefit**: You gain two additional uses per day of your draconic weaponry.

**Special**: You can take this feat multiple times.

### ***Fountainhead [Dragon]***

**Flavor text**: You have a strong connection to a past life who shared your draconic essence.

**Prerequisite**: taninim, draconic essence class ability

**Benefit**: You gain a +2 bonus on Will saves to resist the compulsion of your draconic essence. Once per day as a free action, you can gain a +5 racial bonus to a Knowledge skill check you are about to make, and can make the check without the usual limitation if you are untrained.

### ***Greater Crush [Dragon]***

**Flavor text**: *“You might think falling atop of your enemies requires no skill, you would be right; falling atop you enemies to their utter defeat, is a different matter.”*

**Prerequisite**: crush, Improved Crush

**Benefit**: You gain a +2 bonus to the grapple check when using your crush ability. In addition, when using your crush attack, you deal triple damage on the first round of the attack.

### ***Guardian Menagerie [Dragon]***

**Flavor text**: You can gather more guardians for your lair than other dragons.

**Prerequisite**: taninim

**Benefit**: You can designate up to four times your character level in hit dice of creatures as guardians for your lair.

### ***Improved Crush [Dragon]***

**Flavor text**: “I crushed them under my great bulk like a mill stone.”

**Prerequisite**: crush

**Benefit**: You gain a +2 bonus to the grapple check when using your crush ability. In addition, when using your crush attack, you deal double damage on the first round of the attack.

### ***Latent Breath Weapon [Dragon]***

**Flavor text**: The primal energy of your heritage manifests as
a breath weapon.

**Prerequisite**: dracomorphosis class feature

**Benefit**: You gain a breath weapon, similar to the taninim paragon draconic weaponry. Your effective taninim paragon level is equal to your level in classes that grant you dracomorphosis -2 (minimum 1st) for purposes of determining the breath weapon’s damage and saving throw DC. You can use your breath weapon once per day.

**Special**: You can take this feat multiple times. Each additional time you take this feat gives you one extra use of your breath weapon per day

### ***Latent Draconic Defense [Dragon]***

**Flavor text**: You exhibit some of the traditional defenses of your race’s paragons.

**Prerequisite**: dracomorphosis class feature

**Benefit**: You gain a draconic defense, similar to the taninim paragon class feature. Your effective taninim paragon level is equal to your level in classes that grant you dracomorphosis for purposes of meeting any prerequisite of your chosen draconic defense.

**Special**: You can take this feat one time for every five levels you have in classes that grant the dracomorphosis ability.

### ***Latent Draconic Gift [Dragon]***

**Flavor text**: You gain one of the hereditary gifts of your race’s paragons.

**Prerequisite**: dracomorphosis class feature

**Benefit**: You gain a draconic gift, similar to the taninim paragon class feature. Your effective taninim paragon level is equal to your level in classes that grant you dracomorphosis for purposes of meeting any prerequisite of your chosen draconic gift.

**Special**: You can take this feat one time for every five levels you have in classes that grant the dracomorphosis ability

### ***Legendary Size [Dragon]***

**Flavor text**: You are a dragon of truly prodigious size.

**Prerequisite**: dracomorphosis class feature, character level 8th

**Benefit**: Increase your effective level by 2 when determining the effects of dracomorphosis. If you have at least 20 class levels in classes with the draconic hero archetype, gain the Colossal size and other benefits of the draconic exemplar’s great wyrm class feature. If you have at least 20 draconic exemplar class levels, gain an additional +2 size bonus to Strength and Constitution.

### ***Mighty Claws [Dragon]***

**Flavor text**: Your claws become as fearsome as your bite.

**Prerequisite**: taninim, Multiattack, BAB 6+

**Benefit**: Your claws are now primary natural attacks.

**Normal**: The claws gained from the dexterous claws racial trait are secondary natural attacks.

### ***Mythic Breath Weapon [Dragon, Mythic]***

**Flavor text**: Your breath weapon is a devastating and mythic
blast of power.

**Prerequisite**: breath weapon

**Benefit**: Your breath weapon deals an additional 5 dice of damage, and bypasses energy resistance and energy immunity from non-mythic sources. As a standard action that expends one daily use of your mythic power, you can activate your breath weapon without expending any of its daily uses or waiting for any normally required delay

### ***Organizer’s Bladeflight [Combat, Dragon]***

**Flavor text**: You have adapted your weaponry skills to take advantage of your unique physiology.

**Prerequisite**: Dexterous Hindclaws, lung alternate racial trait, BAB 6+

**Benefit**: You reduce the attack roll penalties for fighting with multiple weapons by 2. In addition, you can ignore the minimum Dexterity prerequisite for Multiweapon Fighting, Two-Weapon Fighting, and any feat which has either of those feats as a prerequisite.

### ***Sculpt Breath Weapon [Dragon]***

**Flavor text**: *“I am not some barbarian with a hammer, but an artist with a brush.”*

**Prerequisite**: breath weapon, any other breath weapon feat

**Benefit**: Three times per day as a free action you can modify your breath weapon by changing the area’s shape to either a cylinder (10-foot radius, 30 feet high), a 40- foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The effect can be centered anywhere in the area of its normal line or cone effect. The breath weapon works normally in all respects except for its shape. For example, a lightning bolt whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread from anywhere along where its line would normally be.

### ***Vorpal Severing [Critical, Dragon]***

**Flavor text**: *“Taking off their leader’s head with my first attack, with great relish did I make a display of swallowing it down.”*

**Prerequisite**: Critical Focus, Appendage Severing (chosen natural attack), Weapon Focus (chosen natural attack), base attack bonus +18, size Large or larger

**Benefit**: Upon taking this feat, select a melee natural attack that can deal slashing damage (bite, claw, talon, etc.) that has also been selected for the Weapon Focus and Appendage Severing feat. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), with the selected natural attack, against an opponent at least one size category smaller than yourself, your opponent must make a successful Fortitude Save (DC 10 + 1/2 your Hit Dice + your Strength modifier) or the attack severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

**Special**: If you have the swallow whole ability
and use Vorpal Severing with your bite attack, the head and anything it was attending (helm, circlet, mask, earrings, etc.) is automatically swallowed, suffering the appropriate affects each round.

### ***High Voltage Spell [Metamagic]***

**Flavor text**: Your electricity spells are so shocking that they can damage creatures that normally have resistance or immunity to electricity.

**Prerequisite**: None

**Benefit**: A high voltage spell is so shocking that it ignores the resistance to electricity of creatures affected by the spell, and affected creatures with immunity to electricity still take half damage. This feat can be applied only to spells with the electricity descriptor. Creatures with the earth subtype take double damage from a high voltage spell. Creatures affected by a high voltage spell are still entitled to whatever saving throw the spell normally allows. A high voltage spell uses up a spell slot one level higher than the spell's actual level.

### ***Highly Corrosive Spell [Metamagic]***

**Flavor text**: Your acid spells are so destructive that they can damage creatures that normally have resistance or immunity to acid.

**Prerequisite**: None

**Benefit**: A highly corrosive spell is so acidic that it ignores the resistance to acid of creatures affected by the spell, and affected creatures with immunity to acid still take half damage. This feat can be applied only to spells with the acid descriptor. Creatures with the air subtype take double damage from a caustic spell. Creatures affected by a highly corrosive spell are still entitled to whatever saving throw the spell normally allows. A highly corrosive spell uses up a spell slot one level higher than the spell's actual level.

### ***Sanctify Water [Divine]***

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

**Prerequisites**: Cha 13, ability to channel positive energy.

**Benefit**: By expending a daily channel positive energy, you can infuse the water around you with positive energy, which has the same effect as holy water. All creatures in a 20-foot radius around you immediately take damage as though they’d been struck directly by a flask of holy water. The water retains positive energy for a number of rounds equal to 1 + your Charisma modifier, and deals damage each round. Creatures unaffected by holy water are similarly unaffected by this ability.

### ***Blackwater Invocation [Divine]***

**Flavor text**: You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found at the bottom of deepest ocean trenches. This feat is favored by the clerics of wicked sea gods and the masters of the deep pelagic abysses.

**Prerequisite**: Ability to channel negative energy.

**Benefit**: By expending a daily channel negative energy, you can infuse the water around you for a 30-foot radius with negative energy. The water darkens and becomes bitterly cold for 10 minutes.

Those entering the water who are not protected from cold must make a DC 15 Fortitude save or take 1d6 nonlethal damage. This damage is the same kind of damage dealt by cold weather and is only taken once (as it would have to last a full hour to deal damage again). However, those leaving the area and then returning to it must make another saving throw or take further damage, since their warmed bodies are chilled once again. Those wearing warm clothing or otherwise protected from the cold (whether by any amount of resistance to cold or the endure elements spell) take no damage from this effect.

Additionally, those within the area of affected water gain concealment.

Those with the ability to channel negative energy are immune to the cold effects of this feat but are still subject to its concealment miss chance.

### ***Distance Blasting [Combat]***

**Flavor text**: "Peek-a-boo, I see you."

**Prerequisite**: Far Shot, Kinetic blast class feature

**Benefit**: Increase the range of your kinetic blasts by 50%, but those outside your blast’s normal range are made with a -1 penalty to attack rolls for each 10 ft. traveled beyond the blast’s normal range. This has no effect on a blast’s area of effect (such as from the torrentOA, spray, or explosion infusions). For kinetic blasts affected by an infusion or utility wild talent which alters their range (such as extended range or air’s reach), treat the range of the blast after accounting for wild talents as its normal range.

### ***Elemental Soothing [General]***

**Flavor text**: "This one goes out to my biggest fan!"

**Prerequisite**: Soundweaver 16th or evoker minstrel 12th, kinetic healer utility wild talent

**Benefit**: By accepting one point of burn as a free action when activating soothing performance, you can choose one creature to be healed as if affected by kinetic healer rather than mass cure serious wounds, as well as adding the effect of a metahealer ability for which you would qualify as a kinetic chirurgeon of your soundweaver or evoker minstrel level.

### ***Extra Battle Burn [General]***

**Flavor text**: "I burn hotter and faster than anyone else."

**Prerequisite**: War Kineticist 7th

**Benefit**: You gain one additional point of battle burn.

### ***Kinetic Channeling [General]***

**Flavor text**: "My faith in the elements empowers me. Let it empower you, as well.”

**Prerequisite**: Kinetic chirurgeon 4th

**Benefit**: You gain the supernatural ability to channel positive energy as a cleric of your kineticist level by accepting 2 points of burn, which can be reduced through healing buffer. You cannot apply mercies or metahealing to it. This feat counts as the channel energy class feature for the purpose of
meeting the prerequisites for feats.

**Special:** If you take the elemental channel feat, you can only select an element you have through your elemental focus or expanded element class features unless you can channel energy through another source (such as having levels as a cleric). If you possess the negative blast or void healer wild talent, you can choose to channel negative energy instead of positive when selecting this feat.

### ***Kinetic Channeling, Improved [General]***

**Flavor text**: “This pain shall soon be but a nightmare from which you’ve
awakened, and shall fade as quickly.”

**Prerequisite**: Kinetic channeling (positive)

**Benefit**: You can apply a mercy and a metahealer ability to kinetic channeling when using it to heal.

**Special:** When applying the ability to use kinetic healer as a swift action, you instead use kinetic channel as a swift action. You cannot apply the ability to cause kinetic healer to affect both you and another target simultaneously to kinetic channeling

### ***Overwhelming Prowess [General]***

**Flavor text**: “Yeah, I’ve never been a fan of ‘feeling the burn.’”

**Prerequisite**: Overwhelming soul 6th, Cha 15

**Benefit**: You can use the mental prowessOA ability to reduce the burn cost of wild talents an additional number of times per day equal to ½ your Charisma modifier.

### ***Spontaneous Chirurgery [General]***

**Flavor text**: “Gods they may not be, but the elementals provide me with no less
protection than your deity gives you.”

**Prerequisite**: Improved Kinetic Channeling or Substantial Channeling

**Benefit**: You gain the ability to spontaneously cast cure spells as spell-like abilities. Doing so requires your kinetic chirurgeon level to be at least twice that of the cure spell you wish to cast and for you to accept 1 point of burn, which can be reduced with healing buffer. You can accept an additional 1 burn to apply the effects of either the empowered spell or intensified spell metamagic feats, or 2 burn to apply both effects.

**Special:** If you channel negative energy with kinetic channeling, you instead spontaneously cast inflict spells.

### ***Substantial Channeling [General]***

**Flavor text**: “May the power of kinesis compel you!”

**Prerequisite**: Kinetic Channeling (negative)

**Benefit**: Choose one substance infusion wild talent of your primary element for which you would qualify if you could learn infusions. When you use kinetic channeling to deal damage, you can take an additional amount of burn equal to twice the chosen infusion’s burn cost to apply its effects to each creature damaged. This additional burn cannot be reduced by healing buffer. You can spend 24 hours in meditation to change the substance infusion this feat grants.

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