FEATS
General Feats | Fighter Bonus Feats | Item Creation Feats | Metamagic Feats | Birthright Feats | Feat Descriptions
PREREQUISITES
Some feats have prerequisites. Your character must have the indicated ability
score, class feature, feat, skill, base attack bonus, or other quality designated
in order to select or use that feat. A character can gain a feat at the same
level at which he or she gains the prerequisite.
A character can't use a feat if he or she has lost a prerequisite.
TYPES OF FEATS
Some feats are general, meaning that no special rules govern them as a group.
Others are item creation feats, which allow spellcasters to create magic items
of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell
with greater effect, albeit as if the spell were a higher spell level than
it actually is.
Any feat designated as a fighter feat can be selected as a fighters bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.
Fighter bonus feats include:
ITEM CREATION FEATS
An item creation feat lets a spellcaster create a magic item of a certain type.
Regardless of the type of items they involve, the various item creation feats
all have certain features in common.
XP Cost: Experience that the spellcaster would normally keep is expended when
making a magic item. The XP cost equals 1/25 of the cost of the item in gold
pieces. A character cannot spend so much XP on an item that he or she loses
a level. However, upon gaining enough XP to attain a new level, he or she can
immediately expend XP on creating an item rather than keeping the XP to advance
a level.
Raw Materials Cost: The cost of creating a magic item equals one-half the sale
cost of the item.
Using an item creation feat also requires access to a laboratory or magical
workshop, special tools, and so on. A character generally has access to what
he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the
item. The minimum time is one day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly
reproduce spell effects, and the power of these items depends on their caster
level-that is, a spell from such an item has the power it would have if cast
by a spellcaster of that level. The price of these items (and thus the XP cost
and the cost of the raw materials) also depends on the caster level. The caster
level must be high enough that the spellcaster creating the item can cast the
spell at that level. To find the final price in each case, multiply the caster
level by the spell level, then multiply the result by a constant, as shown below:
Scrolls: Base price = spell level x caster level x ?25 gp.
Potions: Base price = spell level x ?caster level x ?50 gp.
Wands: Base price = spell level x ?caster level x ?750 gp.
A 0-level spell is considered to have a spell level of 1/2 for the purpose of
this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material
component or an XP cost also carries a commensurate cost. For potions and scrolls,
the creator must expend the material component or pay the XP cost when creating
the item.
For a wand, the creator must expend fifty copies of the material component or
pay fifty times the XP cost.
Some magic items similarly incur extra costs in material components or XP, as
noted in their descriptions.
METAMAGIC FEATS
As a spellcaster's knowledge of magic grows, she can learn to cast spells
in ways slightly different from the ways in which the spells were originally
designed or learned. Preparing and casting a spell in such a way is harder
than normal but, thanks to metamagic feats, at least it is possible. Spells
modified by a metamagic feat use a spell slot higher than normal. This does
not change the level of the spell, so the DC for saving throws against it
does not go up.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare
their spells in advance. During preparation, the character chooses which
spells to prepare with metamagic feats (and thus which ones take up higher-level
spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them.
They can choose when they cast their spells whether to apply their metamagic
feats to improve them. As with other spellcasters, the improved spell uses
up a higher-level spell slot. But because the sorcerer or bard has not prepared
the spell in a metamagic form in advance, he must apply the metamagic feat
on the spot. Therefore, such a character must also take more time to cast
a metamagic spell (one enhanced by a metamagic feat) than he does to cast
a regular spell. If the spell's normal casting time is 1 action, casting
a metamagic version is a full-round action for a sorcerer or bard. (This
isn't the same as a 1-round casting time.)
For a spell with a longer casting time, it takes an extra full-round action
to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting
a cure or inflict spell can cast a metamagic version of it instead. Extra
time is also required in this case. Casting a 1-action metamagic spell spontaneously
is a full-round action, and a spell with a longer casting time takes an
extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates
at its original spell level, even though it is prepared and cast as a higher-level
spell. Saving throw modifications are not changed unless stated otherwise
in the feat description.
The modifications made by these feats only apply to spells cast directly
by the feat user. A spellcaster can't use a metamagic feat to alter a spell
being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don't eliminate the
attack of opportunity provoked by casting a spell while threatened. However,
casting a spell modified by Quicken Spell does not provoke an attack of
opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions
for the spells that a particular feat can't modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you
can store a metamagic version of a spell in a scroll, potion, or wand. Level
limits for potions and wands apply to the spell's higher spell level (after
the application of the metamagic feat). A character doesn't need the metamagic
feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced
by a metamagic feat does not affect its vulnerability to counterspelling
or its ability to counterspell another spell.
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
Prerequisite: A minimum ability score, another feat or feats, a minimum base
attack bonus, a minimum number of ranks in one or more skills, or a class
level that a character must have in order to acquire this feat. This entry
is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character ("you" in the feat
description) to do. If a character has the same feat more than once, its benefits
do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited to or restricted
from doing. If not having the feat causes no particular drawback, this entry
is absent.
Special: Additional facts about the feat that may be helpful when you decide
whether to acquire the feat.
ACROBATIC [GENERAL]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.
AGILE [GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat
whenever the familiar is within arm's reach.
ANIMAL AFFINITY [GENERAL]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.
ARMOR PROFICIENCY (LIGHT) [GENERAL]
Benefit: When you wear a type of armor with which you are proficient, the
armor check penalty for that armor applies only to Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient
applies its armor check penalty to attack rolls and to all skill checks that
involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks automatically
have Armor Proficiency (light) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically
have Armor Proficiency (medium) as a bonus feat. They need not select it.
ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency
(heavy) as a bonus feat. They need not select it.
ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.
AUGMENT SUMMONING [GENERAL]
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement
bonus to Strength and Constitution for the duration of the spell that summoned
it.
BLIND-FIGHT [GENERAL]
Benefit: 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.
Normal: Regular attack roll modifiers for invisible attackers trying to hit
you apply, and you lose your Dexterity bonus to AC. The speed reduction for
darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the
subject of a blink spell.
A fighter may select Blind-Fight as one of his fighter bonus feats.
BREW POTION [ITEM CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you
know and that targets one or more creatures. Brewing a potion takes one day.
When you create a potion, you set the caster level, which must be sufficient
to cast the spell in question and no higher than your own level. The base
price of a potion is its spell level x ?its caster level x ?50 gp. To brew
a potion, you must spend 1/25 of this base price in XP and use up raw materials
costing one half this base price.
When you create a potion, you make any choices that you would normally make
when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, you must expend the material component or pay the XP when creating
the potion.
CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by
dropping it to below 0 hit points or killing it), you get an immediate, extra
melee attack against another creature within reach. You cannot take a 5-foot
step before making this extra attack. The extra attack is with the same weapon
and at the same bonus as the attack that dropped the previous creature. You
can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or
use a spell-like ability while on the defensive or while you are grappling
or pinned.
COMBAT EXPERTISE [GENERAL]
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee,
you can take a penalty of as much as -5 on your attack roll and add the same
number (+5 or less) as a dodge bonus to your Armor Class. This number may
not exceed your base attack bonus. The changes to attack rolls and Armor Class
last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively
while using the attack or full attack action to take a -4 penalty on attack
rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his fighter bonus
feats.
COMBAT REFLEXES [GENERAL]
Benefit: You may make a number of additional attacks of opportunity equal
to your Dexterity 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 Combat Reflexes feat does not allow a rogue to use her opportunist
ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites
you meet. Enhancing a weapon, suit of armor, or shield takes one day for each
1,000 gp in the price of its magical features. To enhance a weapon, suit of
armor, or shield, you must spend 1/25 of its features' total price in XP and
use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that
you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is
one that you could make. Doing so costs half the XP, half the raw materials,
and half the time it would take to craft that item in the first place.
CRAFT ROD [ITEM CREATION]
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod
takes one day for each 1,000 gp in its base price. To craft a rod, you must
spend 1/25 of its base price in XP and use up raw materials costing one-half
of its base price.
Some rods incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the rod's
base price.
CRAFT STAFF [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft
a staff, you must spend 1/25 of its base price in XP and use up raw materials
costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the staff
's base price.
CRAFT WAND [ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know.
Crafting a wand takes one day for each 1,000 gp in its base price. The base
price of a wand is its caster level x ?the spell level x 750 gp. To craft
a wand, you must spend 1/25 of this base price in XP and use up raw materials
costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the cost derived from the
base price, you must expend fifty copies of the material component or pay
fifty times the XP cost.
CRAFT WONDROUS ITEM [ITEM CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting
a wondrous item takes one day for each 1,000 gp in its price. To enchant a
wondrous item, you must spend 1/25 of the item's price in XP and use up raw
materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make.
Doing so costs half the XP, half the raw materials, and half the time it would
take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted
in their descriptions. These costs are in addition to those derived from the
item's base price. You must pay such a cost to create an item or to mend a
broken one.
DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
DEFLECT ARROWS [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this
feat. Once per round when you would normally be hit with a ranged weapon,
you may deflect it so that you take no damage from it. You must be aware of
the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually
massive ranged weapons and ranged attacks generated by spell effects can't
be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even
if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
DIEHARD [GENERAL]
Prerequisite: Endurance.
Benefit: When reduced to between -1 and -9 hit points, you automatically become
stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were
disabled, rather than dying. You must make this decision as soon as you are
reduced to negative hit points (even if it isn't your turn). If you do not
choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action
each turn, but not both, and you cannot take a full round action. You can
take a move action without further injuring yourself, but if you perform any
standard action (or any other action deemed as strenuous, including some free
actions, such as casting a quickened spell) you take 1 point of damage after
completing the act. If you reach -10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between -1 and -9
hit points is unconscious and dying.
DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge
bonus to Armor Class against attacks from that opponent. You can select a
new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any)
also makes you lose dodge bonuses. Also, dodge bonuses stack with each other,
unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats.
EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are increased
by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random
variables. An empowered spell uses up a spell slot two levels higher than
the spell's actual level.
ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks
made to resist nonlethal damage, Constitution checks made to continue running,
Constitution checks made to avoid nonlethal damage from a forced march, Constitution
checks made to hold your breath, Constitution checks made to avoid nonlethal
damage from starvation or thirst, Fortitude saves made to avoid nonlethal
damage from hot or cold environments, and Fortitude saves made to resist damage
from suffocation. Also, you may sleep in light or medium armor without becoming
fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor
is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level.
He need not select it.
ENLARGE SPELL [METAMAGIC]
Benefit: You can alter a spell with a range of close, medium, or long to increase
its range by 100%. An enlarged spell with a range of close now has a range
of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft.
+ 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
An enlarged spell uses up a spell slot one level higher than the spell's actual
level.
Spells whose ranges are not defined by distance, as well as spells whose ranges
are not close, medium, or long, do not have increased ranges.
ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1 gp
or less without needing that component. (The casting of the spell still provokes
attacks of opportunity as normal.) If the spell requires a material component
that costs more than 1 gp, you must have the material component at hand to
cast the spell, just as normal.
EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic
weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven
waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient
takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time
you take the feat, it applies to a new type of exotic weapon. Proficiency
with the bastard sword or the dwarven waraxe has an additional prerequisite
of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus
feats.
EXTEND SPELL [METAMAGIC]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration
of concentration, instantaneous, or permanent is not affected by this feat.
An extended spell uses up a spell slot one level higher than the spell's actual
level.
EXTRA TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or
rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each
of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead
(or other creatures) a number of times per day equal to 3 + his or her Charisma
modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each
time you take the feat, you can use each of your turning or rebuking abilities
four additional times per day.
FAR SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment
increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its
range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus feats.
FORGE RING [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting a
ring takes one day for each 1,000 gp in its base price. To craft a ring, you
must spend 1/25 of its base price in XP and use up raw materials costing one-half
of its base price.
You can also mend a broken ring if it is one that you could make. Doing so
costs half the XP, half the raw materials, and half the time it would take
to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted
in their descriptions. You must pay such a cost to forge such a ring or to
mend a broken one.
GREAT CLEAVE [GENERAL]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the
number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.
GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.
GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have applied the Spell Focus
feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells
from the school of magic you select. This bonus stacks with the bonus from
Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new school of magic to which
you already have applied the Spell Focus feat.
GREATER SPELL PENETRATION [GENERAL]
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made
to overcome a creature's spell resistance. This bonus stacks with the one
from Spell Penetration.
GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting,
base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10
penalty.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter
bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated
as having Greater Two-Weapon Fighting, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor.
GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon for which you have already selected Weapon Focus.
You can also choose unarmed strike or grapple as your weapon for purposes
of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected
weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon. This bonus stacks with other bonuses on attack rolls, including the
one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater
Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
GREATER WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected Weapon Specialization.
You can also choose unarmed strike or grapple as your weapon for purposes
of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with
selected weapon, Weapon Focus with selected weapon, Weapon Specialization
with selected weapon, fighter level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected
weapon. This bonus stacks with other bonuses on damage rolls, including the
one from Weapon Specialization (see below).
Special: You can gain Greater Weapon Specialization multiple times. Its effects
do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus
feats.
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a
maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually
increases the effective level of the spell that it modifies. All effects dependent
on spell level (such as saving throw DCs and ability to penetrate a lesser
globe of invulnerability) are calculated according to the heightened level.
The heightened spell is as difficult to prepare and cast as a spell of its
effective level.
IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity
from the defender. You also gain a +4 bonus on the opposed Strength check
you make to push back the defender.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus
feats.
IMPROVED COUNTERSPELL [GENERAL]
Benefit: When counterspelling, you may use a spell of the same school that
is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell
or with a spell specifically designated as countering the target spell.
IMPROVED CRITICAL [GENERAL]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range
of a weapon.
A fighter may select Improved Critical as one of his fighter bonus feats.
IMPROVED DISARM [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm
an opponent, nor does the opponent have a chance to disarm you. You also gain
a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Improved Disarm as one of his fighter bonus
feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she
does not meet the prerequisites.
IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard
list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently
high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available
to the spellcaster. The spellcaster may choose a familiar with an alignment
up to one step away on each of the alignment axes (lawful through chaotic,
good through evil).
Familiar Alignment Arcane Spellcaster Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Imp Lawful evil 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th
Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.
Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk1 Good 3rd
Fiendish Tiny viper snake2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus3 Undead 7th
Ice mephit Cold 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another
part of the master's body for blood if necessary.
IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.
IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch
attack to start a grapple. You also gain a +4 bonus on all grapple checks,
regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make
a touch attack to start a grapple.
Special: A fighter may select Improved Grapple as one of his fighter bonus
feats.
A monk may select Improved Grapple as a bonus feat at 1st level, even if she
does not meet the prerequisites.
IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus
feats.
IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose
to avoid you. You also gain a +4 bonus on your Strength check to knock down
your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you
or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus
feats.
IMPROVED PRECISE SHOT [GENERAL]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything
less than total cover, and the miss chance granted to targets by anything
less than total concealment. Total cover and total concealment provide their
normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent,
you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without
this feat, a character who shoots or throws a ranged weapon at a target involved
in a grapple must roll randomly to see which grappling combatant the attack
strikes.
Special: A fighter may select Improved Precise Shot as one of his fighter
bonus feats.
An 11th-level ranger who has chosen the archery combat style is treated as
having Improved Precise Shot, even if he does not have the prerequisites for
it, but only when he is wearing light or no armor.
IMPROVED SHIELD BASH [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's
shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the
shield's shield bonus to AC until his or her next turn.
Special: A fighter may select Improved Shield Bash as one of his fighter bonus
feats.
IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such
as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held
or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike
at an object held or carried by another character.
Special: A fighter may select Improved Sunder as one of his fighter bonus
feats.
IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip
an opponent while you are unarmed. You also gain a +4 bonus on your Strength
check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack
against that opponent as if you hadn't used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt
to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even
if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.
IMPROVED TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than
you are in the class that grants you the ability.
IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand
weapon, you get a second attack with it, albeit at a -5 penalty.
Normal: Without this feat, you can only get a single extra attack with an
off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter
bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as
having Improved Two-Weapon Fighting, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor.
IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You are considered to be armed even when unarmed -that is, you do
not provoke attacks or opportunity from armed opponents when you attack them
while unarmed. However, you still get an attack of opportunity against any
opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at
your option.
Normal: Without this feat, you are considered unarmed when attacking with
an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat
at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.
IRON WILL [GENERAL]
Benefit: You get a +2 bonus on all Will saving throws.
LEADERSHIP [GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions
and devoted followers, subordinates who assist her. See the table below for
what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character's Leadership
score, causing it to vary from the base score (character level + Cha modifier).
A character's reputation (from the point of view of the cohort or follower
he is trying to attract) raises or lowers his Leadership score:
Leader's Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2
Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . Modifier
Has a familiar, special mount, or animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -2*
* Cumulative per cohort killed.
Followers have different priorities from cohorts. When the character tries
to attract a new follower, use any of the following modifiers that apply.
The Leader . . . Modifier
Has a stronghold, base of operations, guildhouse, or the like +2
Moves around a lot -1
Caused the death of other followers -1.
Leadership Score Cohort Level -- Number of Followers by Level --
1st 2nd 3rd 4th 5th 6th
1 or lower - - - - - - -
2 1st - - - - - -
3 2nd - - - - - -
4 3rd - - - - - -
5 3rd - - - - - -
6 4th - - - - - -
7 5th - - - - - -
8 5th - - - - - -
9 6th - - - - - -
10 7th 5 - - - - -
11 7th 6 - - - - -
12 8th 8 - - - - -
13 9th 10 1 - - - -
14 10th 15 1 - - - -
15 10th 20 2 1 - - -
16 11th 25 2 1 - - -
17 12th 30 3 1 1 - -
18 12th 35 3 1 1 - -
19 13th 40 4 2 1 1 -
20 14th 50 5 3 2 1 -
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2
Leadership Score: A character's base Leadership score equals his level plus
any Charisma modifier. In order to take into account negative Charisma modifiers,
this table allows for very low Leadership scores, but the character must still
be 6th level or higher in order to gain the Leadership feat. Outside factors
can affect a character's Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless
of a character's Leadership score, he can only recruit a cohort who is two
or more levels lower than himself. The cohort should be equipped with gear
appropriate for its level. A character can try to attract a cohort of a particular
race, class, and alignment. The cohort's alignment may not be opposed to the
leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the
leader takes a Leadership penalty if he recruits a cohort of an alignment
different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party's XP.
Divide the cohort's level by the level of the PC with whom he or she is associated
(the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number
of experience points to the cohort's total.
If a cohort gains enough XP to bring it to a level one lower than the associated
PC's character level, the cohort does not gain the new level-its new XP total
is 1 less than the amount needed attain the next level.
Number of Followers by Level: The character can lead up to the indicated
number of characters of each level. Followers are similar to cohorts, except
they're generally low-level NPCs. Because they're generally five or more levels
behind the character they follow, they're rarely effective in combat.
Followers don't earn experience and thus don't gain levels. However, when
a character with Leadership attains a new level, the player consults the table
above to determine if she has acquired more followers, some of which may be
higher level than the existing followers. (You don't consult the table to
see if your cohort gains levels, however, because cohorts earn experience
on their own.)
LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.
MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device
checks.
MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent
within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to
determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add
one additional arrow to this attack, to a maximum of four arrows at a base
attack bonus of +16. However, each arrow after the second adds a cumulative
-2 penalty on the attack roll (for a total penalty of -6 for three arrows
and -8 for four).
Damage reduction and other resistances apply separately against each arrow
fired.
Special: Regardless of the number of arrows you fire, you apply precision-based
damage only once. If you score a critical hit, only the first arrow fired
deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having
Manyshot even if he does not have the prerequisites for it, but only when
he is wearing light or no armor.
MARTIAL WEAPON PROFICIENCY [GENERAL]
Choose a type of martial weapon. You understand how to use that type of martial
weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a
-4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all
martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take
the feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon
Proficiency feat related to his deity's favored weapon as a bonus feat, if
the weapon is a martial one. He need not select it.
MAXIMIZE SPELL [METAMAGIC]
Benefit: All variable, numeric effects of a spell modified by this feat are
maximized. Saving throws and opposed rolls are not affected, nor are spells
without random variables. A maximized spell uses up a spell slot three levels
higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the
maximum result plus one-half the normally rolled result.
MOBILITY [GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity
caused when you move out of or within a threatened area. A condition that
makes you lose your Dexterity bonus to Armor Class (if any) also makes you
lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special: A fighter may select Mobility as one of his fighter bonus feats.
MOUNTED ARCHERY [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is
halved: -2 instead of -4 if your mount is taking a double move, and -4 instead
of -8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus
feats.
MOUNTED COMBAT [GENERAL]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt
a Ride check (as a reaction) to negate the hit. The hit is negated if your
Ride check result is greater than the opponent's attack roll. (Essentially,
the Ride check result becomes the mount's Armor Class if it's higher than
the mount's regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.
NATURAL SPELL [GENERAL]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while
in a wild shape. You substitute various noises and gestures for the normal
verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such
items are melded within your current form. This feat does not permit the use
of magic items while you are in a form that could not ordinarily use them,
and you do not gain the ability to speak while in a wild shape.
NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.
PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.
POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons
at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus
feats.
POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose
to subtract a number from all melee attack rolls and add the same number to
all melee damage rolls. This number may not exceed your base attack bonus.
The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon
wielded in two hands, instead add twice the number subtracted from your attack
rolls. You can't add the bonus from Power Attack to the damage dealt with
a light weapon (except with unarmed strikes or natural weapon attacks), even
though the penalty on attack rolls still applies. (Normally, you treat a double
weapon as a one-handed weapon and a light weapon. If you choose to use a double
weapon like a two-handed weapon, attacking with only one end of it in a round,
you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
PRECISE SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee
without taking the standard -4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.
QUICK DRAW [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action.
You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal
rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if
your base attack bonus is +1 or higher) as a free action as part of movement.
Without this feat, you can draw a hidden weapon as a standard action.
Special: A fighter may select Quick Draw as one of his fighter bonus feats.
QUICKEN SPELL [METAMAGIC]
Benefit: Casting a quickened spell is a free action. You can perform another
action, even casting another spell, in the same round as you cast a quickened
spell. You may cast only one quickened spell per round. A spell whose casting
time is more than 1 full round action cannot be quickened. A quickened spell
uses up a spell slot four levels higher than the spell's actual level. Casting
a quickened spell doesn't provoke an attack of opportunity.
Special: This feat can't be applied to any spell cast spontaneously (including
sorcerer spells, bard spells, and cleric or druid spells cast spontaneously),
since applying a metamagic feat to a spontaneously cast spell automatically
increases the casting time to a full-round action.
RAPID RELOAD [GENERAL]
Choose a type of crossbow (hand, light, or heavy).
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow
is reduced to a free action (for a hand or light crossbow) or a move action
(for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may
fire that weapon as many times in a full attack action as you could attack
if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand
or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the
feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of his fighter bonus feats.
RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The
attack is at your highest base attack bonus, but each attack you make in that
round (the extra one and the normal ones) takes a -2 penalty. You must use
the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having
Rapid Shot, even if he does not have the prerequisites for it, but only when
he is wearing light or no armor.
RIDE-BY ATTACK [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and
attack as if with a standard charge and then move again (continuing the straight
line of the charge). Your total movement for the round can't exceed double
your mounted speed. You and your mount do not provoke an attack of opportunity
from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.
RUN [GENERAL]
Benefit: When running, you move five times your normal speed (if wearing medium,
light, or no armor and carrying no more than a medium load) or four times
your speed (if wearing heavy armor or carrying a heavy load). If you make
a jump after a running start (see the Jump skill description), you gain a
+4 bonus on your Jump check. While running, you retain your Dexterity bonus
to AC.
Normal: You move four times your speed while running (if wearing medium, light,
or no armor and carrying no more than a medium load) or three times your speed
(if wearing heavy armor or carrying a heavy load), and you lose your Dexterity
bonus to AC.
SCRIBE SCROLL [ITEM CREATION]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll
takes one day for each 1,000 gp in its base price. The base price of a scroll
is its spell level x ?its caster level x ?25 gp. To scribe a scroll, you must
spend 1/25 of this base price in XP and use up raw materials costing one-half
of this base price.
Any scroll that stores a spell with a costly material component or an XP cost
also carries a commensurate cost. In addition to the costs derived from the
base price, you must expend the material component or pay the XP when scribing
the scroll.
SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.
SHIELD PROFICIENCY [GENERAL]
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you
take the shield's armor check penalty on attack rolls and on all skill checks
that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers
automatically have Shield Proficiency as a bonus feat. They need not select
it.
SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus
+4.
Benefit: When using the attack action with a ranged weapon, you can move both
before and after the attack, provided that your total distance moved is not
greater than your speed.
Special: A fighter may select Shot on the Run as one of his fighter bonus
feats.
SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without
verbal components are not affected. A silent spell uses up a spell slot one
level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.
SIMPLE WEAPON PROFICIENCY [GENERAL]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a
-4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically
proficient with all simple weapons. They need not select this feat.
SKILL FOCUS [GENERAL]
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new skill.
SNATCH ARROWS [GENERAL]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead
of just deflecting it. Thrown weapons can immediately be thrown back at the
original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.
SPELL FOCUS [GENERAL]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells
from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new school of magic.
SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to
your Intelligence modifier that you already know. From that point on, you
can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells,
except read magic.
SPELL PENETRATION [GENERAL]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made
to overcome a creature's spell resistance.
SPIRITED CHARGE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage
with a melee weapon (or triple damage with a lance).
Special: A fighter may select Spirited Charge as one of his fighter bonus
feats.
SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both
before and after the attack, provided that your total distance moved is not
greater than your speed. Moving in this way does not provoke an attack of
opportunity from the defender you attack, though it might provoke attacks
of opportunity from other creatures, if appropriate. You can't use this feat
if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in
order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats.
STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.
STILL SPELL [METAMAGIC]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up
a spell slot one level higher than the spell's actual level.
STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus
+8.
Benefit: You must declare that you are using this feat before you make your
attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist
forces a foe damaged by your unarmed attack to make a Fortitude saving throw
(DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing
damage normally. A defender who fails this saving throw is stunned for 1 round
(until just before your next action). A stunned character can't act, loses
any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a
stunning attack once per day for every four levels you have attained (but
see Special), and no more than once per round. Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to critical hits cannot
be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even
if she does not meet the prerequisites. A monk who selects this feat may attempt
a stunning attack a number of times per day equal to her monk level, plus
one more time per day for every four levels she has in classes other than
monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.
TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.
TOWER SHIELD PROFICIENCY [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient
takes the shield's armor check penalty on attack rolls and on all skill checks
that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat.
They need not select it.
TRACK [GENERAL]
Benefit: To find tracks or to follow them for 1 mile requires a successful
Survival check. You must make another Survival check every time the tracks
become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty
on the check, or at up to twice your normal speed with a -20 penalty on the
check). The DC depends on the surface and the prevailing conditions, as given
on the table below:
Surface Survival DC Surface Survival DC
Very soft ground 5 Firm ground 15
Soft ground 10 Hard ground 20
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds
deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than
wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and
the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very
dirty or dusty floors). The creature might leave some traces (broken branches
or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare
rock or an indoor floor. Most streambeds fall into this category, since any
footprints left behind are obscured or washed away. The creature leaves only
traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.
Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
1 For a group of mixed sizes, apply only the modifier for the largest size
category.
2 Apply only the largest modifier from this category.
If you fail a Survival check, you can retry after 1 hour (outdoors) or 10
minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks,
but you can follow them only if the DC for the task is 10 or lower. Alternatively,
you can use the Search skill to find a footprint or similar sign of a creature's
passage using the DCs given above, but you can't use Search to follow tracks,
even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select
it.
This feat does not allow you to find or follow the tracks made by a subject
of a pass without trace spell.
TRAMPLE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target
may not choose to avoid you. Your mount may make one hoof attack against any
target you knock down, gaining the standard +4 bonus on attack rolls against
prone targets.
Special: A fighter may select Trample as one of his fighter bonus feats.
TWO-WEAPON DEFENSE [GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural
weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this
shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus
feats.
TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each
round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are
reduced. The penalty for your primary hand lessens by 2 and the one for your
off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra
attack per round with that weapon. When fighting in this way you suffer a
-6 penalty with your regular attack or attacks with your primary hand and
a -10 penalty to the attack with your off hand. If your off-hand weapon is
light the penalties are reduced by 2 each. (An unarmed strike is always considered
light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is
treated as having Two-Weapon Fighting, even if he does not have the prerequisite
for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature
of your size category, you may use your Dexterity modifier instead of your
Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.
WEAPON FOCUS [GENERAL]
Choose one type of weapon. You can also choose unarmed strike or grapple (or
ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must
have Weapon Focus with a weapon to gain the Weapon Specialization feat for
that weapon.
WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected the Weapon Focus
feat. You can also choose unarmed strike or grapple as your weapon for purposes
of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected
weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected
weapon.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
WHIRLWIND ATTACK [GENERAL]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack,
base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular
attacks and instead make one melee attack at your full base attack bonus against
each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra
attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus
feats.
WIDEN SPELL [METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to
increase its area. Any numeric measurements of the spell's area increase by
100%.A widened spell uses up a spell slot three levels higher than the spell's
actual level.
Spells that do not have an area of one of these four sorts are not affected
by this feat.
Birthright Feats
Arcane Sanctum [General]
Your magical power is enhanced at a specific location.
Prerequisites: Scion level 1, Arcane spell caster
Benefits: Choose one distinct geographic location in a province in which you
hold a source holding. This sanctum can be an estate, an area of a forest,
a cave-system, or any other clearly defined area near a source of your local
arcane power. This area cannot exceed a radius of one mile x source holding
level. You add +1 to the DCs for all saving throws against spells you cast
on opponents in that location. Furthermore, if you are in the immediate presence
(close range) of the manifestation of the source of your local arcane power
(the source manifestation) during the casting, you may additionally add your
source holding rating in the province to the DC.
Battle Caster [General]
You are capable of casting battle spells in tactical combat.
Prerequisites: Capable of casting 3rd level spells, Warcraft skill
Benefits: See Chapter Six: Armies and warfare for details on the use of battle
magic.
Blood Focus [General]
Your blood abilities are hard to resist.
Prerequisite: Scion level 1
Benefits: Add +2 to the Difficulty Class for all saving throws against your
blood abilities. You get a +2 bonus to your character level checks (1d20 +
character level) to beat a creature's spell resistance.
Bloodline Prodigy [General]
Choose one of your blood abilities. You are able to use it more often and
to greater effect than your peers.
Prerequisite: Scion level 1
Benefits: All variable, numeric effects of the blood ability are increased
by one-half. Additionally, if the ability has a limited number of uses over
a given time period, the ability can be used twice as often.
Conqueror [General]
Conquest is in your blood.
Regions: Anuire, Vos
Benefits: You gain a +1 bonus on all lead and Warcraft skill checks and a
+1 bonus on will saves.
Cultural Arms Focus [General]
You have been trained in the common weaponry of a standard and elite warrior
of a cultural region (see Table 1-1: Cultural warrior arms, armor, and feats).
Choose one culture.
Region: Any
Prerequisite: Base attack bonus +3 or higher, proficiency with the common
standard and elite weapons of your chosen culture.
Benefit: You gain Weapon Focus with one of the common weapons of a standard
or elite warrior of the selected region. Whenever your base attack bonus increases,
you have the option of changing your Weapon Focus to a different common weapon
of your chosen culture.
Normal: The weapon selected for Weapon Focus can never be changed.
Special: You may select this feat more than once. Each time you take this
feat, it applies to a different culture.
Cultural Arms Training [General]
You've learned the common weapons of a cultural region. Choose one. (see Table
1-1: Cultural warrior arms, armor, and feats). Choose one culture.
Region: Any
Benefit: You are proficient with the standard common weapons and armor of
your region
Normal: You must purchase martial weapon proficiency for each individual martial
weapon, simple weapon proficiency for all simple weapons or have that weapon
on your class' starting weapon proficiency list.
Special: You may select this feat more than once. Each time you take this
feat, it applies to a different region.
Cultural Elite Arms Training [General]
You have been trained in the common weaponry of the standard elite warrior
of a cultural region (see Table 1-1: Cultural warrior arms, armor, and feats).
Choose one culture.
Region: Any
Prerequisite: Base attack bonus +1 or higher, Proficiency with the standard
common weapons of your chosen culture.
Benefit: You are proficient with the elite arms and armor of the selected
culture.
Normal: You must purchase martial weapon proficiency for each individual martial
weapon, simple weapon proficiency for all simple weapons or have that weapon
on your class' starting weapon proficiency list.
Special: You may select this feat more than once. Each time you take this
feat, it applies to a different culture.
Cultural Rogue Training [General]
You have been trained in the common skills of a rogue of a culture (see Table
1-3: Cultural rogue skills). Choose one culture.
Region: Any
Prerequisite: At least one rank in every skill in the cultural rogue skill
list for the selected cultural region
Benefit: You gain +1 to the common rogue skills of the culture.
Special: You may select this feat more than once. Each time you take this
feat, it applies to a different culture.
Daily Blessing [Divine]
You may channel energy to invoke the blessing of your patron deity of your
tribe.
Prerequisites: Human, Ability to turn/rebuke undead, Cha 13+
Benefit: A character with this feat may invoke the special blessing of the
patron deity of their culture to a devout worshiper of the deity's chosen
tribe.
This feat is only effective when taken by divine spellcasters that worship
the traditional tribal god of their people. A cleric can only invoke their
patron deity. For example, an Anuirean cleric of Haelyn can invoke the blessing
of Haelyn (the tribal god of the Anuirean culture). An Anuirean cleric of
Eloéle or a Khinasi cleric of Haelyn would gain no benefit from this
feat.
You may use this feat to invoke a blessing on any target that is a faithful
worshiper of the deity and of the appropriate culture. For example, an Anuirean
cleric of Haelyn could target himself, or any Anuirean that is a devout worshiper
of Haelyn. The cleric could not target an Anuirean worshiper of Ruornil or
a Khinasi worshiper of Haelyn.
Each use of this feat requires one minute spent in prayer and the expenditure
of one of your daily turn/rebuke undead attempts. The blessing lasts until
the normal time of the day when you refresh your turn/rebuke undead attempts
(thus, each blessing has a maximum duration of 24 hours). The benefit of this
feat depends upon the deity invoked. This feat is a supernatural ability.
Avani (Khinasi): Target gains a +2 sacred bonus on saves against arcane
spells cast by evil spellcasters.
Belinik (Vos): Target gains a +1 bonus to all constitution based checks,
a +1 bonus on all Intimidate checks, and 1 temporary bonus hit point.
Erik (Rjurik): Target receives a +2 sacred bonus to Wild Empathy, Hide
and Move Silently in wilderness settings.
Haelyn (Anuirean): Target receives a morale bonus of +1 to saving throws
against fear, hold, and mind-affecting magic and a +1 sacred bonus to their
next attack roll.
Nesirie (Masetian): Target receives a +1 sacred bonus to all skill
checks relating to healing or the sea (such as Heal, Profession (Sailor),
and Swim). Furthermore, you receive a +4 bonus on Con checks to avoid drowning
in water.
Sera (Brecht): Target receives a +2 luck bonus to a single roll of
your choice or may instead impose a -2 luck penalty to a single roll made
by an opponent against you. The use of this luck (or unluck) must be declared
before rolling the die.
Discipline [General]
Your culture values discipline, endurance, and the fulfillment of duty, and
these goals are deeply instilled in you.
Regions: Anuire, Dwarf
Benefits: You gain a +1 bonus on all Fortitude and Will saves.
Divine Sanctum [General]
Your magical power is enhanced at a specific location.
Prerequisites: Scion level 1, Divine spell caster
Benefits: Choose one distinct geographic location in a province in which you
hold a temple holding. This sanctum can be an estate, an area of a forest,
a village, or any other clearly defined area near a source of your local divine
power. This area cannot exceed a radius of one mile x temple holding level.
You add +1 to the DCs for all saving throws against spells you cast on opponents
in that location. Furthermore, if you are in the immediate presence (close
range) of the center of your local religious power (generally an altar, shrine,
or statue) during the casting, you may additionally add your temple holding
rating in the province to the DC.
Dwarven Artisan [General]
You have studied dwarven smithing techniques and can forge items of superior
masterwork quality.
Region: Dwarf
Prerequisite: Craft 9 ranks
Benefit: Each time you take this feat, choose a craft skill in which you have
9 or more ranks. You can craft superior masterwork items using the chosen
skill. The masterwork component of such an item costs three times the regular
masterwork component. A superior masterwork item has the regular benefits
of a masterwork item, plus the following:
Armor or shield: Adds a +1 enhancement bonus to AC. This enhancement bonus
doesn't stack with any enhancement bonus provided by magical armor or shields.
Tool: You gain an additional +1 circumstance bonus when using the item to
perform related tasks.
Weapon: Adds +1 enhancement bonus to damage. This enhancement bonus doesn't
stack with the enhancement bonus provided by a magical weapon.
Special: You may gain this feat multiple times. Each time you take the feat,
it applies to a new craft skill. Dwarves do not generally share knowledge
of their smithing techniques with members of other races.
Elven Artisan [General]
You are skilled in the art of making magic items.
Region: Elf
Prerequisite: Craft 9 ranks
Benefits: When determining your cost in XP and raw materials for creating
certain magical items, multiply the base price by 75%. The item to be enhanced
must be a masterwork item that you personally create using an appropriate
craft skill (jewelry, swordmaking, bowmaking, etc.) This feat does not apply
to the creation of scrolls, potions, or other magical items without a masterwork
component.
Special: Elves do not generally share knowledge of their smithing techniques
with members of other races.
Elven Voice [Racial]
You have trained your naturally melodious voice to perfection and can hold
members of other races spellbound.
Prerequisite: Elf, Perform (Singing) 1 rank, Cha 13+
Benefits: You receive a +2 to all Diplomacy and Perform (Singing) checks.
You receive a +2 to the Difficulty Class for all saving throws against enchantment
[charm] spells that you cast.
Forestdweller [General]
You are at home in the great forests of Cerilia.
Regions: Elf, Rjurik
Benefits: You receive a +2 bonus on the survival and profession (herbalist)
skills in forest terrain. Further, you receive a +1 bonus on listen and spot
skill checks in forest terrain.
Great Leader [General]
You are a great leader.
Prerequisites: Lead 9 ranks
Benefits: You gain a +2 bonus on all Lead checks, and on domain-level actions
that gain a bonus from the Lead skill. These include Agitate, Coronation,
Investiture, and Create, Contest, and Rule Law Holdings. You gain a +2 bonus
to your leadership score.
Hardiness [General]
You are of a hardier breed than most.
Prerequisites: Con 13+
Regions: Dwarf, Rjurik, Vos
Benefits: The character gains a number of additional hit points equal to his
Constitution bonus. Each time he selects one of the following feats, he gains
1 bonus hit point: Endurance, Great Fortitude, Toughness or Discipline.
Highlander [General]
You come from the highlands of Rjurik.
Regions: Rjurik
Benefits: You gain a +2 bonus on survival checks in forest, highland and hills.
You gain a +1 bonus on fortitude saves.
Improved Shadow Guide [Racial]
You can lead others into the shadow world.
Prerequisites: Shadow Guide
Benefit: You may bring other creatures with you when Shadow Walking. You may
lead a number of army units (see Chapter Six: Armies and warfare) equal to
your wisdom modifier into the shadow world. This feat is a supernatural ability.
Inscribe War Tattoo [Item Creation]
You are skilled in the art of creating special Vos war tattoos.
Region: Vos.
Prerequisites: Wis 13+, Craft (tattoo) 1 rank, Capable of casting 2nd level
divine spells.
Benefits: You can create the effects of any miscellaneous magic item whose
prerequisites you meet as a permanent tattoo. The costs associated with this
feat are identical to the costs associated with creating a wondrous item that
does not take up a limited space. Inscribing a tattoo takes 1 day for each
1,000 gp of its market price. To enchant a tattoo, the spellcaster must spend
1/25 of the item's market price in XP and use up raw materials costing half
the market price. The XP cost for a War Tattoo may be paid by the character
receiving the tattoo instead of the caster. See the Dungeon Master's Guide
for information determining the base cost of magical items.
Use of this feat requires that the caster inscribe a masterwork tattoo on
the target. The base price of a masterwork tattoo is negligible (20gp) but
the DC for a magical tattoo capable of taking an enchantment is 15 + 1 per
1,000 gp of the magical item's price. If the check fails, the XP are not lost,
but 50% of the raw materials are wasted.
Example use: A cleric of Kriesha uses this feat to inscribe a protective tattoo
upon a warrior charged with a sacred task. She wishes the tattoo to provide
a +1 natural armor bonus to the warrior. The cost of a non-limit slot magical
item that provides such a bonus is 1 (the bonus squared) x 2,000gp x 2 (no
space limitation) = 4,000gp. If the priestess meets all of the requirements
for item's creation, it will cost the priestess or the warrior 160 XP, raw
materials worth 2,000gp in materials, and requires a successful craft (tattoo)
against DC 19.
Leadership [General] [Modified]
In addition to the benefits listed in the Dungeon Masters Guide, BIRTHRIGHT
characters may use this feat to attract military units as cohorts. A military
cohort counts against the total cohort level to which the character is normally
entitled. In order to attract a military cohort, a character must have a base
attack bonus of +6 or higher. If a military cohort is selected, the character
may muster an army consisting of units whose total muster value in GB does
not exceed their cohort level (see the Dungeon Master's Guide).
There is no GB cost attached to recruiting a military cohort, but it does
require a dedicated domain action to muster each unit. Thus, it would take
three months of dedicated effort for a character to apply their leadership
to muster a military cohort consisting of three units. The character can only
muster units that could normally be raised in a particular province (see Chapter
Six: Armies and Warfare). Once mustered, the military cohort will remain standing
until destroyed or disbanded. Even the most able of leaders must provide food
and shelter for their men. However, the men of a military cohort follow primarily
out of personal loyalty and thus maintenance costs for the units of a military
cohort are reduced by 50%.
The total GB muster value of the units in a military cohort may never exceed
the cohort level appropriate for your leadership score. If a unit in a military
cohort is destroyed, the value of the destroyed unit counts against the military
cohort for a full year. After a year passes, the leader may "re-spend"
the muster value associated with the destroyed unit. The muster value associated
with healthy units that are voluntarily disbanded are available again immediately.
Massive losses and/or impressive military victories may modify the character's
leadership score.
Master Administrator [General]
You are a master of administration.
Prerequisites: Administrate 9 ranks
Benefits: You gain a +2 bonus to Administrate checks, and a +2 bonus to Create,
Contest, and Rule Province domain actions. The DC for reducing domain maintenance
is DC 10 + 1/2 domain maintenance.
Normal: The DC for reducing seasonal maintenance by 25% is DC 10 + domain
maintenance.
Master Diplomat [General]
You are a master of diplomacy.
Regions: Anuire, Brechtür, Khinasi
Prerequisites: Diplomacy 9 ranks
Benefits: You gain a +2 bonus to Diplomacy skill checks, and to all Diplomacy-based
domain actions. These include Diplomacy, Create Trade Route, Contest Trade
Route, and Create, Contest, and Rule Temple Holdings.
Master Merchant [General]
You are a master of trade and merchandise.
Regions: Brechtür, Khinasi
Prerequisites: Profession (Merchant) 9 ranks
Benefits: You receive a +2 bonus on Appraise and Diplomacy checks, and on
domain-level actions related to trade and finance.
Master of the Arcane [General]
You're known for your vast knowledge of matters arcane.
Prerequisites: Knowledge (arcana) 9 ranks
Benefits: You gain a +2 bonus to Knowledge (Arcana) and Spellcraft checks,
and a +2 bonus to the Create Ley Line domain action. In addition the maximum
number of arcane Realm Spells you can know is increased by 2.
Normal: The maximum number of arcane Realm Spells that you can know is equal
to your ranks in Knowledge (arcana).
Military Genius [General]
You are renowned for your innovative army management.
Prerequisite: Int 13+
Benefits: You receive a +2 bonus on all Warcraft checks and domain-level actions
that receive a potential bonus from Warcraft. You receive an additional +2
bonus on checks involving tactical movement.
Northerner [General]
You are accustomed to the cold winters of the north.
Regions: Rjurik, Vos
Benefits: You gain a +1 bonus on all Fortitude saves and an additional +4
bonus on all Fortitude saves to resist subdual damage from cold and exposure.
You only get fatigued by nonlethal damage from exposure to cold weather if
that nonlethal damage equals at least one quarter of your current hit points.
Normal: A character without this feat is fatigued if they receive any amount
of subdual damage from cold weather effects.
Plainsrider [General]
You come from the wide-open plains of Khinasi.
Region: Khinasi
Prerequisite: Ride 1 rank
Benefits: You gain a +2 bonus on all Wild Empathy, Handle Animal, Heal, and
Ride checks related to horses.
Regent Focus [General]
You are particularly skilled with one aspect of domain interaction.
Benefit: Select one domain-level action. You gain a +4 bonus with one domain
action check made for that action per domain round.
Special: You may select this feat more than once. Each time you take this
feat, it applies to a new domain-level action.
Seafarer [General]
You are a seasoned sailor.
Regions: Brecht, Khinasi
Prerequisite: Profession (sailor) 1 rank
Benefits: You gain a +2 bonus on all Profession (sailor) checks. You gain
a +2 bonus on Balance, Climb, and Tumble checks while aboard a ship.
Shadow Guide [Racial]
You can lead others into the shadow world.
Prerequisites: Shadow Walker
Benefit: You may bring other creatures with you when Shadow Walking. You may
bring additional travelers equal to your character level plus your wisdom
modifier. This feat is a supernatural ability.
Shadow Magic [General]
You can draw upon the power of the shadow world for your spells.
Prerequisite: Spellcaster level 1+
Benefits: Add +1 to the Difficulty Class for all saving throws against all
Illusion and Necromantic spells you cast. Add an additional +2 to the Difficulty
Class for all saving throws against Illusion (Shadow) spells you cast. Subtract
1 from the Difficulty Class for all saving throws against spells that are
not Illusion or Necromantic.
Shadow Walker [Racial]
You may attempt to step into the Shadow World at will.
Prerequisite: Halfling, Wis 13+
Benefits: All Halflings have a natural connection to the Shadow World that
was once their home. You have learned to draw upon this connection to lower
the barrier dividing the two worlds and to cross between them. You can use
this ability a number of times per day equal to your character level. See
the Shadow World section in Chapters Three and Four for the details on nature
and dangers of the Shadow World. This feat is a supernatural ability.
Check: To use this feat, you must be in an area of heavy shadow. It takes
a full round of concentration to attempt passage. You must succeed in a Wisdom
check to draw yourself into the Shadow World. The Difficulty Class of this
check depends upon the closeness of the Shadow World.
Base Conditions DC
Midday 20
Near Dawn/Dusk 15
Deep Night 10
Modifiers DC
Civilized area +5
Abandoned/Forsaken area -5
Summer +5
Winter -5
You make this check again in order to return. The Difficulty Check for returning
is based upon the conditions in the real world at the point of reentry.
Retry: If an attempt to use this feat fails, you cannot succeed with this
feat until conditions improve (for instance, if the sun sets, or if you move
from a civilized to an abandoned area) or until 24 hours pass.
Special: After crossing over, you may move freely through the Shadow World.
Rivers, walls, fortifications, or other obstacles that bar one's progress
may or may not exist in the Shadow World at all (and vice versa), allowing
a Shadow Walker to use such passage to travel more rapidly than those forces
to travel in one world alone.
For the purposes of this feat, brief periods of time in the shadow world can
be assumed to have equivalent passage of time in the waking world. However,
it is easy to lose track of time, for the Shadow World is always cloaked in
the darkest of winter nights. The risks of entering the shadow world are many,
and this feat should be used with exceptional care. The Shadow World is fraught
with danger, particularly at locations and times where the Shadow World is
particularly close (i.e., the very same places where it is easiest to cross
over).
Spellsong Mastery [Metamagic, Racial]
You are a master in the art of the ancient Sidhelien spellsong.
Prerequisites: Elven Voice, Still Spell
Benefits: You may cast any arcane spell that can be cast as a still spell
without using somatic components by increasing the verbal components. Thus,
spellsongs are not subject to arcane spell failure. Spells cast using spellsong
are cast at their normal spell level but take more time to cast. If the spell's
normal casting time is 1 action, casting the spell as a spellsong requires
1 full round casting time. For spells with a longer casting time, it takes
an extra full-round action to cast the spell. Non-spontaneous casters must
prepare a spell as a spell song version in order to cast it in this manner.
At the time of casting though the caster may change his mind and instead cast
the spell as a normal version. That is it has somatic components but doesn't
have a longer casting time. Spontaneous spellcasters follow the normal rules
for casting meta-magic versions of their spells. Spells cast in this manner
may not be cast as quickened spells.
Spymaster [General]
You are a master of gaining and using knowledge concerning policies and actions
around you.
Prerequisites: Gather Information 9 ranks
Benefits: You gain a +2 bonus to Gather Information and Knowledge (Regional)
skill checks, a +2 bonus to Espionage domain actions and a +2 to domain initiative
rolls.
Wilderness Savant [General]
You are a master of the wilderness. Your knowledge of flora, fauna, rock and
stream puts many druids to shame.
Prerequisites: Knowledge (Nature) 9 ranks
Benefits: You gain a +2 bonus to Knowledge (Nature) and Survival checks, and
a +2 bonus to Create, Contest, and Rule Source Holdings.