Tome
Tome
11
FEAT CONTENTS
FEAT Craft Dorje [Item Creation] ............................................ 11
Craft Drilbu [Item Creation] ........................................... 11
Craft Magic Arms and Armor [Item Creation] ............ 12
Introdution ....................................................................... 5
ntrodution Craft Psionic Arms and Armor [Item Creation] .......... 12
Feat Descri ptions ............................................................ 6
Descriptions Craft Rod [Item Creation] .............................................. 12
A Craft Staff [Item Creation] ............................................ 12
Craft Talisman [Item Creation] ..................................... 12
Acrobatic [General] ......................................................... 6 Craft Wand [Item Creation] ........................................... 12
Agile Limbs [General] ...................................................... 6 Craft Wondrous Item [Item Creation] .......................... 13
Alertness [General] .......................................................... 6 Craft Universal Item [Item Creation] ........................... 13
Alluring [General] ............................................................ 6 Create Portal [Item Creation] ....................................... 13
Ambidexterity [General] ................................................. 6
Arcane Defense [General] ............................................... 6 D
Arcane Preparation [General] ........................................ 6 Dash [General] ................................................................ 13
Arcane Schooling [General] ............................................ 6 Daylight Adaptation [General] ..................................... 13
Armor Proficiency (heavy) [General] ........................... 6 Dead Man Walking [General] ........................................ 13
Armor Proficiency (light) [General] .............................. 7 Death Blow [General] ..................................................... 13
Armor Proficiency (medium) [General] ......................... 7 Deep Impact [Psionic] .................................................... 13
Art of Fascination [Ancestor] .......................................... 7 Defensive Strike [General] ............................................ 13
Arterial Strike [General] .................................................. 7 Defensive Throw [General] ........................................... 14
Artist [General] ................................................................. 7 Deflect Arrows [General] ............................................... 14
Artist [Ancestor] ............................................................... 7 Delay Power [Psionic] ..................................................... 14
Athletic [General] .............................................................. 7 Delay Spell [Metamagic] ................................................ 14
Athleticism [General] ....................................................... 7 Dirty Fighting [General] ................................................ 14
Attention to Detail [Ancestor] ......................................... 7 Disarm Mind [Psionic] .................................................... 14
Attune Gem [Item Creation] ............................................ 7 Discipline [General] ........................................................ 14
Augment Summoning [General] ..................................... 8 Discipline [Ancestor] ...................................................... 14
1
Extra Turning [Special] .................................................. 18 Improved Trip [General] ............................................... 24
Eyes in the back of your Head [General] ..................... 18 Improved Tw o -Weapon Fighting [General] ................ 25
F Improved Unarmed Strike [General] ......................... 25
Inertial Armor [Psionic] ................................................ 25
Falling Star Strike [General] .......................................... 18 Innate Spell [General] ................................................... 25
Far Shot [General] ........................................................... 19 Inner Fortitude [Psionic] ............................................... 25
Favored Enemy Strike [General] .................................... 19 Inner Strength [Psionic] ................................................ 25
Favored Enemy Critical Strike [General] ...................... 19 Inscribe Rune [Item Creation] ...................................... 25
Fearsome and Fearless [Ancestor] ................................. 19 Insidious Magic [Metamagic] ....................................... 26
Feign Weakness [General] .............................................. 19 Iron Will [General] ......................................................... 26
Fell Shot [Psionic] ............................................................ 19 Item Image [Eldritch] .................................................... 26
Fists of Iron [General] .................................................... 19
Fleet of Foot [General] ................................................... 19 J
Flick of the Wrist [General] ............................................ 19 Jack of All Trades [General] .......................................... 26
Flyby Attack [General – Monstrous] ............................. 19 Jaded [General] ............................................................... 27
Flying Kick [General] ..................................................... 20
Foe Hunter [General] ..................................................... 20 K
Forced Swiftness [General] ........................................... 20 Kami’s Intuition [Ancestor] ............................................ 27
Forester [General] .......................................................... 20 Karmic Strike [General] ................................................. 27
Forge Ring [Item Creation] ........................................... 20 Karmic Twin [Ancestor] ................................................. 27
Freezing the Lifeblood [General] .................................. 20 Keen Intellect [Ancestor] ............................................... 27
G Ki Shout [General] .......................................................... 27
Knock-Down [General] ................................................. 27
Ghostsight [General] ..................................................... 20
Gifted General [Ancestor] ............................................. 20 L
Grappling Block [General] ............................................ 20 Lace Spell: Elemental Energies [Eldritch] .................... 27
Great Cleave [General] ................................................... 21 Lace Spell: Enemy Bane [Eldritch] ................................ 27
Great Crafter [Ancestor] ................................................ 21 Lace Spell: Holy/Unholy [Eldritch] .............................. 28
Great Diplomat [Ancestor] ............................................ 21 Lace Spell: Lawful/Chaotic [Eldritch] .......................... 28
Great Fortitude [General] .............................................. 21 Large and In Charge [General – Monstrous] .............. 28
Great Ki Shout [General] ................................................ 21 Leadership [General] ..................................................... 28
Great Stamina [Ancestor] .............................................. 21 Lightning Fists [General] .............................................. 29
Great Sunder [Psionic] ................................................... 21 Lightning Reflexes [General] ....................................... 29
Great Teamwork [Ancestor] ........................................... 21 Lingering Song [General] ............................................. 29
Greater Power Penetration [Psionic] ............................ 21 Lion Spy [Ancestor] ....................................................... 29
Greater Psionic Focus [Psionic] ..................................... 21 Luck of Heroes [General] .............................................. 29
Greater Spell Focus [General] ........................................ 21 Luck of Heroes [Ancestor] ............................................ 29
Greater Spell Penetration [General] ............................ 22 Lunatic [General] ........................................................... 29
Green Ear [General] ....................................................... 22
M
H Magic in the Blood [Ancestor] ..................................... 29
Hamstring [General] ..................................................... 22 Magical Artisan [General] ............................................ 29
Haunted [General] ......................................................... 22 Magical Artisan [Ancestor] .......................................... 29
Heighten Power [Metapsionic] .................................... 22 Magical Talent [General] .............................................. 29
Heighten Spell [Metamagic] ......................................... 22 Magical Training [General] ........................................... 30
Heighten Turning [Special] ........................................... 22 Magistrate’s Mind [Ancestor] ...................................... 30
Hide Power [Metapsionic] ............................................ 22 Mantis Leap [General] ................................................... 30
Hold the Line [General] ................................................. 22 Manufacture Magic Poison [Item Creation] ............... 30
Honest Merchant [Ancestor] ........................................ 23 Many Masks [Ancestor] ................................................ 30
Horse Nomad [General] ................................................ 23 Martial Weapon Proficiency [General] ....................... 30
I Master Dorje [Metapsionic] ......................................... 30
Maximize Power [Metapsionic] .................................... 30
Iaijutsu Master [Ancestor] ............................................ 23 Maximize Spell [Metamagic] ........................................ 30
Improved Aid [Ancestor] .............................................. 23 Mental Adversary [Psionic] ........................................... 31
Improved Bull Rush [General] ...................................... 23 Mental Leap [Psionic] ..................................................... 31
Improved Counterspell [General] ................................ 23 Mercantile Background [General] ................................ 31
Improved Critical [General] ......................................... 23 Metacreative [Metapsionic] .......................................... 31
Improved Disarm [General] .......................................... 23 Militia [General] ............................................................. 31
Improved Familiar [General] ........................................ 23 Mind Over Body [General] ............................................ 31
Improved Grapple [General] ........................................ 24 Mind Trap [Psionic] ........................................................ 31
Improved Initiative [General] ....................................... 24 Mirror Sight [Eldritch] ................................................... 31
Improved Overrun [General] ........................................ 24 Mobility [General] ......................................................... 32
Improved Psicrystal [Psionic] ....................................... 24 Monkey Grip [General] ................................................. 32
Improved Rapid Shot [General] ................................... 24 Mounted Archery [General] ......................................... 32
Improved Shield Bash [General] .................................. 24 Mounted Combat [General] .......................................... 32
Improved Sunder [General] .......................................... 24 Multiattack [General – Monstrous] ............................. 32
2
Multicultural [General] ................................................. 32 Repeat Spell [Metamagic] ............................................ 38
Multidexterity [General – Monstrous] ........................ 32 Resist Poison [General] ................................................. 38
Multitasking [General – Monstrous] ........................... 32 Resist Poison [Ancestor] ............................................... 38
Multiweapon Fighting [General – Monstrous] ........... 32 Resist Taint [Ancestor] .................................................. 38
3
Superior Expertise [General] ........................................ 44
Survivor [General] ......................................................... 44 Z
T Zen Archery [General] ................................................... 48
V
Voice of Wraith [General] .............................................. 48 The Great Feat List
Feat
W Ancestor Feats ................................................................. 57
Divine Feats ..................................................................... 57
Warrior Instinct [Ancestor] ........................................... 48 Eldritch Feats .................................................................. 57
Warrior Shugenja [Ancestor] ....................................... 48 General Feats ................................................................... 57
Weapon Finesse [General] ............................................. 48 Metamagic Feats ............................................................. 60
Weapon Focus [General] ................................................ 48 MetaPsionic Feats ............................................................ 61
Weapon Specialization [Special] .................................. 48 Monstrous Feats ............................................................... 61
Whirlwind Attack [General] ......................................... 48 Psionic Feats ..................................................................... 61
Widen Spell [Metamagic] .............................................. 48 Special Feats ..................................................................... 61
Widen Spell [Metamagic] .............................................. 48 Fighter Bonus Feats ........................................................ 62
4
Introdution
ntrodution
Hello!
5
Acrobatic — Ar mor P
Armor rof
Prof icience (H
roficience ea
(Hea vy)
eavy)
Feat Descriptions
Descriptions Benefit: You ignore all penalties for using an off hand.
You are neither left-handed nor right-handed.
Normal: Without this feat, a character who uses his
A feat is a special feature that either gives your or her off hand suffers a -4 penalty to attack rolls, ability
character a new capability or improves one he or she checks, and skill checks. For example, a right-handed
already has. character wielding a weapon with her left hand suffers a -
Unlike a skill, a feat has no ranks. A character either 4 penalty to attack rolls with that weapon.
has the feat or does not. Special: This feat helps offset the penalty for fighting
with two weapons.
Here is the format for feat descriptions. A ranger wearing light armor or no armor can fight
with two weapons as if he had the feats Ambidexterity
FEAT NAME [T
FEAT ype of feat]
[Ty and Two-Weapon Fighting.
Source: Origin of feat
Prerequisites: Some feats have prerequisites. A AR
ARCCANE DEFENSE [General]
character must have the listed ability score, feat, skill, or Source: Tome and Blood
base attack bonus in order to select or use that feat. A Choose a school of magic, such as Illusion. You can resist
character can gain a feat at the same level at which he or spells from that school better than normal.
she gains the prerequisite. Prerequisites: Spell Focus in the school chosen.
A character can’t use a feat if the character has lost a Benefits: Add +2 to your saving throws against spells
prerequisite. of the chosen school.
Description of what the feat does or represents in plain Special: You can gain this feat multiple times. Its
language. effects do not stack. Each time you take the feat, it applies
Prerequisite: A minimum ability score, another feat to a new school of magic.
or feats, a minimum base attack, a skill, or a level that a
character must have in order to acquire this feat. This AR
ARCCANE PREPARA
PREPARATION [General]
ARATION
entry is absent if a feat has no prerequisite. A feat may Source: Tome and Blood
have more than one prerequisite. You can prepare an arcane spell ahead of time as a wizard
Benefit: What the feat enables the character to do. does.
Normal: What a character that does not have this feat Prerequisites: You must be able to cast spells as a
is limited to or restricted from doing. If not having the feat bard or sorcerer before you can take this feat.
causes no particular drawback, this entry is absent. Benefits: Each day, you are able to prepare one or
Special: Additional facts about the feat. more spells as a wizard does. If you are a sorcerer or a
bard, this means that you can prepare a spell with a
metamagic feat ahead of time, instead of casting it as a
ACROBATIC [General]
ACROBATIC full-round action.
Source: Song and Silence The prepared spell remains in your mind and occupies
You have excellent body awareness and coordination. one of your spell slots until you cast it or change it. A
Benefit: you get a +2 bonus on all Jump and Tumble prepared spell uses a spell slot of the spell’s normal level,
checks. modified by any other metamagic feats.
6
Ar mor P
Armor rof
Prof icience (Light) — A
roficience ttune Gem
Attune
7
Augment S ummoni
Summoni ng — B
ummoning rew P
Brew otion
Potion
A gem can only be attuned with a single spell. The BLOOD SORCERER [Ancestor]
SORCERER
gem must have a minimum value equal to 50gp per level Source: Oriental Adventures
of the spell to be stored. The base price of an attuned You are descended from Yogo, the Scorpion shugenja who
gem (not including the gem’s inherent value) is equal to was the first guardian of the Black Scrolls of Fu Leng.
50gp per spell level times the caster level. You must spend Clan: Scorpion.
1/25 of the base price in XP and use up raw materials Benefit: Add +3 to the Difficulty Class of all maho-
costing half this base price. Attunemet requires 1 hour tsukai spells you cast. However, you also add +3 to the
plus the spell’s normal casting time. The magic gem’s DC for the Fortitude save you must make to avoid
market price equals its base price plus its inherent value accumulating Taint when you cast maho spells.
as a gem. This feat is only available if the maho-tsukai prestige
See the Magic Gem section in Chapter 2 of Magic of class, described in Chapter 12: The Shadowlands, is
Faerûn for details of attuned gems and gem magic. available.
8
Bullheaded — Chi nk iin
Chink n the Ar mor
Armor
Benefit: You can create a potion of any spell of 3rd CHARIOT CHAR
CHARIOT GE [General]
CHARGE
level or lower that you know and that targets a creature Source: Sword and Fist
or creatures. Brewing a potion takes 1 day. When you You are skilled at charging with your chariot.
create a potion, you set the caster level. The caster level Prerequisites: Chariot Combat, Chariot Sideswipe,
must be sufficient to cast the spell in question and no and Handle Animal skill.
higher than your own level. The base price of a potion is Benefits: When aboard a chariot and using the charge
its spell level multiplied by its caster level multiplied by action, you deal double damage with a melee weapon (or
50 gp. To brew a potion, you must spend 1/25 of this triple damage with a lance or longspear).
base price in XP and use up raw materials costing half
this base price. CHARIOT COMBA
CHARIOT T [General]
COMBAT
When you create a potion, you make any choices Source: Sword and Fist
that you would normally make when casting the spell. You are skilled in chariot combat.
Whoever drinks the potion is the target of the spell. Prerequisite: Handle Animal skill.
Any potion that stores a spell with a costly material Benefits: Once per round when either of your steeds
component or an XP cost also carries a commensurate is hit, you may make a Handle Animal check to negate
cost. In addition to the costs derived from the base price, the hit. The hit is negated if your Handle Animal check is
you must expend the material component or pay the XP greater than the attack roll (the skill, if better, becomes
when creating the potion. the AC)
9
Choke H old — C
Hold ooperati
Cooperati ve S
ooperative pell
Spell
10
Cosmopolitan — C raft D
Craft rilbu
Drilbu
Prerequisite: Any other metamagic feat. manifest using all its stored power points, squared,
Benefits: You and another spellcaster with the multiplied by 1,000gp. For example, the highest-level
Cooperative Spell feat can simultaneously cast the same power a crystal capacitor that stores 5 power points could
spell (at the same time in the round). You must be adjacent be used to manifest is a 3rd-level power: 3x3x1, 000 =
to one another when casting cooperatively. Add +2 to the 9,000gp. To encode a crystal capacitor, you must expend
save DC against cooperatively cast spells and add +1 to 1/25 of this base price in XP and use up raw materials
caster level checks to beat the target’s spell resistance (id costing half of this base price.
any). Use the base DC and level check of the better caster.
A cooperative spell uses up a spell slot of the same level CRAFT CR YS
CRYS
YSTTAL WEAP ON [I
WEAPON tem C
[Item reation]
Creation]
as the spell’s actual level. Source: Oriental Adventures
Special: For each additional caster with this feat You can create magic weapons from Kuni crystal, which
casting the same cooperative spell simultaneously, the is deadly to creatures of the Shadowlands.
spell’s save DC and caster level check both increase by Prerequisites: Spellcaster level 7th+, Craft Magic Arms
+1. When more than two spellcasters cooperatively cast and Amor, Craft (Weaponsmithing) skill.
a spell, each must be adjacent to at least two other casters. Benefit:You can forge a weapon out of Kuni crystal, if
your meet the other prerequisite for doing go (holy smite
COSMOP OLIT
COSMOPOLIT AN [General]
OLITAN or jade strike and dayliht). Your must first create the
Source: Forgotten Realms Campaign Setting weapon, using the rules for the Craft skill in the Player’s
Your exposure to the thousands forking paths of the city Handbook (a Kuni crystal weapon adds 400 gp to the listed
has taught you things you ordinarily would never have weapon price and has a DC of 20) Then you must spend
uncovered. 1/25 of its features’ total price in XP and use up raw
Regions: Amn, Waterdeep. materials costing half this total price. See Chapter 8: Magic
Benefit: Choose a nonexclusive skill you do not have items for details of kuni crystal weapons’ cost and abilites.
as a class skill. You gain a +2 bonus on all checks with Normal: Weapons and other itens made from normal
that skill, and that skill is always considered a class skill crystal are not inherently dangerous to Shadowland
for you. creatures, nor do they possess any other extraordinary
Special: You may take this feat multiple times. Its abilities, unless specifically augmented.
effects do not stack. Each time you take the feat, it applies
to a new skill. CRAFT DORJE [Item C
[Item reation]
Creation]
Source: Psionics Handbook
COURAGE [[General
General
General]] You can create slender crystal wands called dorjes that
Source: Ravenloft Campaign Setting can manifest powers when charges are expended (see
You are particularly fearless in the face of danger. Chapter 7 of PsiHB).
Benefits: You get a +4 bonus to all Fear saves. Prerequisite: Manifester level 5th+
Benefit: You can create a dorje of any psionic power
COUR TEOUS MAGOCRACY [General]
COURTEOUS of 4th level or lower that you know. Crafting a dorje takes
Source: Forgotten Realms Campaign Setting one day for each 1,000gp in its base price. The base price
You were raised in land where mighty wizards order affairs. of a dorje is its manifester level x the power level x 750gp
Where powerful spellcasters are common, cautious courtesy (treat 0-level powers as one-half level). To craft a dorje,
is the norm and everyone has an eye for magic goods. you must spend 1/25 of this base price in XP and use up
Regions: Evermeet, Halruaa. raw materials costing half of this base price.
Benefit: You receive a +2 bonus on all Diplomacy and A newly created dorje has enough power points to
Spellcraft checks. manifest its primary power fifty times.
Any dorje that stores powers with an XP cost also carries
CRAFT CR YS
CRYS
YSTTAL CAPACIT
CAPACITOR [I
ACITOR tem C
[Item reation]
Creation] a commensurate cost. In addition to the cost derived from
Source: Psionics Handbook the base cost, you must pay fifty times the XP cost.
You can create psionic crystal capacitors that store power
points (see Chapter 7 of PsiHB for rules about crystal CRAFT DRILB
DRILBUU [Item C
[Item reation
reation]]
Creation
capacitors). Source: WoTC Page
Prerequisite: Manifester level 9th+ You can create a drilbu, which is a long shaft of crystal
Benefit: You can create a crystal capacitor that stores that can manifest powers when charges are expended.
a number of power points equal to or less than your base Prerequisite: Manifester level 5th+
power points for your highest manifester level. The nature Benefit: You can create a drilbu, which is an enhanced
of power point storage, at least in conjunction with this version of a dorje, of any psionic power of 9th-level and
feat, allows a maximum of 17 power points to be stored in lower that you know (or can channel, if you’re
a single crystal capacitor. Moreover, a crystal capacitor’s crystalsinger). The character needs a supply of raw
maximum is always an odd number. For instance, you’d materials, with the most obvious being the drilbu or pieces
never find a crystal capacitor with a maximum storage of the drilbu to be assembled. The crystalsinger must pay
capacity of 6 power points (but you could find those that 1/25 of the base price in XP and use up raw materials
store a maximum of 5 or 7), or one that stores more than costing half of the base price. To get the final price, the
17. Note that during use, a crystal capacitor very often results can be modified by up to 20% based on the number
contains even numbers of power points, just not when and types of powers placed together in the same drilbu.
fully charged. Drilbus are always fully charged (fifty charges) when
Crafting a crystal capacitor takes one day for each created. The base cost is as follows:
1,000gp in its base price. The base price of a crystal Total levels of powers x 750 gp x manifester level =
capacitor is equal to the highest-level power it could base cost
11
Craft Magic Ar ms and Ar
Arms mor — C
Armor raft W
Craft and
Wand
If desired, a power can be placed into the drilbu at half The weapon, armor, or shield to be enhanced must be
the normal cost and power limitations, but activating that a masterwork item that you must provide (its cost is not
particular power costs 2 charges from the drilbu. For included in the above cost).
example, the crafter decides to add plane shift, a 7th-level
power, to her drilbu, and she decides to halve the cost. CRAFT ROD [[IItem Creation]
Creation]
The plane shift now requires 2 charges to activate, but Source: Player’s Handbook
only counts as 3.5 power levels (round down) for You can create magic rods, which have varied magical
determining cost and power limitations. A single power effects.
can cost no more than 2 charges, and the manifester level Prerequisite: Spellcaster level 9th+.
for all powers must be the same. Benefit: You can create any rod whose prerequisites
A drilbu is limited to 18 total power levels and can hold you meet. Crafting a rod takes 1 day for each 1,000 gp in
up to six powers; all powers must come from the same its base price. To craft a rod, you must spend 1/25 of its
discipline. base price in XP and use up raw materials costing half of
The crafter must know the powers to be placed into its base price.
the drilbu or must have the channeling ability to use the Some rods incur extra costs in material components
power from another psion. If manifesting the power would or XP as noted in their descriptions. These costs are in
reduce the crafter’s XP total, she pays the cost (times addition to those derived from the rod’s base price.
fifty) upon beginning the drilbu in addition to the XP cost
for making the drilbu itself. This additional XP cost is paid CRAFT STAFF [[IItem C
STAFF reation
reation]]
Creation
by the psion manifesting the power if the power is a Source: Player’s Handbook
channeled one. The powers to be placed in the drilbu must You can create magic staffs, which have multiple magical
be manifested each day while creating the drilbu. This effects.
does not incur the additional XP cost; it just requires the Prerequisite: Spellcaster level 12th+.
expenditure of the power points. Benefit: You can create any staff whose prerequisites
Crafting a drilbu requires one day for each 1,000 gp you meet. Crafting a staff takes 1 day for each 1,000 gp in
value of the completed drilbu. its base price. To craft a staff, you must spend 1/25 of its
base price in XP and use up raw materials costing half of
CRAFT MAGIC ARMS AND ARMOR its base price.
[Item Creation]
Creation] A newly created staff has 50 charges.
Source: Player’s Handbook Some staffs incur extra costs in material components
You can create magic weapons, armor, and shields. or XP as noted in their descriptions. These costs are in
Prerequisite: Spellcaster level 5th+. addition to those derived from the staff’s base price.
Benefit: You can create any magic weapon, armor, or
shield whose prerequisites you meet. Enhancing a weapon, CRAFT TALISMAN [Item C
[Item reation]
Creation]
suit of armor, or shield takes 1 day for each 1,000 gp in Source: Oriental Adventures
the price of its magical features. To enhance a weapon, You can create magic fetishes, single-use magic items
suit of armor, or shield, you must spend 1/25 of its features’ that hold spell until triggered.
total price in XP and use up raw materials costing half of Prerequisites: Intelligence 13+, appropriate Craft skill,
this total price. spellcaster 1st+.
You can also mend a broken magic weapon, suit of Benefit: You can create a tsangusuri, a one-use
armor, or shield if it is one that you could make. Doing so magic talisman, imbuing it with the power of any spell
costs half the XP, half the raw materials, and half the time you know that is 3rd level or lower. Your must provide any
it would take to enchant that item in the first place. material components or focuses the spell requires. If
The weapon, armor, or shield to be enhanced must be casting the spell would reduce your XP total, you pay the
a masterwork item that you must provide. (Its cost is not cost upon beginning the process in addition to the XP
included in the above cost.) cost for making the talisman itself. Likewise, material
components are consumed when you begin crafting, but
CRAFT PSIONIC ARMS AND ARMOR focuses are not. (A focus used in crafting a talisman can
[I tem C
[Item reation]
Creation] be reused).
Source: Psionics Handbook The talisman has a base price of the spell level x caster
You can create psionic weapons, armor, and shields (see level x 50 gp (a 0-level spell counts as 1/2 level). Your
chapter 7 of PsiHB). must spend 1/25 of its base price in XP and use up raw
Prerequisite: Manifester level 5th+. materails costing half this base price. A talisman’s market
Benefit: You can create any psionic weapon, armor, value equals its base price.
or shield whose prerequisites you meet. Enhancing a
weapon, suit of armor, or shield takes one day for each CRAFT WAND [[IItem C reation]
Creation]
1,000gp in the price of its psionic features. To enhance a Source: Player’s Handbook
weapon, suit of armor, or shield, you must expend 1/25 of You can create wands, which cast spells.
its features’ total price. See Chapter 7 of PsiHB for Prerequisite: Spellcaster level 5th+.
descriptions of psionic weapons, armor, or shields, the Benefit: You can create a wand of any spell of 4th
prerequisites associated with each one, and prices of their level or lower that you know. Crafting a wand takes 1 day
features. for each 1,000 gp in its base price. The base price of a
You can also mend a broken psionic weapon, suit of wand is its caster level multiplied by the spell level
armor, or shield if it is one of that you could make. Doing multiplied by 750 gp. To craft a wand, you must spend 1/
so costs half XP, half the raw materials, and half the time 25 of this base price in XP and use up raw materials costing
it would take to empower that item in the first place. half of this base price.
12
Craft Wondrous IItem
Wondrous tem — Defensive S
Defensive trike
Strike
13
Defensi ve T
Defensive hrow — D
Throw isg
Disg uise S
isguise pell
Spell
roll. You gain no bonus against an opponent that does not set. The spell activates just before your turn on the round
attack your or against an opponent that does not attack you designate. Only area, personal, and touch spells may
your or against an opponent that attacks and does not be affected by this feat.
miss. Any decisions you would make about the spell,
including attack rolls, designating targets, or determining
DEFENSIVE THRO
THROWW [General] or shaping an area, are decided when the spell is cast.
Source: Oriental Adventures Any effects resolved by those affected by the spell,
You can use your opponent’s weight, strength, and including saving throws, are decided when the spell
momentum against her, deflecting her attack and throwing triggers. If conditions change between casting and effecting
her to the ground. such a fashion as to make the spell impossible - for
Prerequisites: Dexterity 13+, Improved Unarmed example, the target you designate leaves the spell’s
Strike, Dodge, Improved Trip, Combat Reflexes. maximum range before it goes off - the spell fails.
Benefit: If the opponent you have chosen to receive A delayed spell may be dispelled normally during the
your AC bonus from Dodge feat attacks you and misses, delay, and can be detected normally in the area or on the
you can make an immediate improved trip attack against target with spells such as detect magic. A delayed spell uses
that opponent. This attempt counts against your allowed up a spell slot three levels higher than the spell’s actual level.
attacks of opportunity this round.
DIRT Y FIGHTING [General]
DIRT
DEFLECT ARROWS [[General]
ARROWS General] Source: Sword and Fist
Source: Player’s Handbook You know the brutal and effective fighting tactics of the
You can deflect incoming arrows, as well as crossbow streets and back alleys.
bolts, spears, and other shot or thrown weapons. Prerequisite: Base attack bonus +2.
Prerequisites: Dexterity 13+, Improved Unarmed Benefits: Make a melee attack roll normally. If
Strike. successful, you inflict additional +1d4 points of damage.
Benefit: You must have at least one hand free This feat requires the full attack action.
(holding nothing) to use this feat. Once per round when
you would normally be hit with a ranged weapon, you DIS ARM MIND [P
DISARM sionic]
[Psionic]
may make a Reflex saving throw against a DC of 20 (if Source: Psionics Handbook
the ranged weapon has a magical bonus to attack the You can directly deplete you foe’s power point total with
DC increases by that amount). If you succeed, you deflect psionic attacks.
the weapon. You must be aware of the attack and not Prerequisite: Charisma 13+, Mental Adversary.
flat-footed. Attempting to deflect a ranged weapon doesn’t Benefit: You deplete a number of power points equal
count as an action. Exceptional ranged weapons can’t to your Charisma modifier x 4 from your opponent on any
be deflected. psionic attack that deals 1 or more ability damage, after
Special: A monk receives this feat for free at 2nd level, accounting for your opponent’s mental hardness. To use
even if she does not have the prerequisite Dexterity score. this feat, you must pay power points equal to the cost of
the psionic attack +3. You decide whether or not to pay
DEL
DELAAY PO WER [P
POWER sionic]
[Psionic] the extra cost after discovering the failure or success of
Source: Psionics Handbook your psionic attack to deal ability damage.
You can manifest powers that trigger a set duration after
manifestation. DISCIPLINE [General]
Benefit: A delayed power doesn’t activate until 1 to 5 Source: Forgotten Realms Campaign Setting
rounds after you finish manifesting it. You determine the Your people are admired for their single-minded
delay when manifesting the power, and it cannot be determination and clarity of purpose. You are difficult to
changed once set. The power activates just before your distract by spell or blow.
turn on the round you designate. Only area, personal and Regions: Aglarond, Anauroch, Cormyr, Impiltur, Thay,
touch powers can be affected by this feat. Any decisions strongheart halfling, sun elf, and rock gnome.
you would make about the power (including attack rolls, Benefit: You gain a +1 bonus on Will saves and a +2
designating targets, or determining or shaping an area) bonus on Concentration checks.
are decided when the power is manifested, while any
effects resolved by those affected by the power (including DISCIPLINE [[Ancestor]
Ancestor]
saving throws) are decided when the power triggers. A Source: Oriental Adventures
delayed power may be negated normally during the delay, Your ancestor, Naka Kaeteru, was the first Grand Master
and can be detected normally in the area or on the target of all the elements, a master of meditation and
with powers that can detect psionic effects. A delayed contemplation.
power costs a number of power points equal to its standard Clan: Phoenix.
cost +6. Benefit: You gain a +2 bonus on all Concentration
checks and a +1 bonus on Will saves.
DEL
DELAAY SPELL [M etamagic]
[Metamagic]
Source: Tome and Blood, Dragon Magazine #275 DISGUISE SPELL [M etamagic]
[Metamagic]
You can cast spells that take effect after a short delay of Source: Song and Silence
your choosing. You can cast spells without observers noticing.
Prerequisite: Any other metamagic feat. Prerequisites: Bardic music ability, 12+ ranks in
Benefits: A delayed spell doesn’t activate until 1 to 5 Perform.
rounds after you finish casting it. You determine the delay Benefit: You have mastered the art of casting spells
when casting the spell, and it cannot be changed once unobtrusively, mingling verbal and somatic components
14
Divi ne Cleansi
vine ng — Eagle Cla
Cleansing w A
Claw ttack
Attack
into your performances so skillfully that others rarely catch Benefits: Spend one of your turn/rebuke undead
you in the act. Like a silent, stilled spell, a disguised spell attempts to add 2d6 points of sacred energy damage to
can’t be identified through a Spellcraft check. Your all your successful melee attacks against undead until the
performance is obvious to everyone in the vicinity, but the end of your next action.
fact that you are casting a spell isn’t. Unless the spell
visibly emanates from you or observers have some other DIVINE VIGOR [D
[Diivi ne]
vine]
means of determining its source, they don’t know where Source: Defenders of the Faith
the effect came from. A disguised spell uses up a spell You can channel energy to increase your speed and
slot one level higher than the spell’s actual level. Constitution.
Prerequisites: Ability to turn or rebuke undead,
DIVINE CLEANSING [D
[Diivine]
vine] Charisma 13+, Extra Turning.
Source: Defenders of the Faith Benefits: Spend one of your turn/rebuke undead
You channel energy to improve you and your allies’ ability attempts to increase your base speed by 10 feet and gain a
to resist poison and curses. +2 enhancement bonus to your Constitution. These effects
Prerequisites: Ability to turn or rebuke undead, last a number of minutes equal to your Charisma modifier.
Charisma 13+, Extra Turning.
Benefits: Spend one of your turn/rebuke undead DODGE [General]
attempts to grant all allies within a 60-foot burst (including Source: Player’s Handbook
yourself) a +2 sacred bonus on Fortitude saving throws You are adept at dodging blows.
for a number of rounds equal to your Charisma modifier. Prerequisite: Dexterity 13+.
Benefit: During your action, you designate an opponent
DIVINE MIGHT [D
[Diivine]
vine] and receive a +1 dodge bonus to Armor Class against
Source: Defenders of the Faith attacks from that opponent. You can select a new opponent
You can channel energy to increase the damage you deal on any action. Note: A condition that makes you lose your
in combat. Dexterity bonus to Armor Class (if any) also makes you
Prerequisites: Ability to turn or rebuke undead, lose dodge bonuses. Also, dodge bonuses stack with each
Charisma13+, Strength 13+, Power Attack. other, unlike most other types of bonuses.
Benefits: Spend one of your turn/rebuke undead
attempts to add your Charisma bonus to your weapon DREAMSPEAKING [General]
damage for a number of rounds equal to your Charisma Source: Monte Cook Page
bonus. Sometimes dreams are important missives sent from
above, or from within. You can interpret the dreams that
DIVINE RESIS
RESISTTANCE [D
[Diivi ne]
vine] you have, or that others have.
Source: Defenders of the Faith Prerequisite: Wisdom 15+.
You can channel energy to temporarily reduce damage Benefit: When someone tells you about a dream, or
you and your allies take from some sources. when you consider your own dream, you can tell
Prerequisites: Ability to turn or rebuke undead, Extra automatically if it was a dream of importance, also known
Turning, and Divine Cleansing. as a “sending” dream. If it is a sending dream, you can
Benefits: Spend one of your turn/rebuke undead attempt a Wisdom check (DC 15) to interpret its meaning.
attempts to imbue all allies within a 60-foot burst If your Wisdom check succeeds, the DM should give you
(including yourself) with resistance fire, cold, and some clue as to the meaning of the dream. (For example,
electricity resistance 5. This resistance does not stack a character might dream of a threatening rider dressed in
with similar resistances, such as those granted by spells black, surrounded by ravens. On a successful Wisdom
or special abilities. The protection lasts until the end of check, the player learns that the dream foretells an
your next turn. encounter with a foe named “raven.” Later the party does
indeed go up against a villain named Kevris Killraven.)
DIVINE SHIELD [D
[Diivi ne]
vine] Retries are not allowed.
Source: Defenders of the Faith
You can channel energy to make your shield more effective DU AL STRIKE [General]
DUAL
for either offense or defense. Source: Sword and Fist
Prerequisites: Ability to turn or rebuke undead, Your combat teamwork makes you a more dangerous foe.
Charisma 13+, Strenght 13+, Power Attack, and Improved Prerequisites: Base attack bonus +3, Combat Reflexes.
Shield Bash. Benefits: If you and an ally both have this feat and
Benefits: Spend one of your turn/rebuke undead are flanking an opponent, you both get a +4 bonus on
attempts to channel energy into your shield, granting it your attack roll.
an enhancement bonus equal to your Charisma modifier.
This enhancement bonus applies both to the shield’s EAGLE CL
CLAAW AT
ATTTACK [General]
attacks and defense, and lasts for a number of rounds Source: Sword and Fist, Oriental Adventures
equal to your Charisma modifier. Your unarmed attacks shatter objects.
Prerequisites: Base attack bonus +2, Improved
DIVINE VENGEANCE [D
[Diivi ne]
vine] Unarmed Strike, Sunder, Dexterity 15+.
Source: Defenders of the Faith Benefits: You can strike an opponent’s weapon or
You can channel energy to deal additional damage against shield with an unarmed strike.
undead in melee. Special: Weapon hardness and hit points ratings are
Prerequisites: Ability to turn or rebuke undead, Extra given on Table 8-13: Common Weapon and Shield
Turning. Hardness ratings and Hit Points in the Player’s Handbook.
15
Ear th’
th’ss E
Earth’ mbrace — E
Embrace nlarge P
Enlarge ower
Power
Normal: A character can normally only attack an oppo- encode a power stone, you must spend 1/25 of this base
nent’s weapon with a slashing or bludgeoning weapon. price in XP and use up raw materials costing half of this
base price.
EARTH’S EMBRACE [General]
EARTH’S Any power stone that stores a psionic power with an
Source: Oriental Adventures XP cost also carries a commensurate cost. In addition to
You can crush opponents when you grapple them. This the costs derived from the base price, you must pay the
feat is called tsuchi-do in Rokugan. XP when encoding the stone.
Prerequisites: Improved Unarmed Strike, Improved
Grapple, Strength 15+. ENDURANCE [[General]
General]
Benefit: While grappling, if you pin your opponent, Source: Player's Handbook
you deal critical damage (double normal unarmed damage) You are capable of amazing feats of stamina.
each round that you maintain the pin. You hold your Benefit: Whenever you make a check for performing
opponent immobile as normal, but you must also remain a physical action that extends over a period of time
completely immobile, giving opponents (other than the one (running, swimming, holding the character's breath, and
you’re pinning) a +4 bonus on attack rolls against you so on), you get a +4 bonus to the check.
(but you are not helpless).
ENERGY ADMIX
ENERGY TURE [M
ADMIXTURE etamagic]
[Metamagic]
EDUC
EDUCAATION [General] Source: Tome and Blood
Source: Forgotten Realms Campaign Setting You can modify a spell that uses one type of energy to
Some lands hold the pen in higher regard than the sword. mix in an equal amount of another type of energy.
In your youth you received the benefit of several years of Prerequisites: Energy Substitution, one other
more or less formal schooling. metamagic feat, and 5 ranks in Knowledge (Arcana).
Regions: Amn, Chessenta, Cormyr, Evermeet, Lantan, Benefits: Choose one type of energy: acid, cold,
Mulhorand, Sembia, Silverymoon, and Waterdeep, moon electricity, fire, or sonic. You can modify a spell with an
elf, sun elf. energy designator to add an equal amount of the chosen
Benefit: All Knowledge skills are class skills for you. type of energy. The altered spell works normally in all
You get a +1 bonus on all skill checks with any two respects except the type of damage dealt. Thus, an acid
Knowledge’ skills of your choosing. fireball cast at 6th level deals 6d6 fire damage and 6d6
Special: You may only take this feat as a 1st-level acid damage (roll each set of dice separately). The damage
character. cap for a spell cast using this feat remains the same as
the base spell but counts separately for each type of
EMP
EMPOOWER SPELL [[M
Metamagic
etamagic]] energy. So an acid fireball cast at 10th level or higher deals
Source: Player's Handbook 10d6 fire damage and 10d6 acid damage.
You can cast spells to greater effect. Even opposed types of energy, such as fire and cold,
Benefit: All variable, numeric effects of an empowered can be combined using this feat. An admixed spell uses up
spell are increased by one-half. An empowered spell deals a spell slot four levels higher than the spell’s actual level.
half again as much damage as normal, cures half again Special: You can gain this feat multiple times, choosing
as many hit points, affects half again as many targets, a different type of energy each time. You can use Energy
etc., as appropriate. Saving throws and opposed rolls (such Admixture to further alter a spell that has already been
as the one you make when you cast dispel magic) are not modified with Energy Substitution. You can also use
affected. Spells without random variables are not affected. Energy Admixture to include your chosen energy type with
An empowered spell uses up a spell slot two levels higher a spell that already uses the same type, in effect doubling
than the spell's actual level. the damage dice.
EMP
EMPOOWER TURNING [S pecial]
[Special] ENER GY SUBS
ENERGY TITUTION [M
SUBSTITUTION etamagic]
[Metamagic]
Source: Defenders of the Faith Source: Tome and Blood
You can turn or rebuke undead, but a lot more with just You can modify spell that uses one type of energy to use
one attempt. another type of energy.
Prerequisites: Ability to turn or rebuke undead, Prerequisites: Any other metamagic feat, 5 ranks in
Charisma 13+, Extra Turning. Knowledge (Arcana).
Benefits: You can turn or rebuke more undead than Benefits: Choose one type of energy: acid, cold,
usual, but have a harder time affecting undead with a larger electricity, fire, or sonic. You can modify a spell with an
number of HD. If you take a -2 penalty on your turning energy designator to use the chosen type of energy instead.
check roll, you can add +2d6 to your damage roll. A substituted spell works normally in all respects except
the type of damage dealt.
ENCODE STONE [I
STONE tem C
[Item reation]
Creation] A substituted spell uses a spell slot of the spell’s nor-
Source: Psionics Handbook mal level, modified by any other metamagic feats.
You can create power stones, from which you or another Special: You can gain this feat multiple times, each
psion can manifest the powers stored therein (see chapter time it applies to a different type of energy.
7 of the PsiHB).
Prerequisite: Manifester level 1st+ ENL AR
ENLAR GE PO
ARGE WER [M
POWER etapsionic]
[Metapsionic]
Benefit: You can create a power stone of any power Source: Psionics Handbook
that you know. Encoding a power stone takes one day for You can manifest powers farther than normal.
each 1,000gp in its base price. The base price of a power Benefit: An enlarged power has its range doubled.
stone is the level of the stored psionic power x its manifester Powers whose ranges are not defined by distance do not
level x 25gp (treat 0-level powers as one-half level). To have their ranges increased. Determine an enlarged
16
Enlarge S pell — Exper
Spell Expertt Tactician
Tactician
power’s area or effect as if you were two manifester levels ETHRAN [General]
higher than you actually are. An enlarged power costs a Source: Forgotten Realms Campaign Setting
number of power points equal to its standard cost +2. You have been initiated into the secrets of the Witches of
Rashemen as a member of the Ethran, the “untried”.
ENL AR
ENLAR GE SPELL [[M
ARGE Metamagic
etamagic]] Prerequisites: Female, Charisma 13+, spellcaster
Source: Player's Handbook level 1st+, and society approval.
You can cast spells farther than normal. Region: Rashemen.
Benefit: An enlarged spell has its range doubled. Benefit: You are a respected member of the Witches
Spells whose ranges are not defined by distance do not of Rashemen. You gain a +2 bonus on Animal Empathy
have their ranges increased. A spell whose area or effect and Intuit Direction checks. When dealing with other
is determined by its range has the dimensions of its area Rashemi, you gain a +2 bonus on any Charisma-based
or effect increased proportionally. An enlarged spell uses skill checks. Acquiring this feat requires the approval of
up a spell slot one level higher than the spell's actual level. the DM and remaining in good standing with the witches
of Rashemen. If you lose their approval, you lose all
ENSPELL FAMILIAR [General] benefits of this feat.
Source: Dragon Magazine #280
You can cast spells on your familiar over a distance. ETHEREAL EMPATHY [[General
EMPA General
General]]
Benefit: You are always considered to be in contact Source: Ravenloft Campaign Setting
with your familiar for the purpose of casting shared spells. You have the psychic ability to sense the emotions imbued
Thus any spell you cast on yourself also affects your fa- within ethereal resonance.
miliar, as long it is within 1 mile of you. Prerequisite: Wisdom 13+.
Normal: The Familiar must be within 5 feet of the caster Benefit: You can sense the emotional content of
at the time such a spell is cast. ethereal resonance within a 30-foot radius with a
successful Wisdom check. DC is determined by the rank
ESCHE
ESCHEWW MATERIAL
MATERIAL
TERIALSS [M etamagic]
[Metamagic] of the resonance.
Source: Tome and Blood
You can cast spells without material components. Rank 1 2 3 4 5
Prerequisite: Any other metamagic feat. DC 20 15 10 5 0
Benefits: An eschewed spell can be cast with no ma-
terial components. Spells without material components Sensing resonance is a partial action and can be retried
or whose material components cost more than 1 gp are each round. If you achieve an extraordinary success, you
not affected by this feat. An eschewed spell uses up a can see into the Near Ethereal for one round - a visual
spell slot of the spell’s normal level, modified by any other flash of the resonating scene. However, you can see only
metamagic feats. resonance, not ethereal creatures. Some ethereal scenes
may require Horror checks.
ETCH OBJECT R
OBJECT UNE [[IItem C
RUNE reation]
Creation]
Source: Book of Eldritch Magic EX
EXOOTIC WEAP
WEAPON ON PROFICIENCY [[General General
General]]
You can etch magical runes onto the surfaces of inanimate Source: Player's Handbook
objects. Choose a type of exotic weapon, such as dire flail or
Prerequisite: Spellcaster level 5th+ shuriken. You understand how to use that type of exotic
Benefit: You can create an etched object rune of any weapon in combat.
spell that you know. Etching an object rune takes one day Prerequisite: Base attack bonus +1 or higher.
for each 1,000 gp in its base price. The base price of a Benefit: You make attack rolls with the weapon
etched object rune is its spell level multiplied by its caster normally.
level multiplied by 30 gp. To etch a rune, you must spend Normal: A character who uses a weapon without being
1/25 of this base price in XP and use up proficient with it suffers a -4 penalty on attack rolls.
raw materials costing 1/2 this base price. Special: You can gain this feat multiple times. Each
Any etched object rune that stores a time you take the feat, it applies to a new weapon.
spell with a costly material component or Proficiency with the bastard sword or the dwarven waraxe
an XP cost also carries a commensurate has a prerequisite of Strength 13+.
cost. In addition to the costs derived from
the base price, you must expend the EXPER
EXPERT T TACTICIAN [General]
spell’s material component or pay Source: Sword and Fist, Song
the XP when etching the rune. and Silence
Any object with a solid surface Your tactical skill works to your
can bear an etched rune. Normally, advantage.
a Small object (or smaller) can Prerequisites: Dexterity 13+, base
have only one object rune, while a attack bonus +2, Combat Reflexes.
Medium-sized object can have two, a Large Benefit: You can make one extra
object can have four, a Huge object eight, melee attack (or do anything that be
and so on. The etching does not harm the can done as a melee touch attack,
object in any way, and once the rune is used, including attempts to disarm, trip, or
the object returns to normal. make a grab to start a grapple) against one foe
Ethereal Marauder
Once an object rune is etched, it can be who is within melee reach and denied a Dexterity
used like a scroll, as described in the rules for bonus against your melee attacks for any reason.
casting spells from scrolls in the Player’s Handbook. You tack your extra attack when it’s your turn, either before
17
Exper tise — F
Expertise alli
Falli ng S
alling tar S
Star trike
Strike
or after your regular action. If several foes are within melee Normal: Bards without the Extra Music feat can use
reach and denied Dexterity bonuses against your attacks, bardic music once per day per level.
you can use this feat against only one of them. Special: A character may gain this feat multiple ti-
Note: this feat first appeared in Sword and Fist. This mes.
version supersedes the one originally printed there.
EX TRA SLO
EXTRA T [General]
SLOT
EXPERTISE [[General
EXPERTISE General
General]] Source: Tome and Blood
Source: Player's Handbook You can cast an extra spell.
You are trained at using your combat skill for defense Prerequisite: Spellcaster level 3rd+.
as well as offense. Benefits: You gain one extra spell slot in your daily
Prerequisite: Intelligence 13+. allotment. This extra slot can be at any level up to one
Benefit: When you use the attack action or full attack level lower than the highest-level spell you can cast. Once
action in melee, you can take a penalty of as much as -5 selected, the extra spell slot never migrates up or down in
on your attack and add the same number (up to +5) to level.
your Armor Class. This number may not exceed your base Special: You can gain this feat multiple times. Each
attack bonus. The changes to attack rolls and Armor Class time, you gain an extra spell slot at any level up to one
last until your next action. The bonus to your Armor Class level lower than the highest-level spell you can cast.
is a dodge bonus.
Normal: A character not capable of the Expertise feat EX TRA SMITING [S
EXTRA pecial]
[Special]
can fight defensively while using the attack or full attack Source: Defenders of the Faith
action to take a -4 penalty on attacks and gain a +2 dodge You can make more smite attacks.
bonus to Armor Class. Prerequisites: Class level 4th+, Smite ability.
Benefits: When you take this feat, you gain one
EX TEND PO
EXTEND WER [M
POWER etapsionic]
[Metapsionic] additional attempt to smite per day. Use whatever Smite
Source: Psionics Handbook ability you have. You can take this feat multiple times.
You can manifest powers that last longer than normal.
Benefit: An extended power lasts twice as long as EX TRA SPELL [General]
EXTRA
normal. Powers with a concentration, instantaneous, or Source: Tome and Blood
permanent duration are not extended. An extended power You can learn one more spell.
costs a number of power points equal to its standard cost Prerequisite: Spellcaster level 3rd+.
+2. Benefits: You can learn one additional spell at any level
up to one level lower than the highest-level spell you can
EX TEND SPELL [[M
EXTEND Metamagic
etamagic]] cast. This feat works better with sorcerers than wizards.
Source: Player's Handbook Special: You can gain this feat multiple times. Each
You can cast spells that last longer than normal. time, you learn a new spell at any level up to one lower
Benefit: An extended spell lasts twice as long as nor- than the highest-level spell you can cast.
mal. Spells with a concentration, instantaneous, or
permanent duration are not affected by this feat. An EX TRA TURNING [[S
EXTRA Special]
extended spell uses up a spell slot one level higher than Source: Player's Handbook
the spell's actual level. You can turn/rebuke more undeads in a day.
Prerequisite: Ability to Turn Undead
EX TRA FAMILIAR [General]
EXTRA Benefit: Allows a character to turn undead four more
Source: Dragon Magazine #280 times per day than normal.
You have an additional familiar. Special: A character can take this feat multiple times,
Benefit: By taking this feat you get an additional ani- gaining four extra daily turning attempts each time.
mal familiar of a type described in the Player’s Handbook
(or any other source, with the DM’s permission). This EYES IN THE BACK OF YOUR HEAD [General]
YOUR
familiar can be the same type of animal as your first, or a Source: Sword and Fist
different type. Existing familiar feats apply to the new fa- Your superior battle sense helps minimize the threat of
miliar. So if you have the Construct familiar feat, for flanking attacks.
example, the new familiar you call can be a construct. Prerequisites: Base attack bonus +3, Wisdom 17+.
The sorcerer or wizard gains all the benefits of both Benefits: Attackers do not gain the usual +2 attack
familiars, but identical bonuses from multiple familiars bonus when flanking you. This feat grants no effect
don’t stack. For example, a wizard with both an owl and a whenever you are attacked without benefit of your Dexterity
cat familiar receives only a +2 bonus to move silently modifier to AC, such as when you are flat-footed.
checks, not a +4 bonus.
Special: A character can gain this feat multiple times. FALLING STAR STRIKE [General]
STAR
Each time you take the feat, you can call another familiar. Source: Oriental Adventures
You have mastered the art of striking a nerve that blinds a
EX TRA MUSIC [General]
EXTRA humanoid opponent.
Source: Song and Silence Prerequisites: Improved Unarmed Strike, base attack
You can use your bardic music more often than you can bonus +4 or higher, Stunning Fist or monk’s stunning
otherwise could. attack, Wisdom 17+.
Prerequisite: Bardic music ability. Benefit: Against a humanoid opponent, you can make
Benefit: You can use your bardic music four extra ti- an unarmed attack that has a chance of blinding your
mes per day. target. If your attack is successful, your target must attempt
18
Far S hot — F
Shot Fllyby A ttack
Attack
a Fortitude saving throw (DC 10 + 1/2 your level + your You also may attempt this feat with a Tiny or Small
Wisdom modifier). If the target fails this saving throw, he is weapon with which you are proficient by attempting to
blinded for 1 round per level you possess. In addition to the hide it until the last second, but your incur a -2 or -4 penalty
obvious effects, a blinded creature suffers a 50% miss on you Bluff check, respectively. You can use this feat
chance in combat (all opponents have full concealment), with a disguised weapon, such as a war fan, at no penalty
loses any Dexterity bonus to AC, grants a +2 bonus on on the Bluff check. Using Feign Weakness is a standard
attacker’s attack rolls (they are effectively invisible), moves action, just like a feint, except that if you succeed you get
at half speed, and suffers a -4 penalty on most Strength- to make your attack immediately. You can only Feign
and Dexterity-based skills. Weakness once per encounter. After one use, your
opponents are too wary to fall for this maneuver again.
FAR SHOT [[General
SHOT General
General]]
Source: Player's Handbook FELL SHOT [P
SHOT sionic]
[Psionic]
You can get greater distance out of a ranged weapon. Source: Psionics Handbook
Prerequisite: Point Blank Shot. You can strike your foe with a ranged weapon as if making
Benefit: When you use a projectile weapon, such as a touch attack.
a bow, its range increment increases by one-half (multiply Prerequisite: Dexterity 13+, Point blank shot, Psionic
by 1,5). When you use a thrown weapon, its range shot, base attack bonus 3+.
increment is doubled. Benefit: If you pay 5 power points per shot, you can
resolve your ranged attack as a touch attack for purposes
FAVORED ENEM
FAV Y STRIKE [General]
ENEMY of assessing your foe’s Armor Class. You must decide
Source: Monte Cook Page whether or not to pay the cost prior to making the ranged
You can inflict grater damage against your favored attack. You bullet, bolt, or arrow remains “charged” for a
enemies. maximum number of rounds equal to your Dexterity modifier
Prerequisite: Favored enemy +1, or until you make you next attack, whichever occurs
Benefit: When striking a foe designated as your first. If your attack misses, the power expenditure is wasted.
favored enemy, you inflict additional 1d6 points of damage
every time you hit. This damage is not multiplied if a critical FIS TS OF IRON [General]
FISTS
hit is scored against the enemy (like a rogue’s sneak attack Source: Sword and Fist, Oriental Adventures
bonus damage). You have learned the secrets of imbuing your unarmed
attacks with extra force.
FAVORED ENEM
FAV Y CRITIC
ENEMY AL STRIKE [General]
CRITICAL Prerequisites: Base attack bonus +2, Improved
Source: Monte Cook Page unarmed strike.
You can inflict telling blows with even greater accuracy Benefits: Declare that you are using this feat before
upon your favored enemies. you make your attack roll (thus, a missed attack roll ruins
Prerequisite: Favored enemy the attempt). You deal extra 1d4 points of damage when
Benefit: When inflicting a critical hit upon a foe you make a successful unarmed attack. You may use this
designated as your favored enemy, you inflict an additional feat a number of times per day equal to 3 + your Wisdom
1d10 points of damage, in addition to the damage you modifier.
would normally inflict.
Note: This feat does not allow you to make critical FLEE
FLEETT OF FOOT [General]
FOOT
hits on creatures that are immune to critical hits. Source: Song and Silence
You run so nimbly that you can turn corners without losing
FEARSOME AND FEARLES
FEARLESSS [Ancestor] momentum.
Source: Oriental Adventures Prerequisites: Dexterity 15+, Run.
You claim descent from the first Akodo, the paragon of Benefit: When running or charging you can make a
samurai virtue. single direction change of 90 degrees or less. You can’t
Clan: Lion. use this feat while wearing medium or heavy armor, or if
Benefit: You gain a +1 bonus on all Will saves against you’re carrying a load heavier than light.
fear effects, and the Difficulty Class of any fear effect you Normal: Without this feat you can run or charge only
create (through spell or other ability) is increased by 1. in a straight line.
If you adopt the Akodo champion prestige class (see
Chapter 11), allies within your aura of courage gain an FLICK OF THE WRIS
WRISTT [General]
additional +1 bonus on their saving throws against fear. Source: Song and Silence
With a single motion, you can draw a light weapon and
FEIGN WEAKNES
WEAKNESSS [General] make a devastating attack.
Source: Sword and Fist Prerequisites: Dexterity 17+, Quick Draw.
You capitalize on your foe’s perceptions of your unarmed Benefit: If you draw a light weapon and make a melee
status. attack with it in the same round, you catch your opponent
Prerequisites: Base attack +2, Improved Unarmed flat-footed (for the purpose of this attack only). This feat
Strike. work only once per combat.
Benefits: If you make a successful Bluff check against
your opponent’s Sense Motive check, you lure the foe into FLYB
FLYBY A
YBY ATT TACK [General – M onstrous]
Monstrous]
attempting an attack of opportunity because he thinks you Source: Monstrous Manual
are unarmed. But you are armed, and you make your The creature can attack on the wing.
attack against your drawn-out foe that is caught flat-footed, Prerequisite: Fly speed.
before he takes his attack of opportunity. Benefit: When flying, the creature can take a move
19
F lyi ng Kick — Grappli
ying ng B
Grappling lock
Block
action (including a dive) and another partial action at any Prerequisite: Spellcaster level 12th+.
point during the move. The creature cannot take a second Benefit: You can create any ring whose prerequisites you
move action during a round when it makes a flyby attack. meet. Crafting a ring takes 1 day for each 1,000 gp in its base
Normal: Without this feat, the creature takes a partial price. To craft a ring, you must spend 1/25 of its base price in
action either before or after its move. XP and use up raw materials costing half of its base price.
You can also mend a broken ring if it is a ring that you
FLYING KICK [General]
FLYING could make. Doing so costs half the XP, half the raw
Source: Oriental Adventures materials, and half the time it would take to craft that ring
You literally leap into battle, dealing devastating damage. in the first place.
Prerequisites: Strength 13+, Power Attack, Improved Some magic rings incur extra costs in material
Unarmed Strike, Jump (4 ranks). components or XP as noted in their descriptions. You must
Benefit: When fighting unarmed and using the charge pay such a cost to create a ring or to mend a broken one.
action, you deal double damage with your unarmed attack.
FREEZING THE LIFEBLOOD [General]
FOE HUNTER [General] Source: Oriental Adventures
Source: Forgotten Realms Campaign Setting You can paralyze a humanoid opponent with an unarmed
In lands threatened by evil nonhumans, many warriors attack.
learn ways to fight effectively against these creatures. You Prerequisites: Improved Unarmed Strike, base attack
have served as a member of a militia or military unit bonus +5 or higher, Stunning Fist or monk’s stunning
devoted to protecting your home from the fierce raiders attack, Wisdom 17+.
who trouble the area. Benefit: Against a humanoid opponent, you can make
Regions: Chult, Cormyr, Damara, the Lake of Steam, an unarmed attack that deals no damage, but has a chance
the North, the Moonsea, Tashalar, Tethyr, Vaasa, shield of paralyzing your target. If your attack is successful, your
dwarf, wood elf. target must attempt a Fortitude saving Throw (DC 10 + 1/
Benefit: Your homeland dictates the type of foe you 2 your level + your Wisdom modifier). If the target fails
have trained against. When fighting monsters of that race, this saving throw, he is paralyzed for 1d4+1 rounds. A
you gain a +1 bonus to damage rolls with melee attacks paralyzed character stands rigid and helpless, unable to
and ranged weapons at ranges of up to 30 feet, and you move or act physically. He has effective Strength and
act as if you had the Improved Critical feat for the weapon dexterity scores of 0 but may take purely mental actions.
you are using. This does not stack with the Improved Critical
feat, but does stack with the ranger’s favored enemy bonus. GHOS TSIGHT [[General
GHOSTSIGHT General
General]]
Special: You may take this feat multiple times; its Source: Ravenloft Campaign Setting
effects do not stack. Each time you take the feat you must You can see creatures in the Near Ethereal. Since ghosts
qualify for learning regional feats in a land that hunts a make up the majority of creatures in Ravenloft’s Near
different creature than that specified by the regional feat Ethereal, folklore views this as the ability to see the dead.
you already have. Prerequisite: You must have had a brush with death
In Cormyr, Damara, Tethyr, Vaasa, or as a shield dwarf, (been reduced to -1 hit points or lower, or slain and then
your traditional foes are goblinoids - goblins, hobgoblins, brought back to life).
and bugbears. In Chult and Tashalar, this feat applies to Benefit: You can see creatures that are ethereal as if
lizardfolk and yuan-ti. Wood elves train against gnolls. In they were normally visible. Unlike the see invisible spell, this
the lake of Steam, the North, and the Moonsea, this feat capacity does not reveal illusions or allow you to see invisible
applies to orcs and half-orcs. or astral creatures. Your ability to see ethereal creatures is
limited only by your own visual range. You are vulnerable to
FOR CED SWIFTNES
FORCED SWIFTNESSS [General] gaze attacks from ethereal creatures. You have no special
Source: Monte Cook Page ability to hear or physically affect ethereal creatures. This is
You can run when encumbrance and armor otherwise a supernatural ability.
would not allow it. Special: You are strangely attuned to the Ethereal Pla-
Prerequisite: Strength 13+. ne. Ethereal creatures can see you unusually clearly and
Benefit: You can run when the armor you are wearing must succeed at a Spot check at DC 15 to realize that you
or the amount of gear you are carrying normally would are not actually in the Near Ethereal as well. These
prevent you from running. creatures may even be drawn to you out of curiosity,
desperation, or malice.
FORES TER [[General]
FORESTER General]
Source: Forgotten Realms Campaign Setting GIFTED GENERAL [Ancestor]
Faerûn’s great forests stretch for hundreds of miles across Source: Oriental Adventures
the northlands. You are knowledgeable about the secrets Your ancestor Daidoji Yurei, an ancient daimyo of the
of the forest and wise in its ways. daidoji family, was a gifted general - the first in Rokugan
Regions: Chondalwood, Dalelands, the Great Dale, the to use guerilla tactics.
High Forest, ghostwise halfling, moon elf, wild elf, wood elf. Clan: Crane.
Benefit: You receive a +2 bonus on all Heal checks Benefit: You gain a +2 bonus on Initiave checks and
and a +2 bonus on all, Wilderness Lore checks. a +1 bonus on all Fortitude saves.
20
Great Cleave — Greater S
Cleave pell F
Spell ocus
Focus
Prerequisites: Improved Unarmed Strike, Deflect the kaiu Wall alongside the Crab at the Battle of the
Arrows, Intelligence 13+, Expertise, Improved Disarm, Landbridge.
Combat Reflexes. Clan: Crane.
Benefit: You must have both hands free or be holding Benefit: You gain a +2 bonus on all checks you make
weapons designed to catch other weapons (sai or jitte) to for performing a physical action that extends over a period
use this feat. Once per round when you would normally of time (running, swimming, holding your breath, and so
be hit by a melee weapon, you may make a special disarm on), and +1 to your hit point total.
attempt against your opponent. This attempt counts
against your allowed attacks of opportunity this round. GREAT SUNDER [P
GREAT sionic]
[Psionic]
You make an opposed attack roll (with your unarmed strike, Source: Psionics Handbook
sai, or jitte) against the attack roll that hit you. The You can sense the stress points on other’s weapons.
opponent’s attack roll is not modified by the size of the Prerequisites: Strength 13+, Power attack, sunder,
weapon. If you succeed, you grab the weapon away from reserve power points 5+.
your opponent (if you are unarmed) or knock the weapon Benefit: When you strike at an opponent’s weapon,
to the ground (if you are armed). You may only use this you ignore half of the weapon’s total hardness (round
feat against weapons up to two sizes larger than you. down). “Total hardness” includes any magical or psionic
enhancements possessed by the weapon that normally
GREAT CLEA
GREAT VE [[General]
CLEAVE General] add to its hardness. However, to strike and do any damage
Source: Player's Handbook to a magically or psionically enhanced weapon, you still
You can wield a melee weapon with such power that you need a weapon of equal or better enhancement.
can strike multiple times when you fell your foes. Special: You can also sense the stress points in any
Prerequisites: Strength 13+, Power Attack, Cleave, hard construction, such as wooden doors, or stone walls,
base attack bonus +4 or higher. and can ignore half of the object’s total hardness (round
Benefit: As Cleave, except that you have no limit to down) when attacking that object.
the number of times you can use it per round.
GREAT TEAM
GREAT WORK [Ancestor]
TEAMW
GREAT CRAFTER [[Ancestor]
GREAT Ancestor] Source: Oriental Adventures
Source: Oriental Adventures You are descendant of Hida Banuken, the Crab champion
Your ancestor, Kaiu, was the first and greatest blacksmith who oversaw the construction of the Kaiu Wall during the
of the Crab clan. Kaiu forged the weapons which the Crab Battle of the Cresting Wave.
used against the Shadowlands, and gave him his name Clan: Crab.
to the engineering school of the clan. Benefit: When you and an ally flank an opponent, you
Clan: Crab gain a +4 bonus on your attack roll, instead of the normal
Benefit: You gain a +3 bonus on all Craft checks. +2 bonus.
GREAT DIPLOMA
GREAT T [Ancestor]
DIPLOMAT GREATER PO
GREATER WER PENE
POWER TRA
PENETRA TION [P
TRATION sionic]
[Psionic]
Source: Oriental Adventures Source: Psionics Handbook
You are descended from Asako, one of the companions Your powers are especially potent at breaking through
of the first Phoenix, a great healer, diplomat, and warrior. power resistance.
Clan: Phoenix. Prerequisite: Power Penetration.
Benefit: You gain a +2 bonus on Diplomacy checks, Benefit: You get a +4 bonus on manifester level checks
and your leadership score (see Dungeons Master’s Guide) (1d20 + manifester level) to beat a creature’s power
is increased by 2. resistance. This bonus overlaps (does not stack with) the
bonus from Power Penetration.
GREAT FOR
GREAT TITUDE [[General
FORTITUDE General
General]]
Source: Player's Handbook GREATER PSIONIC FOCUS [P
GREATER sionic]
[Psionic]
You are tougher than normal. Source: Psionics Handbook
Benefit: You get a +2 bonus to all Fortitude saving throws. Your powers within your primary discipline have even
greater potency.
GREAT KI SHOUT [General]
GREAT Prerequisite: Psionic Focus.
Source: Oriental Adventures Benefit: Add +4 to the DC for all saving throws against
Your ki shout can panic your opponents. powers within your discipline if you’ve already taken the
Prerequisites: Charisma 13+, Ki Shout, base attack Psionic focus feat for the selected discipline. This bonus
bonus +9 or higher. overlaps (does not stack with) the bonus from Psionic focus.
Benefit: When you make a ki shout, your opponents Special: You can gain this feat multiple times. Its
are panicked for 2d6 rounds unless they succeed at their effects do not stack. Each time you take this feat, it applies
Will saves (DC 10 + 1/2 your character level + your to a new discipline, but a psion must chose her primary
Charisma modifier). Panicked characters suffer a -2 morale discipline the first time she takes this feat.
penalty on attack rolls, saves, and checks, they have a
50% chance to drop what they are holding, and they run GREATER SPELL FOCUS [General]
GREATER
away from you as quickly as they can. The effects of being Source: Tome and Blood
panicked supersede the effects of being shaken. Choose a school of magic to which you already have
applied the Spell Focus feat. Your magic spells of that
GREAT ST
GREAT AMIN
STAMIN
AMINAA [Ancestor] school are now even more potent than before.
Source: Oriental Adventures Prerequisite: Spell Focus.
Your ancestor, Daidoji Masashigi, gave his life defending Benefits: Add +4 to the DC for all saving throws
21
Greater S pell P
Spell enetration — H
Penetration old the Li
Hold ne
Line
against spells from the school of magic you select to focus Charisma damage as it unconsciously draws strength from
on. This supersedes (does not stack with) the bonus from your will to live.
Spell Focus.
Special: You can gain this feat multiple times. Its HEIGHTEN PO WER [M
POWER etapsionic]
[Metapsionic]
effects do not stack. Each time you take the feat, it applies Source: Psionics Handbook
to a new school of magic. You can manifest a power as if it were higher level than it
actually is.
GREATER SPELL PENE
GREATER TRA
PENETRA TION [General]
TRATION Benefit: A heightened power has a higher psionic
Source: Tome and Blood power level than normal (up to 9th level). Unlike other
Your spells are especially potent, defeating spell resistance Metapsionic feats, Heighten Power actually increases the
more readily than normal. effective level of the power that it modifies. All effects
Prerequisite: Spell Penetration. dependent on power level (such as saving throw DCs and
Benefits: You get a +4 modifier on caster level checks ability to penetrate a minor dead psionics zone or a minor
to beat a creature’s spell resistance. This supersedes (does globe of invulnerability) are calculated according to the
not stack with) the bonus from Spell Penetration. heightened level. The heightened power costs as many
power points as a power of its effective level.
GREEN EAR [[General]
General]
Source: Song and Silence HEIGHTEN SPELL [[M
Metamagic
etamagic]]
Your bardic music and virtuoso performance affect plants Source: Player's Handbook
and plant creatures. You can cast a spell as if it were higher level than it actually
Prerequisites: Bardic music ability, 10+ ranks in is.
Perform. Benefit: A heightened spell has a higher spell level
Benefit: You can alter any of your mind-affecting bardic than normal (up to 9th level). Unlike other metamagic feats,
music or virtuoso performance effects so that they Heighten Spell actually increases the effective level of the
influence plants and plant creatures in addition to any other spell that it modifies. All effects dependent on spell level
creatures they would normally affect. (such as saving throw DCs and ability to penetrate a minor
Normal: Plants are normally immune to all mind- globe of invulnerability) are calculated according to the
influencing effects. heightened level. The heightened spell is as difficult to
prepare and cast as a spell of its effective level.
HAMSTRING [General]
HAMSTRING
Source: Song and Silence HEIGHTEN TURNING [Special]
[Special]
You can wound an opponent’s legs, hampering his or her Source: Defenders of the Faith
movement. You can affect more powerful undead with your turning or
Prerequisites: Base Attack +4, sneak attack ability. rebuking attempts.
Benefit: If you hit with a sneak attack, you may choose Prerequisites: Charisma 13+, Extra Turning.
to forgo +2d6 if your sneak attack damage to reduce your Benefits: When you turn or rebuke undead, you may
opponent’s land speed by half. Other forms of movement choose a number no higher than your cleric level. Add
(fly, burrow, and so forth) aren’t affected. The speed that number to your turning check while subtracting it from
reduction ends when the target receives healing (a your turning damage roll.
successful Heal check, any cure spell, or the magical If you are not a cleric, you may choose a number no
healing) or after 24 hours, whichever comes first. A higher than your effective cleric level (for instance, a
hamstring attack does not slow creatures that are immune paladin could choose a number up to two levels less than
to sneak attack damage or those that have either no leg his paladin level). If a prestige class increases your
at all or more than four legs. It takes two successful effective turning level, use your effective turning level.
hamstrings to affect a quadruped.
HIDE PO WER [M
POWER etapsionic]
[Metapsionic]
HA UNTED [[General
HAUNTED General
General]] Source: Psionics Handbook
Source: Ravenloft Campaign Setting You can manifest a power without a telltale display.
The spirit of a friend, ally, or loved one has returned from Benefit: A psionic power can be manifested without
the grave to watch over you as a geist. one associated display characteristic chosen by you when
Prerequisite: For the obvious reason, someone close you take the feat: auditory, material, mental, olfactory, or
to you must have died. visual (see Chapter 4 of the PsiHB). The hidden power costs
Benefit: Your guardian spirit normally remains in the a number of power points equal to the standard cost +2.
Near Ethereal. Those who can see ethereal creatures may Special: You can take this feat multiple times, each
spot the geist lurking near you, but it is otherwise invisible time choosing a different display characteristic to hide while
and intangible. The geist acts as a second pair of eyes and manifesting a given power.
ears when it manifests, allowing you a second roll on Search,
Spot, and Listen checks. The geist can also inform you of HOLD THE LINE [General]
events that take place in your presence while you are asleep Source: Sword and Fist
or unconscious, or it can simply offer companionship. You are trained in defensive techniques against charging
Special: The geist communicates through phantasms; opponents.
it cannot affect physical objects. You can ask the geist to Prerequisites: Base attack bonus +2, Combat reflexes.
manifest whenever you are alone. The geist immediately Benefits: You may make an attack of opportunity
vanishes if another intelligent, living creature enters the against an opponent who charges you when he enters an
scene. You can summon the geist as often as you want, area you threaten. Your attack of opportunity happens
but each time it manifests, it inflicts 1 point of temporary immediately before the charge attack is resolved.
22
Honest M erchant — IImproved
Merchant mproved Familiar
Familiar
HONES
HONESTT MER CHANT [Ancestor]
MERCHANT IMPROVED CRITIC
IMPROVED AL [[General
CRITICAL General
General]]
Source: Oriental Adventures Source: Player's Handbook
Your ancestor, Bayushi Tesaguri, was the son of Bayushi Choose one type of weapon, such as longsword or greataxe.
Junzen, Scorpion Clan Champion. He did not trust the With that weapon, you know how to hit where it hurts.
Yogo family, so he gave three of the Black Scrolls of Fu Prerequisites: Proficient with weapon, base attack
Leng to his son, Tesaguri. Tesaguri, however, betrayed bonus +8 or higher.
this trust by selling the Scrolls to the Phoenix clan - and Benefit: When using the weapon you selected, your
paid for his crime with his life. threat range is doubled.
Clan: Scorpion. Note: "Keen" magic weapons also double their nor-
Benefit: You get a +2 bonus on all Profession checks, mal nonmagical threat range. As with all doubled
allowing you to make more money at your work. doublings, the result is triple.
Special: You can gain this feat multiple times. The
HORSE NOMAD [General] effects do not stack. Each time you take the feat, it applies
Source: Forgotten Realms Campaign Setting to a new weapon.
You have been raised in a culture that relies upon riding
and shooting for survival. IMPROVED DIS
IMPROVED ARM [[General
DISARM General
General]]
Region: Hordelands, the Shaar, Vaasa (the Ride only). Source: Player's Handbook
Benefit: You get Martial Weapon Proficiency You know how to disarm opponents in melee combat.
(composite shortbow) and a +2 bonus on all Ride checks. Prerequisites: Intelligence 13+, Expertise.
Benefit: You do not suffer an attack of opportunity
IAI JUTSU MAS
IAIJUTSU TER [Ancestor]
MASTER when you attempt to disarm an opponent, nor does the
Source: Oriental Adventures opponent have a chance to disarm.
You are not only descended from Kakita, the great
duelist ever to have lived, but you share a karmic tie to IMPROVED FAMILIAR [General]
IMPROVED
his spirit. Source: Tome and Blood, Forgotten Realms Campaign
Clan: Crane. Setting
Benefit: Once per day, you can make any one attack As long as you are able to acquire a new familiar, you
roll, saving throw, or skill check using your Iaijutsu Focus may choose your new familiar from a nonstandard list.
skill modifier in place of all other modifiers. For example, Prerequisites: Ability to acquire a new familiar,
you can roll a melee attack roll using your Iaijutsu Focus compatible alignment.
skill modifier instead of your total attack bonus (including Benefits: When choosing a familiar, the following
Strength modifier, weapon enhancement bonus, Weapon creatures are also available to you. You may choose a
Focus bonus, size modifier, and all other bonuses to your familiar with an alignment up to one step away on each of
attack roll). You give up all your other modifiers and use the alignment axes.
your skill modifier instead.
Table 1 - Improved Familiars
IMPROVED AID [Ancestor]
IMPROVED
Source: Oriental Adventures Familiar Alignment Arcane Spellcaster
You are descended from Hida Tadaka, the great Crab Level
daimyo who gave his life to avert a war between his clan
and the Lion. Beholderkin, Eyeball NE 5
Clan: Crab. Cat, Tressym Neutral 5
Benefit: When using the Aid Another action in melee Night Hunter Bat NE 5
combat (see Aid Another in the Player’s Handbook), your Shocker Lizard Neutral 5
ally gains +4 circumstance bonus on his attack roll or to Stirge Neutral 5
his AC. Formian Worker LN 7
Normal: The Aid Another action normally gives a +2 Imp LE 7
circumstance bonus on your ally’s attack roll or AC against Pseudodragon NG 7
a single opponent. Quasit CE 7
23
Improved Grapple — IImproved
mproved Tri
Tri
ripp
Saving Throws: The familiar uses the master’s base IMPRO VED OVERR
IMPROVED UN [General]
OVERRUN
save bonuses if they are better than the familiar’s. Source: Sword and Fist
Skills: Use the normal skills for a creature of the its You are trained in knocking over opponents that are smaller
kind. than you.
Familiar Special Abilities: Use TABLE 3-19 in the Player’s Prerequisites: Expertise, Improved bull rush,
Handbook to determine additional abilities as you would Improved trip, Strength 13+, Power attack.
for a normal familiar. Benefits: When you attempt to overrun an opponent
who is at least one size category smaller than you, the
Alternate Improved Familiars target cannot avoid you. If you knock down your opponent,
you immediately get an attack of opportunity against that
The list in Table 1 presents only a few possible opponent, gaining the standard +4 bonus on attack rolls
improved familiars. Almost any creature of the same ge- against prone targets.
neral size and power as those on the list makes a suitable
familiar. Nor is the master’s alignment the only factor; for IMPRO VED PSICR
IMPROVED YS
PSICRYS
YSTTAL [Psionic]
[Psionic]
example, improved familiars could be assigned by the Source: Psionics Handbook
master’s creature type or subtype, as shown in the You can upgrade your psicrystal.
examples below. Benefit: You can implant another personality fragment
in your psicrystal. You gain the benefits listed for both
Table 2 - Alternate Improved Familiars psicrystal types. You psicrystal’s personality adjusts and
becomes a blend between all implanted personality
fragments.
Familiar Type/ Arcane Spellcaster Special: You can gain this feat multiple times. Each
Subtype Level time you implant a new personality fragment in your
psicrystal, from which you derive the noted benefits.
Celestial Hawk* Good 3
Fiendship Viper** Evil 3 IMPRO VED RAPID SHO
IMPROVED T [General]
SHOT
Air Elemental, small Air 5 Source: Dragon Magazine #275
Earth Elemental, sm Earth 5 You are an expert at firing weapons with exceptional
Fire Elemental, sm Fire 5 speed.
Water Elemental, sm Water 5 Prerequisites: Dexterity 13+, Point Blank Shot, Rapid
Shot, base attack bonus +2 or higher.
Benefit: When using the Rapid Shot feat, you can
Familiar Type/ Arcane Spellcaster ignore the -2 penalty on all of your ranged attacks.
Subtype Level
IMPROVED SHIELD BASH [General]
IMPROVED
Shoker Lizard Electricity 5 Source: Defenders of the Faith
Homunculus*** Undead 7 You can push opponents back by bashing them with your
Ice Mephit Cold 7 shield.
Prerequisite: Power Attack.
* Or other celestial animal from the standard familiar list. Benefits: Any shield bash you make with a small or
** Or other fiendish animal from the standard familiar list. large shield also affects your opponent as if you had
*** The master must first create the homunculus, performed a bull rush. You don’t actually move into your
substituting ichor or another part of the master’s body for opponent’s square or incur attacks of opportunity for the
blood if necessary. bash. You also can’t move your opponent back more than
5 feet, nor can you move along with the defender. You
IMPROVED GRAPPLE [General]
IMPROVED can’t use this feat with a buckler.
Source: Oriental Adventures
You are skilled in martial arts that emphasize holds and IMPRO VED SUNDER [General]
IMPROVED
throws. Source: Sword and Fist, Enemies and Alies
Prerequisite: Improved Unarmed Strike. You are adept at placing your attacks precisely where you
Benefit: If you hit with a unarmed strike, you deal nor- want them to land.
mal damage and can attempt to start a grapple as a free Prerequisites: Base attack bonus +2, Sunder.
action without provoking an attack of opportunity. No initial Benefits: When you strike an opponent’s weapon, you
touch attack is required. You can deal normal damage inflict double damage.
while grappling, rather than subdual damage, without
suffering a penalty on your grapple check. IMPROVED TRIP [[General
IMPROVED General
General]]
Normal: Characters without this feat make a melee Source: Player's Handbook
touch attack to grab their opponent and provoke an attack You are trained not only in tripping opponents but also in
of opportunity when doing so. They also suffer a -4 penalty following through with an attack.
on their grapple checks when trying to inflict normal Prerequisites: Intelligence 13+, Expertise.
damage in a grapple. Benefit: If you trip an opponent in melee combat,
you immediately get a melee attack against that opponent
IMPROVED INITIA
IMPROVED TIVE [[General
INITIATIVE General
General]] as if you hadn't used the character's attack for the trip
Source: Player's Handbook attempt.
You can react more quickly than normal in a fight. Special: At 6th level, a monk gains the Improved Trip
Benefit: You get a +4 bonus on initiative checks. feat even if she does not have the Expertise feat.
24
Improved Tw o --W
Tw Weapon Fighti
Fighti ng — IInscribe
ighting nscribe Rune
Rune
IMPROVED TW
IMPROVED TWOO --WEAP
WEAP ON FIGHTING [[General
WEAPON General
General]] INNER FORTITUDE [[P
FORTITUDE Psionic
sionic]]
Source: Player's Handbook Source: WoTC Page
You are an expert in fighting two-handed. You can trade the ability to manifest a power for increased
Prerequisites: Two-Weapon Fighting, Ambidexterity, power points.
base attack bonus +9 or higher. Prerequisite: Inner Strength.
Benefit: In addition to the standard single extra attack Benefit: Upon gaining this feat, you may choose one
you get with an off-hand weapon, You get a second attack unassigned power and trade it in for power points. The power
with the off-hand weapon, albeit at a -5 penalty. points gained equal the cost to manifest a power of the chosen
Normal: Without this feat, you can only get a single level. For example, upon reaching 12th level, the psion takes
extra attack with an off-hand weapon. Inner Fortitude and chooses to trade in her unassigned 5th-
Special: A ranger who meets only the base attack level power. This gives her 9 additional power points per
bonus prerequisite can gain this feat, but can only use it day.
when wearing light armor or no armor. Special: You can gain this feat multiple times, each time
choosing a new unassigned power to trade in for power points.
IMPROVED UN
IMPROVED ARMED STRIKE [[General
UNARMED General
General]] You can choose to trade in only a power that has not been
Source: Player's Handbook assigned to a power yet. You may not trade in an unassigned
You are skilled at fighting while unarmed. power that should be assigned to your primary discipline.
Benefit: You are considered to be armed even when You can choose to defer selecting a power when you
unarmed-that is, armed opponents do not get attacks of take this feat and instead choose a power to trade in upon
opportunity when you attack them while unarmed. gaining a level in the future. However, upon reaching 20th-
However, you still get an opportunity attack against any level, a psion must discover powers for all unassigned power
opponent who makes an unarmed attack on you. slots or use the feat to trade them in for power points. You
Special: A monk fighting unarmed automatically gains must maintain a power reserve of 1 point per deferred Inner
the benefit of this feat. Fortitude feat until any unassigned powers have been
selected.
INERTIAL ARMOR [P
INERTIAL sionic]
[Psionic] For example a 10th-level psion has taken Inner Fortitude
Source: Psionics Handbook at levels 1, 3, 6, and 9 and has deferred them. This requires
Your mind instinctively generates a field of protective a power reserve of 4 points per day. Upon reaching 11th
energy. level, the psion cashes in all 4 deferred feats, trading in a
Prerequisite: Reserve power points 1+. 5th-, two 4th-, and a 3rd-level unassigned power for 28
Benefit: While you retain 1 or more power points, your additional power points per day. Note that the psion would
mind automatically generates a tangible field of force that have had to not assign the 4th- or 3rd-level power she gained
provides a +4 bonus to AC. Unlike mundane armor, Inertial at 9th-level.
Armor entails no armor check penalty or speed reduction.
Because Inertial Armor is composed of psychokinetic for- INNER STRENGTH [Psionic]
[Psionic]
ce, incorporeal creatures can’t bypass it the way they do Source: Psionics Handbook
normal armor. Your inertial armor can be invisible or You have more power points than normal.
appears as a colored glow, at your option. The armor bonus Benefit: You gain +1 power points.
provided by inertial armor does not stack with the armor Special: A character may gain this feat multiple ti-
bonus provided by a shield or regular armor. mes, each time gaining a number of power points equal
to the previous Inner Strength gain +1. For instance,
INNATE SPELL [General]
INNA Ma’varkith the psychic warrior takes the feat three times,
Source: Tome and Blood, Forgotten Realms Campaign the first time receiving one extra power point, the second
Setting time receiving 2 extra power points, the third time 3 extra,
You have mastered a spell so thoroughly you can now for a total of 6 extra power points.
cast it as a spell-like ability.
Prerequisites: Quicken Spell, Silent Spell, and Still INSCRIBE RUNE [Item C
[Item reation]
Creation]
Spell. Source: Forgotten Realms Campaign Setting
Benefits: Choose a spell you can cast. You can now You can create magical runes that hold spells until
cast this spell at will as a spell-like ability, once per round, triggered.
without needing to prepare it. One spell slot eight levels Prerequisites: Intelligence 13+, appropriate Craft skill,
higher than the innate spell is permanently used to power Divine Spellcaster level 3rd+.
it. If the innate spell has an XP component, you pay the Benefit: You can cast any divine spell you have
XP cost each time you use the spell-like ability. If the innate prepared as a rune. A rune is a temporary magical writing
spell has a focus, you must have the focus to use the similar to a scroll. A rune can be triggered once before it
spell-like ability. If the innate spell has a costly material loses its magical power, but it lasts indefinitely until
component (see the spell description) you use an item 50 triggered. A rune written or painted on a surface fades
times that cost to use as a focus for the spell-like ability. away when expended, erased, or dispelled, but a rune
Since an innate spell is a spell-like ability and not an carved into a surface remains behind as a bit of nonmagical
actual spell, a cleric cannot convert it to a cure or an inflict writing even after its magic has been expended.
spell. Divine spellcasters who become unable to cast divine Special: Inscribing a rune takes 10 minutes plus the
spells cannot use divine spells. casting time of the spell to be included. When you create
Special: You can choose this feat more than once, a rune, you set the caster level, which must be sufficient
selecting another spell each time. You have to pay the to cast the spell in question and no higher than your own
cost in spell slots, focuses, and material components each level. When you create a rune, you make any choices that
innate spell you acquire. you would normally make when casting the spell.
25
Insidious Magic — JJack
ack of All Trades
Trades
Whoever touches the rune triggers the rune and invisibility to reveal the effects of one of your spells must
becomes the target of the spell. (If the spell only affects make a level check to reveal your spell’s effect. The Weaver
objects, than an object must somehow trigger the rune.) user can check only once for each divination spell used,
You may touch the rune safely without triggering it. The no matter how many of your spell effects are operating in
rune itself must be touched in order to trigger it, so an an area.
object with a rune may be handled safely as long as care This benefit does not extend to spells you cast from
is taken to avoid contacting the rune. As with a symbol the schools of Evocation or Transmutation.
spell, a rune cannot be placed upon a weapon with the From now on, your ability to detect Weave magic is
intent of having the rune triggered when the weapon strikes impaired. Any divination spell you use against a Weave
a foe. effect is successful only if you make a level check against
The caster must have prepared the spell to be scribed a DC of 9 + the caster’s level. This penalty does not extend
and must provide any material components or focuses to Enchantment, Illusion, or Necromancy effects. (You
the spell requires. If casting the spell would reduce the detect them normally).
caster’s XP total, he pays the cost upon beginning the
rune in addition to the XP cost for making the rune itself. IRON WILL [[General
General
General]]
Likewise, material components are consumed when he Source: Player's Handbook
begins writing, but focuses are not. (A focus used in casting You have a stronger will than normal.
a rune can be reused.) Benefit: You get a +2 bonus to all Will saving throws.
Inscribing a rune requires a Craft check with a DC of
20 + the level of the spell used. The Craft skill you use is ITEM IMAGE [Eldritch]
[Eldritch]
anything appropriate to the task of creating a written Source: Book of Eldritch Magic
symbol on a surface (metalworking, calligraphy, gem You can bond yourself or someone else with a magic
cutting, stone carving, and so on). You paint, draw, or item by use of a tattoo.
engrave the rune onto a surface (dwarves usually engrave Prerequisite: Spellcaster level 7th+, Int 17+
their runes in stone or metal in order to take advantage of Benefit: You inscribe a tattoo onto your flesh or the
their racial affinity for these items) and make the check. If flesh of another, in the presence of a magic item that
the check fails, the rune is imperfect and cannot hold the weighs no more than the tattooed character can carry.
spell. This process takes eight hours and costs 1/10 the market
The act of writing triggers the prepared spell, whether value of the magic item in gold pieces. Once the tattoo is
or not the Craft check is successful, making the spell finished, the character can magically store the item within
unavailable for casting until the character has rested and the image, and can call it forth again as a free action.While
regained spells. (That is, that spell slot is expended from stored, the item remains in unchanging stasis, magically
his currently prepared spells, just as if it had been cast.) shrunk down so small that it cannot be felt. The Item Image
A single object of medium size or smaller can hold tattoo is permanent; there is no limit to the number of
only one rune. Larger objects can hold one rune per 25 times a character can call forth and re-store the magic
square feet (an area 5 feet square) of surface area. Runes item.
cannot be placed on creatures. The rune has a base price The tattooed image is often inscribed on the character’s
of the spell level x caster level x 100 gp (a 0-level spell hand or arm, its design flowing seamlessly from the flesh
counts as 1/2 level). You must spend 1/25 of its base price to the item being held. For instance, the image to store a
in XP and use up raw materials costing half this base +2 trident might resemble waves that flow down the
price. A rune’s market value equals its base price. character’s arm in lines that mirror the curves of the
A successful erase spell deactivates a rune, but the weapon’s shaft. Often the tattoo changes when the item
DC is 15+ your caster level. Touching the rune to erase it comes out of its magical storage; in the previous example,
does not trigger the rune unless the erase spell fails to the trident might appear beneath the waves while it is
deactivate the rune. A dispel magic spell targeted on an stored, disappearing from the image as it is called forth.
untriggered rune can dispel its magic if successful (the Further, that character with the keyed image enjoys
DC is 11+ your caster level). Untriggered runes are not one of the following benefits while using that specific item
subject to area dispels. A read magic spell allows the caster (chosen at the time the image is inscribed):
to identify the spell held in a rune with a successful
Spellcraft check (DC 15 + the spell’s level). A rogue can • +1 damage if the item is a weapon (stacks with all
use Disable Device to disable runes (the DC is 25 + the other bonuses)
spell’s level, like any magic trap). • +2 saving throw DC, if the item requires opponents
to make a save
INSIDIOUS MAGIC [Metamagic]
[Metamagic] • +2 caster level
Source: Forgotten Realms Campaign Setting • Item inflicts 1d6 points of fire damage upon anyone
You can use the Shadow Weave to make your spells harder who attempts to use it, other than the tattooed character
for Weave users to detect. All creatures employing spells
or spell-like abilities are considered to be Weave users JACK OF ALL TRADES [General]
unless they possess the Shadow Weave Magic feat. Source: Song and Silence
Prerequisite: Shadow Weave Magic. You’ve picked up a smattering of even the most obscure
Benefit: When a Weave user employs a divination skills.
spell, spell-like ability, or magic item (such as detect magic) Prerequisite: Character level 8th+.
that may detect the magical aura of one of your spells, Benefit: You can use any skill untrained, even those
the Weave user must make a level check (DC 11 + your that normally require training and those that are exclusive
caster level) to successfully detect your spells. Similarly, to classes you don’t have. You cannot, however, gain ranks
a Weaver user attempting to use a divination such as see in a skill unless you are allowed to select it.
26
Jaded — L ace S
Lace pell: E
Spell: nem
Enemy B
nemy ane
Bane
JADED [[General
General
General]] Prerequisites: Base attack bonus +1 or higher,
Source: Ravenloft Campaign Setting Charisma 13+.
Like an experienced investigator or a veteran of the Dead Benefit: Making a ki shout is a standard action.
Man’s Campaign, you have been hardened against the Opponents who can hear your shout and who are within
horrors of the world by cruel experience. 30 feet of you may become shaken for 1d6 rounds. The ki
Benefit: You gain a +4 bonus to all Horror saves. shout affects only opponents with fewer Hit Dice or levels
than you have. An affected opponent can resist the effects
KAMI’S INTUITION [Ancestor] with a successful Will save against a DC of 10 + 1/2 your
Source: Oriental Adventures character level + your Charisma modifier. You can use Ki
You are descended from Shinjo, the first Unicorn, the Shout once per day.
kindest and most compassionate of the first. Shaken characters suffer a -2 morale penalty on attack
Clan: Unicorn. rolls, saves, and checks.
Benefit: You get a +2 bonus on Sense Motive checks
and on Intelligence checks made to figure things out. KNOCK-DO
KNOCK-DOWWN [General]
Source: Sword and Fist
KARMIC STRIKE [General] Your mighty blows can knock foes off their feet.
Source: Oriental Adventures Prerequisites: Base attack bonus +2, Expertise,
You have learned to strike when your opponent is most Improved trip, Strength 15+.
vulnerable: at the same instant you opponent strikes you. Benefits: Whenever you deal 10 or more points of
This feat is also called ai uchi. damage to your opponent in melee with a single attack,
Prerequisites: Dexterity 13+, Dodge. you make a trip attack as a free action against the same
Benefit: You can make an attack of opportunity target. Use of this feat cannot be combined with Improved
against an opponent that hit you in melee. You take a -4 Trip to generate an extra attack, and successful use of
penalty toyour armor class, in exchange for the ability to this feat does not grant an extra attack through the Cleave
make an attack of opportunity against any creature tha or Great Cleave feats.
makes a successful melee attack roll or melee touch
attack roll against you. The opponent that hits you muts LACE SPELL
SPELL:: ELEMENTAL ENER
ELEMENTAL GIES [E
ENERGIES ldritch]
[Eldritch]
be in your threatened area, and this feat does not grant Source: Book of Eldritch Magic
you more attack of opportunity than you are normally You can add more damage to the spells you cast by lacing
allowed in a round. If you hit with your attack of them with elemental energy.
opportunity, you and your opponent deal and take Prerequisite: Spellcaster level 5th+, Int 17+
damage simultaneously. You specify on you turn that you Benefit: You can give an extra power to a singletarget
are activating this feat, and the change to your Armor spell when you cast it by adding elemental energy. In
Class and your ability to make these special attack of addition to its normal effect, any spell with a single target
opportunity last until your next turn. also inflicts +1d6 points of damage to that target if the spell
takes effect (assuming the target fails his saving throw, if
KARMIC TWIN [Ancestor] any). The damage is a type of your choosing: fire, electricity,
Source: Oriental Adventures cold, acid, or sonic. Spells with different effects based on
You are descended from Bayushi, the first Scorpion, whose the success or failure of a saving throw (such as disintegrate
love for his daughter proved his final downfall. or slay living) inflict the additional damage either way.
Clan: Scorpion.
Benefit: You get a +2 bonus on all Charisma-based skill LACE SPELL
SPELL:: ENEM
ENEMYY BANE [E ldritch]
[Eldritch]
checks and Charisma checks. You have a karmic tie to another Source: Book of Eldritch Magic
character. You may detect the direction of this character if he You can add more damage to the spells you cast when
or she is alive, on the same plane, and you succeed at an you cast them upon a chosen enemy.
Intuit Direction check against DC 15 (or a Wisdom check if Prerequisite: Spellcaster level 5th+, Int 17+
you do not have the skill). A failure on this check gives no Benefit: You give an extra power to a damaging spell
information. You may retry once per round as a standard action. when you cast it on a specific type of creature (you must
The character to whom you have this karmic choose the type of creature when you select this feat). Any
connection may be another player character or an NPC spell that causes damage inflicts +20% more against
under control of the DM, but he or she must also have the creatures of this type. Some people claim to hear an intense
Karmic Twin ancestor feat. cackling sound when a bane spell strikes its intended target.
Special: You can take this feat multiple times, for a
KEEN INTELLECT [Ancestor] number of bane creature types. Choose a creature type
Source: Oriental Adventures from this list:
You are descended from Agasha, the founder of the origi-
nal Dragon shugenja school, a shugenja known for her • Aberrations • Animals
keen intellect and powers of observation. • Beasts • Constructs
Clan: Dragon, Phoenix. • Dragons • Elementals
Benefit: You gain a +1 bonus on Intelligence checks • Fey • Giants
and a +1 bonus on Knowledge, Scry, and Search checks. • Magical beasts • Monstrous humanoid
• Oozes • Outsiders, chaotic
KI SHOUT [General] • Outsiders, evil • Outsiders, good
Source: Oriental Adventures • Outsiders, lawful • Plants
You can bellow forth a ki-empowered shout that strikes • Shapechangers • Undead
terror into your enemies. • Vermin • Humanoid (choose subtype)
27
L ace Spell: H
Spell: ol
Hol y/U
oly/U nhol
y/Unhol
nholyy — Leadershi
Leadershipp
LACE SPELL
SPELL:: HOLY/UNHOL
HOLY/UNHOLY [E
Y/UNHOLY ldritch]
[Eldritch] Table: Leadership
Source: Book of Eldritch Magic
By lacing them with energy, you can add potency to the Leadership Cohort Number of Followers by Level
spells you cast against good or evil targets. Score Level 1st 2nd 3rd 4th 5th 6th
Prerequisite: Spellcaster level 5th+, Int 17+
Benefit: You give extra power to a spell that you cast 1 or less - - - - - - -
against either an evil or a good opponent. You must choose 2 1st - - - - - -
whether to make your spells holy or unholy at the time 3 2nd - - - - - -
you select this feat, and afterward you can never take this 4 3rd - - - - - -
feat again. Spells laced with holy or unholy energy are 5 3rd - - - - - -
changed in these ways: 6 4th - - - - - -
Holy. Changes the spell’s descriptor to [good] and adds 7 5th - - - - - -
+2 to the save DC if the target or creatures within the area 8 5th - - - - - -
are of evil alignment. 9 6th - - - - - -
Unholy. Changes the spell’s descriptor to [evil] and 10 7th 5 - - - - -
adds +2 to the save DC if the target or creatures within 11 7th 6 - - - - -
the area are of good alignment. 12 8th 8 - - - - -
13 9th 10 1 - - - -
LACE SPELL
SPELL:: LAWFUL/CHAO
LAWFUL/CHAOTIC [E
WFUL/CHAOTIC ldritch]
[Eldritch] 14 10th 15 1 - - - -
Source: Book of Eldritch Magic 15 10th 20 2 1 - - -
By lacing them with energy, you can add potency to the 16 11th 25 2 1 - - -
spells you cast against lawful or chaotic targets. 17 12th 30 3 1 1 - -
Prerequisite: Spellcaster level 5th+, Int 17+ 18 12th 35 3 1 1 - -
Benefit: You give extra power to a spell that you cast 19 13th 40 4 2 1 1 -
against either a chaotic or a lawful opponent. You must 20 14th 50 5 3 2 1 -
choose whether to make your spells lawful or chaotic at 21 15th 60 6 3 2 1 1
the time you select this feat, and afterward you can never 22 15th 75 7 4 2 2 1
take this feat again. Spells laced with lawful or chaotic 23 16th 90 9 5 3 2 1
energy are changed in these ways: 24 17th 110 11 6 3 2 1
Lawful. Changes the spell’s descriptor to [lawful] and 25+ 17th 135 13 7 4 2 2
adds +2 to the save DC if the target or creatures within
the area are of chaotic alignment. Leadership Score: Your Leadership score equals your level
Chaotic. Changes the spell’s descriptor to [chaotic] plus any Charisma modifier. In order to take into account
and adds +2 to the save DC if the target or creatures within negative Charisma modifiers, Table: Leadership allows for
the area are of lawful alignment. very low Leadership scores, but you must still be 6th level
or higher in order to gain the Leadership feat and thus attract
LARGE AND IN CHAR
LARGE GE [General – M
CHARGE onstrous]
Monstrous] a cohort. Outside factors can affect a character’s Leadership
Source: Sword and Fist score, as detailed in Table: Leadership Modifiers.
You can prevent opponents from closing inside your Cohort Level: You can attract a cohort of up to this level.
reach. Regardless of your Leadership score, you can’t recruit a
Prerequisites: Reach (large size or larger), Strength cohort of your level or higher.
17+. Number of Followers by Level: You can lead up to the
Benefits: When you make a successful attack of indicated number of characters of each level.
opportunity against an opponent who is moving inside your
threatened area, you can force the opponent back to the Table: Leadership Modifiers
square he was in before he provoked the attack. After you
hit with your attack of opportunity, make an opposed General Leadership Modifiers
Strength check against your opponent. You gain a +4 The Leader Has a Reputation of Leadership Modifier
bonus for each size category larger than your opponent
you are, and an additional +1 bonus for every 5 points of Great prestige +2
damage you dealt with your attack of opportunity. If you Fairness and generosity +1
win the check, your opponent is pushed back 5 feet into Special power +1
the square he just left. Failure -1
Aloofness -1
LEADERSHIP [[General
General
General]] Cruelty -2
Source: Dungeon Master Guide
You are the sort of person others want to follow, and you Cohort-Only Leadership Modifiers
have done some work attempting to recruit cohorts and The Leader Leadership Modifier
followers.
Prerequisites: You must be at least 6th level. Has a familiar/ 2 animal companion
Benefits: Having this feat enables you to attract loyal paladin’s warhorse/
companions and devoted followers, subordinates who Recruits a cohort of a -1
assist her. See Table: Leadership for what sort of cohort different alignment
and how many followers you can recruit. Caused the death of a cohort -2*
28
Lightni ng F
Lightning ists — Magical T
Fists alent
Talent
29
Magical Trai
Traini
raini ng — Maxi
ning mize S
Maximize pell
Spell
30
Mental Adversar
Adversar y — M
versary Miirror Sight
Sight
MENTAL AD
MENTAL VERS
ADVERS AR
VERSAR
ARYY [P sionic]
[Psionic] Benefit: You get Martial Weapon Proficiency (longbow)
Source: Psionics Handbook and Martial Weapon Proficiency (longspear). In Luiren,
You can make exceptionally strong psionic attacks. this feat applies to Martial Weapon Proficiency (shorbow)
Prerequisite: Charisma 13+. and Martial Weapon Proficiency (short sword) instead of
Benefit: You deal +1 ability damage on a successful longbow and longspear.
psionic attack +3 power points. You decide whether or not
to pay the extra cost after determining the failure or success MIND OVER BODY [General]
BODY
of your psionic attack to breach the defender’s Will save. Source: Forgotten Realms Campaign Setting
Special: You can gain this feat multiple times, each The arcane spellcasters of some lands have learned to
time equal to the previous damage +1, but at a cost equal overcome the frailties of the body with the unyielding power
to the previous cost plus 8 power points. You decide what of the mind.
increment of bonus damage to deal within the range Regions: Calimshan, Thay, moon elf, sun elf.
granted by gaining this feat multiple times. For instance, Benefit: At 1st level, you may use your Intelligence
if Iadalbode took Mental Adversary twice, he could deal modifier instead of your Constitution modifier to determi-
+2 ability damage if he pays 11 power points, or deal +1 ne bonus hit points. You gain +1 hit point every time you
ability damage for a cost of 3 power points. learn a Metamagic feat.
Special: You may only take this feat as a 1st level
MENTAL LEAP [P
MENTAL sionic]
[Psionic] character.
Source: Psionics Handbook
You can make amazing jumps. MIND TRAP [Psionic]
[Psionic]
Prerequisites: Strength 13+, 6 ranks of the Jump skill, Source: Psionics Handbook
reserve power points 3+. You can punish psionic attackers.
Benefit: You jump twice as far or as high as is Prerequisite: Psychic Bastion.
indicated on your Jump check. Your maximum jump (a Benefit: You deplete a number of power points equal
function of your height) is twice normal, and extra distance to 10 + your Charisma modifier from you attacking
jumped (above and beyond the normal distance rolled) opponent on any psionic attack that deals 1 or more ability
is not counted against your total allowed movement in damage to you. to do so, you must pay power points equal
the round. to the cost of the psionic defense +3. you decide whether
Special: You can take this feat multiple times. Each or not to pay the extra cost after discovering the failure or
time increases your jump multiple by one and increases success of your opponent’s psionic attack to deal ability
your prerequisite reserve power points by +8. for instance, damage.
if Ma’varkith takes Mental Leap Three times, she can jump
four times the distance indicated on her Jump check if her MIRROR SIGHT [E ldritch]
[Eldritch]
reserve power points are 19+, three times the distance if Source: Book of Eldritch Magic
her reserve power points are 11+, or twice the distance if You can look through a mirror and see an image that is
her reserve power points are 3+. reflected in a specific other mirror or an individual reflected
in any other mirror.
MER
MERCC ANTILE BACK GROUND [[General]
BACKGROUND General] Prerequisites: Spellcaster level 1st+, Cha 19+
Source: Forgotten Realms Campaign Setting Benefit: You can, once per day, use a mirror for a
Powerful trading coasters and craft build control the wealth special sort of scrying. Looking into a mirror, you can see
and commerce of Faerûn’s lands. You come from a family through it to view a reflection in another mirror. You can
that excels at a particular trade and knows well the value choose to see one of three types of reflection:
of any kind of trade good or commodity.
Regions: Impiltur, Lake of Steam, Lantan, Sembia, • The current reflection in another mirror you are fami-
Tashalar, Tethyr, Thesk, the Vest, and deep gnome, gray dwarf. liar with.
Benefit: You gain a +2 bonus on all Appraise checks • The reflection of a person you know well, assuming
and a +2 bonus on skill checks in the Craft or Profession that person is near a mirror.
skill of your choice. • The reflection of a place you know well, assuming
the location is being reflected in a mirror.
ME
METTACREATIVE [M
ACREATIVE etapsionic]
[Metapsionic]
Source: Psionics Handbook You receive only visual information through this ability.
You supplement your craft with psionic inspiration. However, you can choose transmit information both ways-
Prerequisite: Any item creation feat. so that a person reflected in the remote mirror can view
Benefit: Each time you take this feat, choose one item whatever appears in the mirror you are using. Contact
creation feat you know. When determining your cost in lasts 1d4 rounds, plus a number of rounds equal to your
XP and raw materials for creating items with this feat, Charisma bonus.
multiply the base price by 75%. For example, Aliya knows that her friend Serai keeps
Special: You may gain this feat multiple times. Each a mirror in his living room over the mantle. She can look
time you take the feat, it applies to a new creation feat. through her own hand-held mirror and see into Serai’s
living room. But Serai’s not there. The next day, Aliya
MILITIA [General
[General]] can attempt to find Serai by looking into her mirror. If, at
Source: Forgotten Realms Campaign Setting that moment, Serai is near any mirror at all, she can see
You served in a local militia, training with weapons suitable him. Otherwise, she sees nothing but her own reflection.
for use on the battlefield. Mirror Sight works with mirrors only; it is not effective
Regions: Dalelands, Impiltur, Luiren, and strongheart with attempting to scry with other reflective surfaces such
halfling. as a still pool or a polished metal shield.
31
Mobility — Off -H and P
-Hand arr
Parr
arryy
MOBILIT
MOBILITYY [[General
General
General]] Benefit: The creature ignores all penalties for using
Source: Player’s Handbook an off hand.
You are skilled at dodging past opponents and avoiding Normal: Without this feat, a creature that uses an off
blows. hand suffers a –4 penalty to attack rolls, ability checks,
Prerequisites: Dexterity 13+, Dodge. and skill checks. A creature has one primary hand, and
Benefit: You get a +4 dodge bonus to Armor Class all the others are off hands; for example, a four-armed
against attacks of opportunity caused when you move out creature has one primary hand and three off hands.
of or within a threatened area. Special: This feat replaces the Ambidexterity feat for
Note: A condition that makes you lose the Dexterity creatures with more then two arms.
bonus to Armor Class (if any) also makes you lose dodge
bonuses. Also, dodge bonuses stack with each other, MULTIT
MULTITASKING [General – M
TITASKING onstrous]
Monstrous]
unlike most types of bonuses. Source: Sword and Fist
You can perform different tasks with different limbs.
MONKEY GRIP [General]
MONKEY Prerequisites: Multi-attack feat, Dexterity 15+,
Source: Sword and Fist Intelligence 13+, Improved Two-Weapon Fighting, Two-
You use a wider variety of sizes of weapons. Weapon Fighting.
Prerequisites: Base attack bonus +3, Weapon Benefits: If you have four or more arms, you can use
Focus with the appropriate weapon, Strength 13+. each pair of arms to perform a distinct partial action. Thus,
Benefits: You can use one melee weapon that is one you could attack with one or two arms while using a magic
size larger than you in one hand. You suffer a -2 penalty item, reloading a crossbow, or even casting a spell with
on your attack roll when using this feat. Can be taken two other arms.
several times (different weapons).
MULTIWEAP
MULTIWEAP ON FIGHTING [General – M
TIWEAPON onstrous]
Monstrous]
MOUNTED ARCHER
ARCHER Y [[General
CHERY General
General]] Source: Monstrous Manual
Source: Player’s Handbook A creature with three or more hands can fight with a weapon
You are skilled at using ranged weapons from horseback. in each hand. The creature can make one extra attack each
Prerequisite: Ride skill, Mounted Combat. round with extra weapon.
Benefit: The penalty you suffer when using a ranged Prerequisites: Three or more hands.
weapon from horseback is halved: -2 instead of -4 if your Benefit: Penalties for fighting with multiple weapons
mount is taking a double move, and -4 instead of -8 if your are reduced by 2.
mount is running. Normal: A creature without this feat suffers a –6
penalty to attacks made with is a primary hand and a –10
MOUNTED COMBAT [[General]
COMBAT General] penalty to attacks made with its off hands. (It has one
Source: Player’s Handbook primary hand, and all others are off hands.) See Attacking
You are skilled in mounted combat. with Two-Weapon, page 124 in Player’s Handbook.
Prerequisite: Ride skill. Special: This feat replaces Two-Weapon Fighting feat
Benefit: Once per round when your mount is hit in for creatures with more than two arms. The Multidexterity
combat, you may make a Ride check to negate the hit. The feat further reduces penalties for off-hand attacks.
hit is negated if your Ride check is greater than the attack
roll (essentially, the Ride check becomes the mount’s Armor NIMBLE FINGERS [General]
Class if it’s higher than the mount’s regular AC). Source: Monte Cook Page
You have dexterous fingers and good hand-to-eye
MULTIA
MULTIAT TACK [General – M
TIAT onstrous]
Monstrous] coordination.
Source: Monstrous Manual Benefit: You gain a +2 bonus to Disable Device and
The creature is adept at using all its natural weapons at once. Pick Locks checks.
Prerequisites: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natu- OBSCURE LORE [General
[General]]
ral weapons suffer only a –2 penalty. Source: Song and Silence
Normal: Without this feat, the creature’s secondary You are a treasure trove of little-known information.
natural attacks suffer a –5 penalty. Prerequisite: Bardic knowledge ability.
Benefit: You gain a +3 bonus on checks using your
MULTICUL
MULTICULTURAL [General]
TICULTURAL bardic knowledge ability.
Source: Song and Silence
You blend in well with members of another race. OFF-HAND PARR
OFF-HAND Y [General]
PARRY
Prerequisite: Speak Language (your chosen race). Source: Sword and Fist
Benefit: Choose any one humanoids race other than You use your off-hand weapon to defend against melee attacks.
your own. Whenever you meet members of that race, they Prerequisites: Base attack bonus +3, Ambidexterity,
are likely to treat you as one of theirs own. You gain a +4 Dexterity 13+, Two-Weapon Fighting, proficiency with
bonus on Charisma checks made to alter the attitude of weapon.
your chosen race (according to the NPC Attitudes section Benefits: When fighting with two weapons and using
in Chapter 5 of Dungeon Master’s Guide). the full attack action, on your action decide to attack
normally or to sacrifice all your off-hand attacks for the
MULTIDEX
MULTIDEX TERIT
TIDEXTERIT
TERITYY [General – Monstrous]
Monstrous] round in exchange for a +2 dodge bonus to your AC. If
Source: Monstrous Manual you are also using a buckler, its AC bonus stacks. You
The creature is adept at using all its hands in combat. can use only bladed or hafted weapons of a size category
Prerequisites: Dexterity 15+, three or more arms. smaller than you with this feat.
32
Oni’
ni’ss B ane — Over
Bane power
Overpower
ONI’S BANE [Ancestor] Special: You can apply overpower to the same power
Source: Oriental Adventures multiple times. You can’t break the power point limit of the
Your ancestor, Isawa Akuma, was a Phoenix shugenja manifester level minus one when using overpower. For
who sought to understand the mistery of identity. instance, a lesser concussion overpowered twice deals
Venturing into the Shadowlands, he lost his own identity 1d6 times 3 damage for a cost of 13 power points. Thus,
to an oni. a 14th-level manifester could have used the power as
Clan: Phoenix. described in the example above, but a 13th-level manifester
Benefit: You gain a +3 bonus on caster level checks could not.
(1d20 + caster level) to beat an outsider’s spell resistance. You can simultaneously apply overpower in conjunction
However, because of Akuma’s fall, you suffer a -2 penalty with fortify power. You can’t break the power point limit of
on Diplomacy checks. the manifester level minus one when using these feats in
conjunction with each other. For instance, a lesser
OPEN MIND [[General
General
General]] concussion overpowered once and fortified twice deals 1d6
Source: Ravenloft Campaign Setting times 2.5 damage for a cost of 10 power points. Thus an
An adaptable mind keeps your sanity resilient. 11th-level manifester could have used the power as
Benefit: You enjoy a +4 bonus to all Madness saves. described in the example above, but a 10th-level manifester
could not. See Tables 1-1, 1-2 and 1-3 for available
OUTDOORSMAN [General] combinations, optimal combinations, and maximum effect.
Source: Monte Cook Page
You are trained particularly well for life in the wild. Table 1-1: Available Combinations
Benefit: You gain a +2 bonus to Handle Animal and
Wilderness Lore Fortify Overpower Power Multiplier Minimum
Power Points (1 plus) Level*
OVERP
OVERPOOWER [[M
Metapsionic
etapsionic]]
Source: WoTC Page 1 - 2 0.25 3
You can manifest a power at twice its normal effect. 2 - 4 0.5 5
Prerequisite: Fortify Power. 3 - 6 0.75 7
Benefit: All variable, numeric effects of an overpowered 4 - 8 1 9
power are doubled. An overpowered power deals twice as 5 - 10 1.25 11
much damage, cures twice as many hit points, affects 6 - 12 1.5 13
twice as many targets, and so on, as appropriate. For 7 - 14 1.75 15
example an overpowered lesser concussion deals twice 8 - 16 2 17
the amount of damage (roll 1d6 and multiply the result by 9 - 18 2.25 19
2). Saving throws and opposed rolls (such as the one you - 1 6 1 7
make when you manifest negate psionics) are not affected. 1 1 8 1.25 9
Powers without random variables are not affected. An 2 1 10 1.5 11
overpowered power costs a number of power points equal 3 1 12 1.75 13
to its standard cost + 6. 4 1 14 2 15
5 1 16 2.25 17
6 1 18 2.5 19
- 2 12 2 13
1 2 14 2.25 15
2 2 16 2.5 17
3 2 18 2.75 19
- 3 18 3 19
1 - 2 0.25 3
2 - 4 0.5 5
- 1 6 1 7
1 1 8 1.25 9
2 1 10 1.5 11
- 2 12 2 13
1 2 14 2.25 15
2 2 16 2.5 17
- 3 18 3 19
33
Pai
ainnTouch — P
Touch oi
Poi nt B
oint lank S
Blank hot
Shot
Table: 1-3: Maximum Effect concentration on such power is a standard action that does
not provoke an attack of opportunity. A persistent power costs
Power Base Fortify Overpower Final Final a number of power points equal to its standard cost +8.
Level PP Power PP Multiplier*
PERSIS TENT SPELL [M
PERSISTENT etamagic]
[Metamagic]
1 1 - 3 19 4 Source: Tome and Blood, WoTC page
2 3 2 2 19 3.5 You make one of your spells last all day.
3 5 1 2 19 3.25 Prerequisite: Extend Spell
4 7 - 2 19 3 Benefit: A persistent spell has a duration of 24 hours.
5 9 2 1 19 2.5 The persistent spell must have a personal range or a fixed
6 11 1 1 18 2.25 range (for example, comprehend languages or detect
7 13 - 1 19 2 magic). Spells of instantaneous duration cannot be affected
8 15 2 - 19 1.5 by this feat, nor can spells whose effects are discharged.
9 17 1 - 19 1.25 You need not concentrate on spells such as detect magic
and detect thoughts to be aware of the mere presence or
* Assumes that the power is manifested by a 20th-level absence of the thing detected, but you must still
manifester. concentrate to gain additional information as normal.
Concentration on such a spell is a standard action that
PAIN TOUCH [General] does not provoke an attack of opportunity. A persistent
Source: Sword and Fist, Oriental Adventures spell uses up a spell slot four levels higher than the spell’s
You cause intense pain in an opponent with a successful actual level.
stunning attack.
Prerequisites: Base attack bonus +2, Stunning fist, PERSUASIVE [[General]
PERSUASIVE General]
Wisdom 19+. Source: Song and Silence
Benefits: Victims of a successful stunning attack is You could sell a tindertwig hat to a troll.
subject to such debilitating pain that they are nauseated Benefit: You gain a +2 bonus on all Bluff and Intimidate
for 1 round after being stunned for 1 round as usual. A checks.
stunning attack involves a monk’s stunning attack power
or the use of the Stunning Fist feat. Creatures that are PHAL ANX FIGHTING [[General
PHALANX General
General]]
immune to stunning attacks are also immune to this feat, Source: Lords of Darkness
as are any creatures that are more than one size category You are trained in fighting in close formation with your
larger than the feat user. allies.
Benefit: If you are using a large shield and a light
PERNICIOUS MAGIC [M etamagic]
[Metamagic] weapon, you gain a +1 armor bonus that stacks with the
Source: Forgotten Realms Campaign Setting bonus provided by your armor and shield. In addition,
You can use the Shadow Weave to make your spells harder if you are within 5 feet of an ally who is also using a large
for Weave users to counter. Any creature using a spell, shield and light weapon and who also knows this feat,
spell-like ability, or magic item without the Shadow Weave you may form a shield wall. A shield wall provides one-
Magic feat is considered to be a Weave user. quarter cover (+2 to AC and +1 on Reflex saves) to all
Prerequisite: Shadow Weave Magic. eligible characters participating in the shield wall.
Benefit: Your spells resist counterspell attempts by
Weave users. When a Weave caster tries to counterspell PIN SHIELD [General]
a spell you are casting, he must make a level check (DC Source: Sword and Fist
11+ your caster level) to succeed at the counterspell. You know to get inside your opponent’s guard by pinning
This benefit does not extend to spells you cast from his shield out of the way.
the school of Evocation or Transmutation, nor to opponents Prerequisites: Base attack bonus +4, Two-weapon
using dispel magic to counterspell (see Tenacious Magic, fighting.
later in this section). Benefits: This feat can only be used against an
From now on your ability to counterspell Weave magic opponent who is using a shield and who is within one size
is impaired. When you attempt to counter a Weave spell, category of you. Make an off-hand attack against an
you must make a level check with a DC 9 + your opponent’s opponent’s shield using the normal rules for striking a
caster level to succeed. This penalty does not extend to weapon. If your attack roll is successful, you momentarily
Enchantment, Illusion, or Necromancy effects. (You pin your opponent’s shield with your off-hand weapon, and
counterspell them normally). You may attempt you may make an immediate attack of opportunity against
counterspells with dispel magic normally. your opponent with your primary weapon at your full attack
bonus. Your foe gains no AC benefit from her shield for
PERSISTENT PO
PERSISTENT WER [M
POWER etapsionic]
[Metapsionic] this attack. You cannot use this feat if you are fighting
Source: Psionics Handbook with only one weapon.
You make one of your powers last all day.
Prerequisite: Extend Power. POINT BL ANK SHO
BLANK T [[General]
SHOT General]
Benefit: A persistent power has duration of 24 hours. Source: Player’s Handbook
the persistent power must have a personal range or a fixed You are skilled at making well-placed shots with ranged
range; you can’t use this feat on a power with variable weapons at close range.
range, or on a power with an instantaneous duration. Note Benefit: You get a +1 bonus to attack and damage
that you must concentrate on some powers to use their effects rolls with ranged weapons at ranges of up to 30 feet.
(for example, detect psionics and detect thoughts);
34
Power A ttack — P
Attack sionic Dodge
Psionic
PO WER AT
POWER ATTTACK [[General
General
General]] Special: Possession of the Quicken Power feat reduces
Source: Player’s Handbook the extra cost of Power touch to 0 points (you still must pay
You can make exceptionally powerful melee attacks. the standard cost for the power used in the attack of
Prerequisite: Strength 13+. opportunity).
Benefit: On your action, before making attack rolls
for a round, you may choose to subtract a number from PO WERFUL VOICE [Ancestor]
POWERFUL
all melee attack rolls and add the same number to all Source: Oriental Adventures
melee damage rolls. This number may not exceed your You are karmically linked to Utaku, Shinjo’s most trusted
base attack bonus. The penalty on attacks and bonus on lieutenant and devoted bodyguard.
damage applies until your next action. Clan: Unicorn.
Benefit: Your powerful speaking voice gives you a +2
PO WER AT
POWER ATTTACK-IAI JUTSU [Ancestor]
ACK-IAIJUTSU bonus on Diplomacy checks and Perform checks when
Source: Oriental Adventures you are speaking or singing.
Your ancestor, Kakita Rensei, was a renowned duelist
whose strength was legendary. PRECISE SHOT [[General
SHOT General
General]]
Clan: Crane. Source: Player’s Handbook
Benefit: In an iaijutsu duel, you add an extra 1d6 points You are skilled at timing and aiming ranged attacks.
of damage to the damage from your Iaijutsu Focus checks. Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at
PO WER AT
POWER ATTTACK-SHADO WL
ACK-SHADOWL ANDS [Ancestor]
WLANDS an opponent engaged in melee without suffering the
Source: Oriental Adventures standard -4 penalty.
You are descended from Kaiu Gineza, the engineer who
not only helped construct the tomb of Iuchiban, but also PRONE AT
ATTTACK [General]
remained in the tomb to set the last trap. Source: Sword and Fist, Oriental Adventures
Clan: Crab. You attack from a prone position without penalty.
Benefit: When you use the Power Attack feat against Prerequisites: Base attack bonus +2, Dexterity 15+,
a creature with the Shadowlands type modifier or a Lightning Reflexes.
character with the Shadowlands Taint, you subtract a Benefits: You can make an attack from the prone
number from your melee attack rolls and add 1 1/2 times position and suffer no penalty to your attack roll. If your
that number to your melee damage rolls. The normal attack roll is successful, you may regain your feet
restrictions of the Power Attack feat apply. You gain no immediately as a free action.
benefit from this ancestor feat if you do not have the Power Special: Prone Attack is a bonus feat for fighters. It
Attack feat. can be taken whenever a fighter is eligible for a bonus
This feat is only available in Rokugan. feat, as long as the character has met the prerequisites.
35
Psionic Fist — Quicken P
Fist ower
Power
from standard dodge feat, or a separate opponent. If the to the weapon) when you pay the cost of 1 power point.
same opponent is chosen for both Dodge and Psionic You must decide whether or not to pay the cost prior to
Dodge, the bonuses stack. You can select a new opponent making the melee attack. Your weapon remains “charged”
on any action. Note: A condition that makes you lose your for a maximum number of rounds equal to your Strength
Dexterity bonus to AC (if any) does not make you lose modifier +1 or until you make your next attack, which
your dodge bonus from the Psionic dodge feat. Also, dodge occurs first. If your attack misses, the power point
bonuses (such as this one, the one from dodge feat, the expenditure is wasted.
one granted by the Mobility feat, and a dwarf’s racial bonus
to dodge giants) stack with one another, unlike most other PS
PSYYCHIC BAS TION [P
BASTION sionic]
[Psionic]
type of bonuses. Source: Psionics Handbook
You can raise a fortified defense against psionic attacks.
PSIONIC FIST [P
FIST sionic]
[Psionic] Benefit: You gain +1 mental hardness against a foe’s
Source: Psionics Handbook successful attack when you pay the cost of 3 power points.
You can charge your unarmed strikes with additional You decide whether or not to pay the cost after determining
damage potential. the failure or success of the psionic attack to breach your
Prerequisite: Strength 13+. Will save.
Benefit: Your unarmed strikes deal +1d4 points of You decide what mental hardness increment to use
bludgeoning damage when you ;pay the cost of 1 power within the range granted by gaining this feat multiple times.
point. You must decide whether or not to pay the cost
prior to making the melee attack. You hand or foot remains PS
PSYYCHIC INQUISITOR [P
INQUISITOR sionic]
[Psionic]
“charged” for a maximum number of rounds equal to your Source: Psionics Handbook
Strength modifier +1, or until you make your next attack, You know when other lie.
whichever occurs first. If your attack misses, the power Prerequisites: Charisma 13+, Psychoanalyst.
point expenditure is wasted. Benefit: When a living humanoid lies directly to you,
you perceive it. You detect a maximum number of lies per
PSIONIC FOCUS [Psionic]
[Psionic] conversation equal to your Charisma modifier. A
Source: Psionics Handbook conversation with an individual, once concluded, may not
Your powers within your primary discipline are more potent be renewed with a Psychic Inquisitor active for a period of
than normal. 8 hours. You decide when, or if, to begin using this feat
Benefit: Add +2 to the DC for all saving throws against during a conversation.
powers from the selected discipline.
Special: You can gain this feat multiple times. Its PS
PSYYCHO AN
CHOAN AL
ANAL YS
ALYS
YSTT [Psionic]
[Psionic]
effects do not stack. Each time you take this feat, it applies Source: Psionics Handbook
to a new discipline, but a psion must choose his primary Your knowledge of the mind gives you influence with others.
discipline the first time he takes this feat. Prerequisite: Charisma 13+.
Benefit: You get a +2 bonus on all Diplomacy, Bluff,
PSIONIC ME
METTABOLISM [Psionic]
[Psionic] and Intimidate checks against living humanoids with an
Source: Psionics Handbook Intelligence score of 4 or higher. You get the same +2 bonus
Your wounds heal especially rapidly. on Charisma checks used to influence or interact with living
Prerequisites: Con 13+, Rapid Metabolism. humanoids having an Intelligence score of 4 or higher.
Benefit: You convert 1 point of normal damage to 1
point of subdual damage per hour, if you pay the cost of 1 PYRO [General]
power point per hour. If you are unconscious or dying, Source: Song and Silence
Psionic Metabolism does not work. You’re good at lighting objects and opponents on fire.
Benefit: If you set something or someone on fire by
PSIONIC SHO
SHOTT [P sionic]
[Psionic] any means (alchemist’s fire, for example), the flames do
Source: Psionics Handbook an extra 1 point of damage per die, and the Reflex save
You can charge your ranged attacks with additional DC to extinguish the flames increases by +5.
damage potential. Normal: Fire generally does 1d6 points of damage. A
Prerequisites: Dexterity 13+, Point Blank Shot. successful Reflex save (DC 15) extinguishes it.
Benefit: Your ranged shots deal +1d4 points of piercing
damage when you pay the cost of +1 power point. You QUICK DRAW [[General]
DRAW General]
must decide whether or not pay the cost prior to making Source: Player’s Handbook
the ranged attack. Your arrow, bolt, or bullet remains You can draw weapons with startling speed.
“charged” for a maximum number of rounds equal to your Prerequisite: Base attack bonus +1 or higher.
Strength modifier +1, or until you make your next attack, Benefit: You can draw a weapon as a free action instead
whichever occurs first. If your attack misses, the power of as a move-equivalent action.
point expenditure is wasted.
QUICKEN POWER [M
POWER etapsionic]
[Metapsionic]
PSIONIC WEAP ON [[P
WEAPON Psionic] Source: Psionics Handbook
Source: Psionics Handbook You can manifest a power with a moment’s thought.
You can charge your melee weapon with additional Benefit: Manifesting a quickened power is a free action.
damage potential. You can perform another action, even manifest another
Prerequisites: Strength 13+, Power Attack. power, in the same round as you manifest a quickened
Benefit: Your melee weapon does +1d4 points of power. You may only manifest one quickened power per
damage (slashing, piercing, or bludgeoning, as appropriate round. A power whose time to manifest is more than 1 full
36
Quicken Spell — Red H
Spell ead
Head
round cannot be quickened. The quickened power costs a bonus, but each attack (the extra one and the normal ones)
number of power points equal to its standard cost +8. suffers a -2 penalty. You must use the full attack action to
Special: Possession of the Power Touch feat allows the use this feat.
use of that feat and one quickened power in the same round.
RANGED EXPER TISE [General]
EXPERTISE
QUICKEN SPELL [[M
Metamagic] Source: Monte Cook Page
Source: Player’s Handbook You are trained at using your ranged combat skill for
You can cast a spell with a moment’s thought. defense as well as offense.
Benefit: Casting a quickened spell is a free action. Prerequisite: Intelligence 13+
You can perform another action, even casting another spell, Benefit: When using an attack action or full attack
in the same round as you cast a quickened spell. You action with a ranged weapon, the character can take a
may only cast one quickened spell per round. A spell whose penalty of as much as -5 on the = attack and add the
casting time is more than 1 full round cannot be quickened. same number (up to +5) to his or her Armor Class against
A quickened spell uses up a spell slot four levels higher either ranged or melee attacks. This number may not
than the spell’s actual level. exceed the character’s base attack bonus. The changes
to attack rolls and Armor Class last until the character’s
QUICKEN TURNING [S pecial]
[Special] next action. The bonus to the character’s Armor Class is
Source: Defenders of the Faith a dodge bonus.
You can turn or rebuke undead with a moment’s thought.
Prerequisites: Ability to turn/rebuke undead, REACH SPELL [M etamagic]
[Metamagic]
Charisma 13+, Extra Turning. Source: Defenders of the Faith
Benefits: You can turn or rebuke undead as a free You can cast touch spells without touching the target.
action, but with a -4 penalty on both your turning attempt Benefits: You may cast a spell that normally has a
check and turning damage roll. You may still only make range of “touch” at any distance up to 30 feet. The spell
one turning attempt per round. effectively becomes a ray, so you must succeed at a ranged
You may use this feat only when you actually attempt touch attack to bestow the spell upon the recipient. A reach
to turn or rebuke undead. You may not use it when you spell uses up a spell slot two levels higher than the spell’s
power a divine feat. actual level.
37
Rei ncar
Reincar nated — Retur
ncarnated Returnn S hot
Shot
spend time preparing it. This is a spell-like ability. Regions: Gray dwarf, half-orc, and orc.
Special: You may take this feat only at the beginning of Benefit: You get a +4 bonus on Fortitude saving throws
the game. You don’t need to take this feat to have red hair, against poison.
but you do need to be born a redhead to take this feat. Special: You may only take this feat as a 1st level
character.
REINC ARN
REINCARN ATED [[General
ARNA General
General]]
Source: Ravenloft Campaign Setting RESIST POISON [Ancestor]
RESIST
You have vague, dreamlike memories of a former life. You Source: Oriental Adventures
even possess skills you’ve never knowingly learned. Your ancestor, Agasha Kitsuki, founded the fourth family
Benefit: Choose a nonrestricted skill you do not have of the Dragon clan and a school for magistrates renowned
as a class skill. That skill is always considered a class for teaching skills of investigation and deduction.
skill for you. Your spirit was reborn because it emotionally Clan: Dragon.
linked to a creature that has lingered in this world. If you Benefit: You gain a +4 bonus on Fortitude saving
ever encounter your “soul mate”, it will instinctually throws against poison.
recognize you, and you gain a +2 bonus to Charisma-
based skill checks when interacting with it. RESIS
RESISTT TAINT [Ancestor]
Special: You may take this feat only at the beginning Source: Oriental Adventures
of the game. You are descended from Kuni, the founder of the Kuni
family, a scholar of - and mighty warrior against - the
REQUIEM [General] Shadowlands.
Source: Song and Silence Clan: Crab.
Your bardic music affects undead creatures. Benefit: You gain a +4 bonus on all Fortitude saving
Prerequisites: Bardic music ability, 12+ ranks in throws to determine whether you acquire the Shadowlands
Perform. Taint.
Benefit: You can extend your mind-affecting bardic This feat is only available in Rokugan.
music and virtuoso performance affects so that they
influence even the undead. All bardic music effects on RE TURN SHO
RETURN T [P
SHOT sionic]
[Psionic]
undead creatures have only half of duration they normally Source: Psionics Handbook
would against the living. You can return incoming arrows, as well as crossbow bolts,
Normal: Undead is usually immune to mind-influencing spears, and other shot or thrown weapons.
effects. Prerequisite: Dexterity 13+, Point blank shot, Psionic
Shot, Reserve power points 5+.
REMAIN CONSCIOUS [General] Benefit: You need not have a free hand (holding
Source: Sword and Fist, Oriental Adventures nothing) to use this feat, but you must relinquish a two-
You have a tenacity of will that supports you even when handed hold on a single item or drop a shield as a free
things look bleak. action. Once per round when you would normally be hit
Prerequisites: Base attack bonus +2, Endurance, Iron with a ranged weapon, you may make a Reflex save (DC
Will, Toughness. 20; if the ranged weapon has an enhancement bonus to
Benefits: When your hit points are reduced to 0, you attack, the DC increases by that amount.). If you succeed,
may take one partial action on your turn every round until you snatch the ranged weapon. You must be aware of the
you reach -10 hit points, , or your hit point total returns to attack and not flat-footed, and you cannot already have
0 or higher. If stabilized, you can continue to take partial acted in the round. you may use this feat once in any
actions, but the first partial action you take revokes the given round.
stabilization. If you reach -10 hit points, you die. Snatching a ranged weapon or ammunition (such as
an arrow, bolt, or sling bullet) counts as a free action. If
REPEAT SPELL [M
REPEAT etamagic]
[Metamagic] you successfully retrieve a bolt, arrow or sling bullet, you
Source: Tome and Blood can load and fire it back at your foe if you hold the
You can cast a spell that repeats the following round. appropriate weapon. A bow requires a move-equivalent
Prerequisite: Any other metamagic feat. action, a crossbow requires a standard action, and a
Benefits: A repeated spell is automatically cast again thrown weapon such as a spear or a knife is a free action
at the beginning of your next turn in the round. No matter
where you are, the second spell originates from the same
location and affects the same area as the original spell.
You cannot use this feat on spells with a touch range. If
the original spell designates a target, the repeated spell
affects the same target if it is within 30 feet of its original
position; otherwise the second spell fails. A repeated spell
uses up a spell slot three levels higher than the spell’s
actual level.
RESIS
RESISTT POISON [General]
Source: Forgotten Realms Campaign Setting
Over years, some among your people carefully expose
themselves to poisons in controlled dosages in order to
build up immunity to their effects. A few are thereby
Axiomatic Bulette
weakened, but the strong adjust.
38
Ride-ByA
Ride-By ttack — Scribe T
Attack atoo
Tatoo
to throw back. If you are not holding a ranged weapon SADDLEBACK [Ancestor]
suitable to the snatched ammunition in your off hand, you Source: Oriental Adventures
cannot return the attack. You have an unique karmic tie to Moto Chai, one of the
You make the return attack at a bonus equal to half greatest riders ever to live, even by Unicorn standards.
your foe’s ranged attack bonus (round down) + you full Clan: Unicorn.
ranged attack bonus. Exceptional ranged weapons, such Benefit: You receive a +3 bonus on all Ride checks.
as boulders hurled by giants or Melf’s acid arrows, can’t
be snatched. SANCTUM SPELL [M etamagic]
[Metamagic]
Special: If you also have the Deflect arrows feat (See Source: Tome and Blood
the PHB), you make return attacks at bonus equal to your Your spells have a home ground advantage.
foe’s full ranged attack bonus + your full attack bonus. Prerequisites: Any other metamagic feat.
Benefits: A sanctum spell has an effective spell level
RIDE-BY AT
ATTTACK [[General
General
General]] one level higher than normal if cast in your sanctum (see
Source: Player's Handbook Special, below) - but if not cast in the sanctum, it has an
You are skilled at fast attack from horseback. effective spell level one level lower than normal. All effects
Prerequisites: Ride skill, Mounted Combat. dependent on spell levels (such as save DCs or the ability
Benefit: When you are mounted and use the charge to penetrate a minor globe of invulnerability) are calculated
action, you may move and attack as with a standard charge according to the adjusted level. A sanctum spell uses a
and then move again (continuing the straight line of the spell slot of the spell’s normal level, modified by any other
charge). Your total movement for the round can't exceed metamagic feats.
doubles your mounted speed. You do not provoke an attack Special: Your sanctum is an area you have previously
of opportunity from the opponent that you attack. designated within a 10-foot/level radius from the center.
This area can be a particular site, building, or structure. A
ROUND ABOUT KICK [General]
ROUNDABOUT sanctum can be designated within a larger structure, but
Source: Oriental Adventures its special advantages cut off beyond the maximum area.
You can follow up on a particularly powerful unarmed The designated area must be a site where you have spent
attack with a mighty kick, spinning in a complete circle a cumulative period of at least three months. Once
before landing the kick. designated, it takes seven days for the site to become a
Prerequisites: Strength 15+, Power Attack, Improved sanctum. If you designate a new area to be your sanctum,
Unarmed Strike. the benefits of the old one immediately fade. You may
Benefit: If you strike a successful critical hit with an have only a single sanctum at one time.
unarmed attack, you can immediately make an additional
unarmed attack against the same opponent, as if you SCHOL AR OF NA
SCHOLAR TURE [Ancestor]
NATURE
hadn’t used your attack for the critical hit. You used the Source: Oriental Adventures
same attack bonus that you used for the critical hit. For You are descended from Asako Hanasaku, a great scholar
example, Bujiko can make three unarmed attacks in a who threw himself into the study of medicine, herbs, and
round, at a base attack bonuses of +9, +6, and +3. If she poison.
gets a critical on her second attack, she can make an Clan: Phoenix.
additional attack using her +6 base attack bonus. She Benefit: You gain a +2 bonus on Alchemy and heal
then makes her third attack (at +3) as normal. checks.
RUN [[General
General
General]] SCRIBE SCROLL [[IItem C reation
reation]]
Creation
Source: Player's Handbook Source: Player's Handbook
You are fleet of foot. You can create scrolls, from which you or another a
Benefit: When running, you move five times normal spellcaster can cast the scribed spells.
speed instead of four times normal speed. If you make a Prerequisite: Spellcaster level 1st +.
running jump, increase the distance or height cleared by Benefit: You can create a scroll of any spell that you
one-fourth, but not past the maximum. know. Scribing a scroll takes 1 day for each 1,000 gp in its
base price. The base price of a scroll is its spell level
SACRED SPELL [M etamagic]
[Metamagic] multiplied by its caster level multiplied by 25 gp. To scribe
Source: Defenders of the Faith a scroll, you must spend 1/25 of this base price in XP and
Your damaging spells are imbued with divine power. use up raw materials costing half of this base price.
Benefits: Half of the damage dealt by a sacred spell Any scroll that stores a spell with a costly material
results directly from divine power, and is therefore not component or an XP cost also carries a commensurate
subject to being reduced by protection or similar spells. cost. In addition to the costs derived from the base price,
The other half of the damage dealt by the spell is as nor- you must expend the material component or pay the XP
mal for the spell. A sacred spell uses up a spell slot two when scribing the scroll.
levels higher than the spell’s actual level. Only divine spells
can be cast as sacred spells. SCRIBE TAT TOO [I
TAT tem C
[Item reation]
Creation]
Source: Psionics Handbook
SADDLEBACK [General] You can create psionic tattoos, also called psionic circuits,
Source: Forgotten Realms Campaign Setting which store psionic powers within their designs (see
Your people are as comfortable riding as walking. Chapter 7 of the PsiHB).
Regions: Cormyr, Hordelands, Narfell, and the North Prerequisite: Manifester level 3rd+.
Western Heartlands. Benefit: You can create a psionic tattoo of any psionic
Benefit: You receive a +3 bonus on all Ride checks. power of 3rd level or lower and that targets a creature or
39
Sculpt S pell — S
Spell hield P
Shield rof
Prof icience
roficience
creatures (see Special, below). Scribing a psionic tattoo takes Weave users cannot cast spells from these schools.) The
one day. When you create a psionic tattoo, you set the reduced caster level affects the spell’s range, duration,
manifester level. The manifester level must be sufficient to damage, and any other level-dependent variables the
manifest the power in question and no higher than your own spells might have, including dispel checks against you.
level. The base price of a psionic tattoo is its power level x its You can no longer cast spells whit the light descriptor,
manifester level x 50gp (inscribing a 0-level power costs no matter what level you are. Such spells automatically
25gp). to scribe a tattoo, you must spend 1/25 of this price in fail. Your ability to use magical items that produce light
XP and use up raw materials (special inks, masterwork effects is also limited — you cannot invoke an item’s
needles, and so on) costing half of this base price. activation method is spell trigger or spell completion.
When you create a psionic tattoo, you make any From now on, any magic item you create is a Shadow
choices that you would normally make when manifesting Weave item (see Chapter 2: Magic)
the power. When its wearer physically activates the tattoo, Special: Knowledge of the Shadow Weave has a
the wearer is the target of the power. price. When you acquire this feat, your Wisdom score is
Any psionic tattoo that stores a power with an XP cost immediately reduced by 2 points. If this loss or any future
also carries a commensurate cost. In addition to the costs Wisdom loss reduces your Wisdom score to less than
derived from the base price, you must pay the XP when 13, you still have the feat. (This is an exception to the
creating the tattoo. general rule governing feats with prerequisites.)
Special: All Psychometabolism powers are an Restorative spell (such as restoration or greater
exception to the target criteria, and may be inscribed into restoration) does not reverse the Wisdom loss. You can,
a tattoo despite the fact that they are personal powers. however, strike a deal whit Shar, the goddess who hold
sway over the Shadom Weave, to regain your loss of
SCULPT SPELL [M etamagic]
[Metamagic] Wisdom. You must receive an atonement spell from a
Source: Tome and Blood cleric of Shar. Sharran clerics require the subject to com-
You can alter the shape of a spell’s area. plete a dangerous quest before receiving the atonement,
Prerequisite: Any other metamagic feat. and afterward you must choose her as your patron. (The
Benefits: You can modify an area spell by changing usual quest is to destroy a follower of Selûne whose level
the area’s shape. The new area must be chosen from the is at least as high as yours.) If you later change your patron,
following list: cylinder (10-foot radius, 30 feet high), 40- you immediately suffer the Wisdom loss. If you take Shar
foot cone, four 10-foot cubes, or a ball (20-foot radius back again as your patron deity, it is not regained.
spread). The sculpted spell works normally in all respects
except for its shape. SHARP
SHARP-- S H O OTING [General]
OTING
A sculpted spell uses a spell slot one level higher than Source: Sword and Fist
the spell’s actual level. Your skill with ranged weapons lets you score hits others
would miss due to an opponent’s cover.
SEA LEGS [Ancestor] Prerequisites: Base attack bonus +3, Point Blank
Source: Oriental Adventures Shot, Precise Shot.
You are descended from Yasuki Fumoki, a notorious Benefits: You gain a +2 bonus to your ranged attack
pirate who preyed on Crane merchant ships off the coast. rolls against targets with some degree of cover. This feat
Clan: Crab. has no effect against foes with no cover or total cover.
Benefit: You gain a +2 bonus on Balance and
Profession (sailor) checks. SHIELD CHAR GE [General]
CHARGE
Source: Defenders of the Faith
SHADO
SHADOWW [[General]
General] You deal extra damage if you use your shield as a weapon
Source: Song and Silence when charging.
You are good at following someone surreptitiously. Prerequisites: Power Attack, Improved Shield Bash.
Benefit: You gain a +2 competence bonus on Hide Benefits: When you attack with your shield as part of
and Spot checks made while following a specific person. a charge action, you inflict double normal damage.
SHADO
SHADOWW WEAVE MAGIC [General]
WEAVE SHIELD EXPER
EXPERTT [General]
Source: Forgotten Realms Campaign Setting Source: Sword and Fist
You have discovered the dark and dangerous secret of You use a shield as an off-hand weapon while retaining its
the Shadow Weave. armor bonus.
Prerequisites: Wisdom 13+ or patron deity Shar. Prerequisites: Base attack bonus +3, shield proficiency.
Benefit: From now on, your spells tap the Shadow Benefits: You may make an off-hand attack with
Weave instead of the Weave. You also can activate magic your shield while retaining the shield’s AC bonus for
items that use the Shadow Weave without taking damage. that round.
Add a +1 bonus to the DC for all saving throws of the
spells you cast from the schools of Enchantment, Illusion SHIELD PROFICIENCY [[General
General
General]]
and Necromancy, and spells with the darkness descriptor. Source: Player's Handbook
You get a +1 bonus on caster level check to overcome You are proficient with shields.
spell resistance to these school and spells. Benefit: You can use a shield and suffer only the
The Shadow Weave proves less than optimal for standard penalties.
effects involving energy or matter. Your effective caster Normal: A character who is using a shield with which
level for spells you cast from the schools of Evocation he or she is not proficient suffers the shield's armor check
and Transmutation (except spells with the darkness penalty on attack rolls and on all skill rolls that involve
description) is reduced by one. (First-level Shadow moving, including Ride.
40
Shot on the Run — S
Run natch W
Snatch eapon
Weapon
Special: Barbarians, bards, clerics, druids, fighters, A wizard who casts the spell Tenser's Transformation
paladins, and rangers have this feat for free. Monks, ro- on herself gains proficiency with all simple weapons for
gues, sorcerers, and wizards do not. the duration of the spell.
41
Soul of H onor — S
Honor pell T
Spell hematics
Thematics
you have a free hand, you can grab the weapon yourself Prerequisite: Any dispel checks against your spells
instead of letting it fall. If you can wield that weapon in are made with a –2 penalty.
one hand, you can immediately make a single attack with
it, though you suffer the usual penalties for a second attack SPELL MAS TER
MASTER Y [[S
TERY Special
pecial]]
with an off-hand weapon. Source: Player's Handbook
Normal: After a successful disarm attempt, the weapon You can prepare spells for the day without reading your
winds up at the defender’s feet, unless you attempted the spellbook.
disarm attack while unarmed. Prerequisite: Spell Mastery is available only to
wizards.
SOUL OF HONOR [Ancestor] Benefit: Each time the wizard takes this feat, choose
Source: Oriental Adventures a number of spells equal to the wizard's Intelligence
Your ancestor Shinjo Martera, the firstborn son of Shinjo, modifier (they must be spells that the wizard already
was the living incarnation of bushido for the Unicorn, utterly knows). From that point on, the wizard can prepare those
without fault or failing. spells without referring to a spellbook.
Clan: Unicorn.
Benefit: You are aware of any action or item that could SPELL PENETRA
PENETRA TION [[General
TRATION General
General]]
adversely affect your honor or your alignment, including Source: Player's Handbook
magical effects. A moment’s contemplation allows you to Your spells are especially potent, breaking through spell
discern such information before performing such an action resistance more readily than normal.
or becoming associated with such an item. Benefit: You get a +2 bonus to caster level checks
(1d20+caster level) to beat a creature's spell resistance.
SOUL OF LOYAL
LOY T Y [Ancestor]
ALT
Source: Oriental Adventures SPELL POWER [Ancestor]
POWER
Your ancestor, Mirumoto Tokeru, was renowned for his Source: Oriental Adventures
loyalty to his twin brother, Ryudumu. Your lineage traces back to the young shugenja Kuni
Clan: Dragon. Osaku, who single-handedly held off a massive army of
Benefit: You gain a +4 bonus on Will saving throws oni at the Battle of the Cresting Wave. Her spell summoned
against compulsion effects. a tsunami and made the Seigo no Kamae river impassible
for seventy-three days while the Crab built the Kaiu Wall,
SOUL OF SINCERIT
SINCERITYY [Ancestor] but its powerful magic cost Osaku her life.
Source: Oriental Adventures Clan: Crab.
You are descended from the famous Scorpion daimyo Benefit: Three times per day, you can cast a spell
Bayushi Tangen, author of Lies and Little Truths. with extraordinary power. Add +1 to the saving throw
Clan: Scorpion. Difficulty Class for these spells.
Benefit: You gain a +4 bonus on Sense Motive checks
and a -2 penalty on Bluff checks. SPELL SPECIALIZ
SPECIALIZAATION [General]
Source: Tome and Blood
SPEED OF THOUGHT [Psionic]
[Psionic] You deal more damage with ray or energy missile spells.
Source: Psionics Handbook Prerequisites: Weapon Focus (ray or energy missile
You move faster. spells), Spellcaster level 4th+.
Prerequisite: Wisdom 13+, reserve power points 1+. Benefits: Your damage-dealing spells that make a
Benefit: Your base speed is equal your normal speed +10. ranged touch attack gain a +2 damage modifier. The
Special: You can take this feat multiple times. Each damage bonus only applies if the target is within 30 feet,
time increases your base speed by 10 feet and increases because only at that range can you strike precisely enough
prerequisite of reserve power points by 4. For instance, if to hit more effectively.
Ma’varkith takes speed of Thought three times, her speed Special: You can gain this feat twice: once for ray
is equal to her normal speed +30. If her reserve power spells and once for energy missile spells. Its effects do
points are 9 or more, +2 if her reserve power points are 5 not stack.
or more, or her normal speed +10 if her reserve power
points are 1 or more. SPELL THEMATICS [General]
THEMATICS
Source: Magic of Faerûn
SPELL FOCUS [[General
General
General]] Your spells have a distinct visual or auditory effect in their
Source: Player's Handbook manifestation.
Choose a school of magic, such as Illusion. The character's Prerequisite: Must be able to cast at least one illusion
spells of that school are more potent than normal. spell.
Benefit: Add +2 to the Difficulty Class for all saving Benefit: choose a theme for your spellcasting, such as
throws against spells from the school of magic you select “ice” of “fire” or “screaming skulls”. All spells you cast have
to focus on. this theme in the manifestation of their effects, although
Special: You can gain this feat multiple times. Its this does not actually change the spell in any way. You
effects do not stack. Each time you take the feat, it applies cannot use this feat to make your spell manifestations
to a new school of magic. invisible, and it never causes your spells to deal more
damage because of the visual change (you may still cast
SPELL GIRDING [General] spells without this thematic manifestation if you choose).
Source: Magic of Faerûn For example, if your theme is “fire”, than your magic
Your spells are particularly hardy, resisting dispel checks missile spell might appear to produce bolts of fire, although
more readily than normal. the bolts are still a force effect and cause normal damage,
42
Spellcaster Suppor
upportt — S
Suppor trength of the Charger
Strength
not fire damage. If your theme is “screaming skulls”, your desired, you can have both rays attack the same target. A
fireball might manifest as a small screaming skull that split ray uses up a spell slot of the spell’s normal level,
impacts the target and explodes into a fiery ball that modified by any other metamagic feats.
momentarily resembles a 20-foot-radius burning skull,
although it causes damage exactly like a standard fireball SPRING AT
ATTTACK [[General
General
General]]
(and doesn’t cause any sonic damage, despite the Source: Player's Handbook
screaming of the skull). You are trained in fast melee attacks and fancy footwork.
Add +5 to the DC of any spellcraft check made to Prerequisites: Dexterity 13+, Dodge, Mobility, base
identify a spell cast in this manner. attack bonus +4 or higher.
Benefit: When using the attack action with a melee
SPELLC AS
SPELLC TER SUPP
ASTER OR
SUPPOR T [Ancestor]
ORT weapon, you can move both before and after the attack,
Source: Oriental Adventures provided that your total distance moved is not greater than
Your ancestor, Shiba Kaigen, was a samurai who used your speed. Moving in this way does not provoke an attack
his knowledge of spellcraft to help defend a mountain of opportunity from the defender you attack. You can't use
passage from a Lion invasion. this feat if you are in heavy armor.
Clan: Phoenix
Benefit: You can use the Aid Another action, making STAND S
STAND TILL [P
STILL sionic]
[Psionic]
a spellcraft check against DC 10, to add +2 to the Difficulty Source: Psionics Handbook
Class of an allied shugenja’s spell. You can prevent foes from fleeing or closing.
Prerequisites: Strength 13+, reserve power points 1+.
SPELL
SPELLCCAS TING PRODIGY [General]
ASTING Benefit: When a foe’s movement would otherwise grant
Source: Forgotten Realms Campaign Setting you an attack of opportunity, you may give up that attack
You have an exceptional gift for magic. and instead attack you foe prior to your foe’s movement.
Benefit: For the purpose of determining bonus spells This is akin to a readied action, but Stand still doesn’t affect
and the saving throw DCs of spells you cast, treat your your initiative count or actual readied actions, if any. The
primary spellcasting ability score (Charisma for bards and foe must succeed at a fortitude save against a DC equal to
sorcerers, Wisdom for divine spellcasters, Intelligence for 10 + the damage you deal, or be unable to move into or out
wizards) as 2 points higher than its actual value. If you the area you threaten - essentially, this ends the movement
have more than one spellcasting class, the bonus applies of a foe who is fleeing (if you are normally allowed an attack
to only one of those classes. of opportunity against the fleeing foe). Since you use the
Special: You may only take this feat as a 1st-level Stand Still feat in place of your attack of opportunity, you
character. If you take this feat more than once (for example, may only do so a number of times per round equal to the
if you are a human or another type of creature that gets number of times per round you could make an attack of
more than one feat at 1st level), it applies to a different opportunity (normally just one).
spellcasting class each time. You can take this feat even Normal: Attacks of opportunity occur after a foe has
if you don’t have any spellcasting classes yet. already moved within the area you threaten; thus, you are
unable to affect their movement with an attack.
SPELLFIRE WIELDER [General]
Source: Magic of Faerûn STEALTHY [General]
STEALTHY
You are one of the rare people who have the innate talent Source: Forgotten Realms Campaign Setting
to control raw magic in the form of spellfire. Your people are known for their stealthiness.
Benefit: You can use spellfire to absorb spell energy, Regions: Drow elf, half orc, ghostwise halfling, lightfoot
fire destructive blasts, or heal others, as described in the halfling, and strongheart halfling.
Spellfire section of Chapter 2. Benefit: You gain a +2 bonus in all Hide and Move
Special: You can only take this feat as a 1st-level Silently checks.
character. Acquiring this feat requires the approval of the DM.
STILL SPELL [[M
Metamagic
etamagic]]
SPIRITED CHAR GE [[General
CHARGE General
General]] Source: Player's Handbook
Source: Player's Handbook You can cast spells without gestures.
You are trained at making a devastating mounted charge. Benefit: A still spell can be cast with no somatic
Prerequisites: Ride skill, Mounted Combat, Ride-By components. Spells without somatic components are not
Attack. affected. A still spell uses up a spell slot one level higher
Benefit: When mounted and using the charge action, than the spell's actual level.
you deal double damage with a melee weapon (or triple
damage with a lance). STREE
STREETT SMART [General]
SMART
Source: Forgotten Realms Campaign Setting
SPLIT RAY [M
RAY etamagic]
[Metamagic] You have learned how to keep informed, ask questions,
Source: Tome and Blood and interact with the under world without raising suspicions.
You can affect two targets with a single ray. Regions: Amn, Calinshan, Moonsea, and Unther.
Prerequisite: Any other metamagic feat. Benefit: You get a +2 bonus on all Bluff and Gather
Benefits: You can split spells that specify a single Information checks.
target and make a ranged touch attack. Only spells that
deal damage can be affected by this feat. The split ray STRENGTH OF THE CHARGER [Ancestor]
CHARGER
affects any two targets that are both within the spell’s ran- Source: Oriental Adventures
ge and within 30 feet of each other. Each target takes half You share the spirit of Utaku Shiko, the founder of the
as much damage as normally indicated (round down). If Utaku Battle Maiden tradition.
43
Strength of the Crab — T
Crab atoo F
Tatoo ocus
Focus
44
Tatoo Magic — Track
Track
45
Trample — Twi
Twin P
win ower
Power
Poor visibility: ** TR US
TRUS
USTT WOR THY [General]
ORTHY
Overcast or moonless night +6 Source: Song and Silence
Moonlight +3 Others feel comfortable telling you their secrets.
Fog or precipitation +3 Benefit: You gain a +2 bonus on all Diplomacy and
Gather Information checks.
Tracked party hides trail +5
(and moves at half speed) TWIN PO WER [M
POWER etapsionic]
[Metapsionic]
Source: Psionics Handbook
*For a group of mixed sizes, apply only the modifier for You can manifest a power simultaneously with another
the largest Size category. power just like it.
**Apply only the largest modifier from this category. Benefit: Manifesting a power altered by this feat cau-
If you fail a Wilderness Lore check, you can retry after 1 ses the power to take effect twice in the target, as if you
hour (outdoors) or 10 minutes (indoors) of searching. were simultaneously manifesting the same power two ti-
mes on the same location or target. Any variables in the
Normal: A character without this feat can use the power (such as targets, shaping an area, and so on) apply
Search skill to find tracks, but can only follow tracks if the to both of the resulting powers. The target suffers all the
DC is 10 or less. effects of both powers individually and receives a saving
Special: A ranger receives Track as a bonus feat. throw for each. In some cases, failure of both of the target’s
This feat does not allow you to find or follow the tracks saving throws results in redundant effects, such as a
of a subject of a Pass Without Trace spell. twinned charm person (see combining Magical Effects in
46
Twi
winn S pell — U
Spell p the W
Up alls
Walls
Chapter 10 of the PHB, reading “psionic” for “magic”), purposes of assessing your foe’s Armor Class. You must
although any ally of the target would have to succeed at decide whether or not to pay the cost prior to make the
two negate attempts in order to free the target from the unarmed melee attack. Your hand or fist remains “charged”
charm. A twinned power costs a number of power points for a maximum number of rounds equal to your Strength
equal to its standard cost +8. modifier +1 or until you make your next attack, whichever
occurs first. If your attack misses, the power point
TWIN SPELL [Metamagic]
[Metamagic] expenditure is wasted.
Source: Tome and Blood, WoTC page
You can cast a spell simultaneously with another spell UNBAL ANCING STRIKE [General]
UNBALANCING
similar to it. Source: Oriental Adventures
Prerequisite: Any other metamagic feat. You can strike a humanoid opponent’s joints to knock your
Benefits: Casting a spell altered by this feat causes target off balance. This feat is called kuzushi in Rokugan.
the spell to take effect twice on the target, as if you were Prerequisites: Improved Unarmed Strike, Stunning
simultaneously casting the same spell two times on the Fist or monk’s stunning attack, Wisdom 15+.
same location or target. Any variables in the spell (such Benefit: Against a humanoid opponent, you can make
as targets, shaping an area, and so on) apply to both of an unarmed attack that has a chance of unbalancing your
the resulting spells. The target suffers all the effects of target. If your attack is successful, you deal normal damage
both spells individually and receives a saving throw for and your target must attempt a Reflex saving throw (DC
each (if applicable). 10 + 1/2 your level + your Wisdom modifier). If the target
In some cases, failure of both of the target’s saving fails this saving throw, he is thrown off balance for 1 round,
throws results in redundant effects, such as a twinned losing any Dexterity bonus to AC and giving attackers a
charm person, although any ally of the target would have +2 bonus on their attack rolls.
to succeed at two dispel attempts in order to free the target
from the charm. As with other metamagic feats, twinning UNDEAD FAMILIAR [General]
a spell does not affect vulnerability to counterspelling. Source: Dragon Magazine #280
A twinned spell uses up a spell slot four levels higher Your Familiar is an undead creature.
than the spell’s actual level. Benefit: Rather than a living creature, your familiar is
an undead version of a normal animal. See page 6 in the
TWIN SWORD ST
SWORD YLE [General]
STYLE MM for undead special qualities. Note that you cannot
Source: Forgotten Realms Campaign Setting convert an existing non-undead familiar to an undead fa-
You have mastered a style of defense that others find miliar by taking this feat, although if your familiar is slain
frustrating. and you have this feat, you can reanimate your dead fa-
Prerequisites: Two-Weapon Fighting. miliar with a raise dead spell. Undead familiars tend to
Regions: Sembia, Waterdeep, and drow elf. associate with characters of evil alignment, particularly
Benefit: When fighting with two swords (dagger, necromancers.
longsword, rapier, scimitar, or short sword, in any Undead familiars can be turned or rebuked. Use the
combination), you can designate a melee opponent during familiar’s effective Hit Dice (see PHB page 51) for the
your action and receive a +2 armor bonus to your Armor purposes of turning or rebuking. A familiar fleeing or
Class against attacks from that opponent. This armor cowering as the result of a successful turn can’t obey
bonus stacks with the armor bonus from armor and shield. commands from the master (any more than it could be
You can select a new melee opponent on any action. A while fear-struck or paralyzed). Raising a destroyed undead
condition that makes you lose your Dexterity bonus to familiar brings it back as a living creature.
Armor Class (if any) also makes you lose this bonus.
The benefits of this feat apply only if you are proficient UP THE WALL
WALLSS [Psionic]
[Psionic]
with the weapons you are using. Source: Psionics Handbook
You can run on walls for brief distances.
TW
TWOO --WEAP
WEAP ON FIGHTING [[General
WEAPON General
General]] Prerequisites: Wisdom 13+, Speed of Thought,
Source: Player’s Handbook Psionic Charge, reserve power points of 5+.
You can fight with a weapon in each hand. You can make Benefit: You can take of one of your move actions on a
one extra attack each round with the second weapon. wall if you begin and end your move on a horizontal surface.
Benefit: Your penalties for fighting with two weapons The height you can achieve on the wall is limited by only
are reduced by 2. this movement restriction. If you do not end your move on
Special: The Ambidexterity feat reduces the attack a horizontal surface, you fall prone, taking damage as
penalty for the second weapon by 4. appropriate for your height above the floor. Treat the wall
A ranger using light armor or no armor can fight with as a normal floor for purposes of measuring your movement.
two weapons as if he had the feats Ambidexterity and Two Passing the boundary between horizontal and vertical is
Weapons Fighting. equivalent to 5 feet of movement along a normal floor.
Opponents on the floor still get attacks of opportunity as
UNAVOID
UNA ABLE STRIKE [P
OIDABLE sionic]
[Psionic] you move up the wall within areas they threaten.
Source: Psionics Handbook For instance, Ma’varkith the psychic warrior has a
You can make an unarmed strike against your foe as if speed of 40 feet (due to her speed of Thought feat). she
delivering a touch attack. begins he action standing next to the wall. she runs up the
Prerequisite: Strength 13+, Psionic fist, Base attack wall at a 45-degree angle (“diagonally”) for 15 feet, which
bonus 3+. also puts her 15 feet farther along the hall. At this point,
Benefit: If you pay 5 power points per unarmed attack, Ma’varkith runs 15 feet down the wall, ending her move
you can resolve your unarmed attack as a touch attack for on a 5-feet square immediately next to the wall, and takes
47
Voice of Wraith - Z
Wraith en Archer
Zen Archeryy
her attack normally against an opponent there, which Prerequisites: Proficient with weapon, base attack
potentially sets up flanking for her comrades. If the wall bonus +1 or higher.
had a ledge within 30 feet, Ma’varkith could have ended Benefit: You add +1 to all attack rolls you make using
her move on it instead of heading back down the wall. the selected weapon.
Special: You can take other actions in conjunction with Special: You can gain this feat multiple times. Its
moving on a wall. For instance, the Spring Attack feat effects do not stack. Each time you take the feat, it applies
allows you make your attack from the wall against a foe to a new weapon.
standing on the floor who is within the area you threaten; A fighter must have Weapon Focus with a weapon to
however, if you are somehow prevented from completing gain the Weapon Specialization feat for that weapon.
your move, you fall. Likewise, you could tumble along the
wall to avoid attacks of opportunity. WEAP ON SPECIALIZ
WEAPON SPECIALIZAATION [[S
Special
pecial]]
Source: Player’s Handbook
VOICE OF WRAITH [[General
General
General]] Choose one type of weapon. You are especially good at
Source: Ravenloft Campaign Setting inflicting damage with this weapon.
The unseen forces of vengeance heed your commands. Benefit: You adds +2 to all damage inflicted with the
Benefit: You gain a +4 bonus to all curse checks. weapon you has specialized with. If the weapon is a ranged
weapon, the target must be within 30 feet.
WARRIOR INSTINCT [Ancestor]
INSTINCT Special: You can gain this feat multiple times. Its
Source: Oriental Adventures effects do not stack. Each time you take the feat, it applies
Your ancestor, Matsu Hitomi, was the most famous female to a new weapon.
samurai of the early Empire. Hitomi donned her brother’s
armor to avenge his death, earning command of a unit of WHIRLWIND AT
WHIRLWIND ATTTACK [[General]
General]
samurai through her fierce devotion to war. Source: Player’s Handbook
Clan: Lion. You can strike nearby opponents in an amazing, spinning
Benefit: You gain a +2 bonus on Initiative and Spot attack.
checks. Prerequisites: Intelligence 13+, Expertise, Dexterity
13+, Dodge, Mobility, base attack bonus +4 or higher,
WARRIOR SHUGEN
SHUGENJJA [Ancestor] Spring Attack.
Source: Oriental Adventures Benefit: When you perform the full attack action, you
Your ancestor, Agasha Nodotai, was a shugenja well can give up your regular attacks and instead make one
versed in the code of bushido and the way of war. melee attack at your full base attack bonus against each
Clan: Dragon. opponent within 5 feet.
Benefit: You gain a +2 bonus on your Concentration
checks when casting defensively and a +1 bonus on your WIDEN SPELL [M etamagic]
[Metamagic]
Fortitude saves. Source: Magic of Faerûn
You can increase the area of your spells
WEAP ON FINES
WEAPON SE [[General
FINESSE General
General]] Benefit: A widened burst, emanation, or spread spell
Source: Player’s Handbook has its radius increased by 50%. Spells that do not have
You are especially skilled at using a certain weapon, one an area of one of these three sorts are not affected by this
that can benefit as much from Dexterity as from Strength. feat. A widened spell uses up a spell slot three levels higher
Choose one light weapon. Alternatively, you can choose a than the spell’s actual level.
rapier, provided you can use it in one hand, or a spiked
chain, provided you’re at least Medium-size. WIDEN SPELL [M etamagic]
[Metamagic]
Prerequisite: Proficient with weapon, base attack Source: Tome and Blood
bonus +1 or higher. You can increase the area of your spells.
Benefit: With the selected weapon, you may use your Benefits: You can alter a burst, emanation, or spread
Dexterity modifier instead of your Strength modifier on attack spell to increase its area. Spells that do not have an area of
rolls. Since you need your second hand for balance, if you one of these three sorts are not affected by this feat. Any
carry a shield, apply the shield’s armor check penalty to numeric measurements of the spell’s area increase by one-
your attack rolls. half. A widened spell uses up a spell slot three levels higher
Special: You can gain this feat multiple times. Each than the spell’s actual level.
time you take the feat, it applies to a new weapon.
ZEN AR CHER
ARCHER Y [General]
CHERY
WEAP ON FOCUS [[General
WEAPON General
General]] Source: Sword and Fist
Source: Player’s Handbook Your intuition guides your hand when you use a ranged
Choose one type of weapon. You are especially good at weapon.
using this weapon. You can choose “unarmed strike” or Prerequisites: Base attack bonus +3, Wisdom 13+.
“grapple” for your weapon for purposes of this feat. If you Benefits: The character can use her Wisdom modifier
are a spellcaster, you can choose “ray” in which case you instead of her Dexterity modifier when making a ranged
are especially good with rays, such as the one produced attack at a target within 30 feet.
by the ray of frost spell.
48
Quick Reference Tables
Tables Base Save and B
Save ase A
Base ttack Bon
Attack uses
Bonuses
Over 50th level, use these equations: *A wizard who especializes in illusion spells
**A half-orc’s starting Intelligence is at least 3.If this
XP = 500×Level2-500×Level adjustment would lower the character’s score to 1 or 2,
Class Skill Ranks = Level+3 his score is 3.
49
Ability M odif
Modif iers
odifiers Size M odif
Modif iers to AC
odifiers
1 -5 16-17 +3 Fine +8
2-3 -4 18-19 +4 Diminutive +4
4-5 -3 20-21 +5 Tiny +2
6-7 -2 22-23 +6 Small +1
8-9 -1 24-25 +7 Medium-size 0
10-11 0 26-27 +8 Large -1
12-13 +1 28-29 +9 Huge -2
14-15 +2 etc... Gargantuan -4
Colossal -8
Hit Die B
Die y Clas
By Classs
Creatures Weights and H
Weights eights per S
Heights izes
Sizes
Class Die
Size Weight
Barbarian d.12
Bard d.6 Fine 1/8lb or less
Cleric d.8 Diminutive between 1/8 and 1lb
Druid d.8 Tiny between 1 and 8lb
Fighter d.10 Small between 8 and 60lb
Monk d.8 Medium-size between 60 and 500lb
Paladin d.10 Large between 500 and 4.000lb
Ranger d.10 Huge between 4.000 and 32.000lb
Rogue d.6 Gargantuan between 32.000 and 250.000lb
Sorcerer d.4 Colossal 250.000lb or more
Wizard d.4
Size Height or Lenght
50
C oi ns
oins Carr yi
Carryi ng Capacity
ying
Cooper Piece (Cp) = 1 1/10 1/100 1/1000 1 Str up to 3lb 4-6lb 7-10lb
Silver Piece (Sp) = 10 1 1/10 1/100 2 Str up to 6lb 7-13lb 14-20lb
Gold Piece (Gp) = 100 10 1 1/10 3 Str up to 10lb 11-20lb 21-30lb
Platium Piece (Pp) = 1000 100 10 1 4 Str up to 13lb 14-26lb 27-40lb
5 Str up to 16lb 17-33lb 34-50lb
6 Str up to 20lb 21-40lb 41-60lb
Agi ng E
Aging ffects
Effects 7 Str up to 23lb 24-46lb 47-70lb
8 Str up to 26lb 27-53lb 54-80lb
Maximum 9 Str up to 30lb 31-60lb 61-90lb
Race Middle Age* Old** Venerable† Age 10 Str up to 33lb 34-66lb 67-100lb
(years) (years) (years) (years) 11 Str up to 38lb 39-76lb 77-115lb
12 Str up to 43lb 44-86lb 87-130lb
Human 35 53 70 +2d20 13 Str up to 50lb 51-100lb 101-150lb
Dwarf 125 188 250 +2d% 14 Str up to 58lb 59-116lb 117-175lb
Elf 175 263 350 +4d% 15 Str up to 66lb 67-133lb 134-200lb
Gnome 100 150 200 +3d% 16 Str up to76lb 77-153lb 154-230lb
Half-Elf 62 93 125 +3d20 17 Str up to 86lb 87-173lb 174-260lb
Half-Orc 30 45 60 +2d10 18 Str up to 100lb 101-200lb 201-300lb
Halfling 50 75 100 +5d20 19 Str up to 116lb 117-233lb 234-350lb
20 Str up to 133lb 134-266lb 267-400lb
*-1 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 21 Str up to 153lb 154-306lb 307-460lb
**-2 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 22 Str up to 173lb 174-346lb 347-520lb
†-3 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 23 Str up to 200lb 201-400lb 401-600lb
24 Str up to 233lb 234-466lb 467-700lb
25 Str up to 266lb 267-533lb 534-800lb
Acces to Spells (B
Spells y Clas
(By Classs Level) 26 Str up to 306lb 307-613lb 614-920lb
27 Str up to 346lb 347-693lb 694-1040lb
Spell Clr,Drd,Wiz Sor Brd Pal, Rgn 28 Str up to 400lb 401-800lb 801-1200lb
Level Level Level Level* Level* 29 Str up to 466lb 467-933lb 934-1400lb
+10 Str ×4 ×4 ×4
0 1 1 1 -
1 1 1 2 4
2 3 4 4 8 Carr yng Loads
Carryng
3 5 6 7 11
4 7 8 10 14 Max Check -----Speed-----
5 9 10 13 - Load Dex Penalty (30ft) (20ft) Run
6 11 12 16 -
7 13 14 - - Medium +3 -3 20ft 15ft ×4
8 15 16 - - Heavy +1 -6 20ft 15ft ×3
9 17 18 - -
51
Weapons
Range
Weapon Cost Damage Critical Increment Weight Type**
Unarmed Attacks
Gauntlet 2 gp * * - 2 lb. Bludgeoning
Strike, Unarmed (M) - 1d3# x2 - - Bludgeoning
Strike, Unarmed (S) - 1d2# x2 - - Bludgeoning
Tiny
Dagger* 2 gp 1d4 19-20/ x2 10 ft. 1 lb. Piercing
Dagger, punching 2 gp 1d4 x3 - 2 lb. Piercing
Gauntlet, spiked* 5 gp 1d4 x2 - 2 lb. Piercing
Small
Mace, light 5 gp 1d6 x2 - 6 lb. Bludgeoning
Sickle 6 gp 1d6 x2 - 3 lb. Slashing
Medium
Club - 1d6 x2 10 ft. 3 lb. Bludgeoning
Halfspeara 1 gp 1d6 x3 20 ft. 3 lb. Piercing
Mace, heavy 12 gp 1d8 x2 - 12 lb. Bludgeoning
Morningstar 8 gp 1d8 x2 - 8 lb. Bludgeoning and Piercing
Large
Quarterstaff*‡ - 1d6/1d6 x2 - 4 lb. Bludgeoning
Shortspeara 2 gp 1d8 x3 20 ft. 5 lb. Piercing
Small
Blowgun 1 gp 1 x2 10 ft. 2 lb. Piercing
Neeedles, blowgun (20) 1 gp - - - na -
Crossbow, light* 35 gp 1d8 19-20/ x2 80 ft. 6 lb. Piercing
Bolts, crossbow (10)* 1 gp - - - 1 lb. -
Dart 5 sp 1d4 x2 20 ft. 1/2 lb. Piercing
Sling - 1d4 x2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp - - - 5 lb. -
Medium
Crossbow, heavy* 50 gp 1d10 19-20/ x2 120 ft. 9 lb. Piercing
Bolts, crossbow (10)* 1 gp - - - 1 lb. -
Javelin 1 gp 1d6 x2 30 ft. 2 lb. Piercing
Small
Axe, throwing 8 gp 1d6 x2 10 ft. 4 lb. Slashing
Hammer, light 1 gp 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d6 x3 - 5 lb. Slashing
Lance, light* 6 gp 1d6 x3 - 5 lb. Piercing
Pick, light* 4 gp 1d4 x4 - 4 lb. Piercing
Sap 1 gp 1d6# x2 - 3 lb. Bludgeoning
Sword, short 10 gp 1d6 19-20/ x2 - 3 lb. Piercing
Wakizashi 300 gp 1d6 19-20/ x2 - 3 lb. Slashing
Medium
Battleaxe 10 gp 1d8 x3 - 7 lb. Slashing
Flail, light* 8 gp 1d8 x2 - 5 lb. Bludgeoning
Katana 400 gp 1d10 19-20/ x2 - 6 lb. Slashing
Kau sin ke 15 gp 1d8 x2 - 4 lb. Bludgeoning
Kawanaga*‡† 10 gp 1d3/1d3 x2 - 1 lb. Slashing and Bludgeoning
Kusari-gama 10 gp 1d6 x2 - 3 lb. Slashing
Lajatang, korobokuru*‡ 80 gp 1d6/1d6 x2 - 3 lb. Slashing
Lance, heavy*† 10 gp 1d8 x3 - 10 lb. Piercing
Longsword 15 gp 1d8 19-20/ x2 - 4 lb. Slashing
Pick, heavy* 8 gp 1d6 x4 - 6 lb. Piercing
Rapier* 20 gp 1d6 18-20/ x2 - 3 lb. Piercing
52
Range
Weapon Cost Damage Critical Increment Weight Type**
Medium
Shortbow* 30 gp 1d6 x3 60 ft. 2 lb. Piercing
Arrows (20)* 1 gp - - - 3 lb. -
Shortbow,composite* 75 gp 1d6 x3 70 ft. 2 lb. Piercing
Arrows (20)* 1 gp - - - 3 lb. -
Large
Longbow* 75 gp 1d8 x3 100 ft. 3 lb. Piercing
Arrows (20)* 1 gp - - - 3 lb. -
Longbow, composite* 100 gp 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20)* 1 gp - - - 3 lb. -
Unarmed Attacks
Ward cestus 10 gp * * - 4 lb. -
Tiny
Blade boot 15 gp 1d4 19-20/x2 - 1 lb. Piercing
Claw bracer 30 gp 1d4 19-20/x2 - 2 lb. Piercing
Kama, halfling* 2 gp 1d4 x2 - 1 lb. Slashing
Kukri 8 gp 1d4 18-20/ x2 - 3 lb. Slashing
Nekode* 5 gp 1d4 x2 - 2 lb. Piercing
Nunchaku, halfling* 2 gp 1d4 x2 - 1 lb. Bludgeoning
Siangham, halfling* 2 gp 1d4 x2 - 1 lb. Piercing
Stump knife 8 gp 1d4 19-20/ x2 - 2 lb. Piercing
Tail spikes, ratling* 1 gp 1d4 x2 - 1/2 lb. Piercing
Triple dagger 10 gp 1d4 19-20/ x2 - 1 lb. Piercing
Small
Battlepick, gnome 10 gp 1d6 x4 - 5 lb. Piercing
Bladed Gauntlet 30 gp 1d6 17-20/ x2 - 4 lb. Slashing
Butterfly sword* 10 gp 1d6 19-20/x2 - 2 lb. Slashing
Jitte* 5 sp 1d4 x2 - 2 lb. Piercing (Bludgeoning)
Kama* 2 gp 1d6 x2 - 2 lb. Slashing
Ninja-to* 10 gp 1d6 19-20/x2 - 3 lb. Slashing
53
Range
Weapon Cost Damage Critical Increment Weight Type**
Tiny
Crossbow, hand* 100 gp 1d4 19-20/ x2 30 ft. 3 lb. Piercing
Bolts (10)* 1 gp - - - 1 lb. -
Fukimi-Bari 1 gp 1 x2 10 ft. 1/10 lb. Piercing
Shuriken* 1 gp 1 x2 10 ft. 1/10 lb. Piercing
Skiprock, halfling 3 gp 1d3 x2 10 ft. 1/4 lb. Bludgeoning
Small
Bolas, 2-ball 5 gp 1d4* x2 10 ft. 2 lb. Bludgeoning
Pistol 250 gp 1d10 x3 50 ft. 3 lb. Piercing
Bullets, pistol (10) 3 gp - - - 2 lb. -
Chakram 15 gp 1d4 x3 30 ft. 2 lb. Slashing
Whip 1 gp 1d2# x2 15 ft.* 2 lb. Slashing
Medium
Crossbow, repeating* 250 gp 1d8 19-20/ x2 30 ft. 3 lb. Piercing
Bolts (5)* 1 gp - - - 1 lb. -
Musket 500 gp 1d12 x3 150 ft. 10 lb. Piercing
Bullets, musket (10) 3 gp - - - 2 lb. -
Net* 20 gp * * 10 ft.* 10 lb. *
Spinning javelin 2 gp 1d8 19-20/ x2 50 ft. 2 lb. Piercing
Spring-loaded gauntlet 200 gp 1d4 x2 20 ft. 4 lb. Piercing
Large
Blowgun, greater* 10 gp 1d3 x2 10 ft. 4 lb. Piercing
Darts, blowgun (10) 1 gp - - - 1 lb. -
Crossbow, great 100 gp 1d12 19-20/ x2 150 ft. 15 lb. Piercing
Harpoon 15 gp 1d10 x2 30 ft. 10 lb. Piercing
Shotput, orc 10 gp 2d6 19-20/X3 10 ft. 15 lb. Bludgeoning
Whip, Mighty*
+1 Str bonus 200 gp 1d2# x2 15 ft.* 3 lb. Slashing
+2 Str bonus 300 gp 1d2# x2 15 ft.* 4 lb. Slashing
+3 Str bonus 400 gp 1d2# x2 15 ft.* 5 lb. Slashing
+4 Str bonus 500 gp 1d2# x2 15 ft.* 6 lb. Slashing
Whip dagger* 25 gp 1d6 19-20/ x2 15 ft.* 3 lb. Slashing
54
Range
Weapon Cost Damage Critical Increment Weight Type**
Ar mor
Armor
Light armor
Padded
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lb.
Cord armor 15 gp +2 +5 -1 5% 30 ft. 20 ft. 15 lb.
Studded Leather 25 gp +3 +5 -1 15% 30 ft. 20 ft. 20 lb.
Leather Scale 35 gp +3 +6 -2 15% 30 ft. 20 ft. 20 lb.
Ashigaru Armor 25 gp +3 +5 -1 15% 30 ft. 20 ft. 20 lb.
Bone Armor 20 gp +3 +4 -3 15% 30 ft. 20 ft. 20 lb.
Chain Shirt 100 gp +4 +4 -2 20% 30 ft. 20 ft. 25 lb.
Medium armor
Hide 15 gp +3 +4 -3 20% 20 ft. 15 ft. 25 lb.
Partial Armor 50 gp +4 +4 -3 25% 20 ft. 15 ft. 30 lb.
Scale Mail 50 gp +4 +3 -4 25% 20 ft. 15 ft. 30 lb.
Brigandine 30 gp +4 +2 -5 30% 20 ft. 15 ft. 40 lb.
Dhenuka 30 gp +4 +1 -5 25% 20 ft. 15 ft. 25 lb.
Lamellar 150 gp +5 +3 -4 30% 20 ft. 15 ft. 35 lb.
Chainmail 150 gp +5 +2 -5 30% 20 ft. 15 ft. 40 lb.
Breastplate 200 gp +5 +3 -4 25% 20 ft. 15 ft. 30 lb.
Heavy armor
Splint Mail 200 gp +6 +0 -7 40% 20 ft.* 15 ft.* 45 lb.
Banded Mail 250 gp +6 +1 -6 35% 20 ft.* 15 ft.* 35 lb.
Great Armor 1000 gp +7 +2 -5 40% 20 ft.* 15 ft.* 45 lb.
Half-plate 600 gp +7 +0 -7 40% 20 ft.* 15 ft.* 50 lb.
Full plate 1.500 gp +8 +1 -6 35% 20 ft.* 15 ft.* 50 lb.
Shields
Buckler 15 gp +1 - -1 5% - - 5 lb.
Shield, small, wooden 3 gp +1 - -1 5% - - 5 lb.
Shield, small, steel 9 gp +1 - -1 5% - - 6 lb.
Chahar-aina 75 gp +1 - -1 5% - - 10 lb.
Dastana 25 gp +1 - -1 5% - - 5 lb.
Tesen 12 gp +1 - -1 5% - - 1 lb.
Shield, large, wooden 7 gp +2 - -2 15% - - 10 lb.
Shield, large, steel 20 gp +2 - -2 15% - - 15 lb.
Kappa shell 30 gp ** - -10 50% - - 45 lb.
Shield, tower 30 gp ** - -10 50% - - 45 lb.
55
Maximum Armor Arcane
Armor Dex Check Spell Speed
Armor Cost Bonus Bonus Penalty Failure (30 ft.) (20 ft.) Weight‡
Extras
Armor spikes +50 gp - - - - - - +10 lb.
Gauntlet, locked† 8 gp - - Special - - - +5 lb.
Shield spikes +10 gp - - - - - - +5 lb.
* When running in heavy armor, you moce only triple your speed, not quadruple.
** The tower shield grants you total cover.
† Cannot cast spells with somatic components while worn.
‡ Armor fitted for Small characters weighs half as much.
Donning Ar
Donning mor
Armor
* If you have some help, cut this time in half. A single character doing nothing else can help one or two adjacent
characters. Two characters can’t help each other don armor at the same time.
56
The Great Feat List
Feat Divine Shield Turn or rebuke undead
Power Attack
Cha 13+
Str 13+
ANCES
ANCESTTOR FEATS
FEATS CL AN
CLAN Improved Shield Bash
Divine Vengeance Turn or rebuke undead
Art of Fascination Crane Extra Turning
Artist Crane Divine Vigor Turn or rebuke undead
Attention to Detail Lion Cha 13+
Blood Sorcerer Scorpion Extra Turning
Born Duelist Dragon
Cool Head Unicorn ELDRITCH FEA
ELDRITCH TS
FEATS PREREQUISITE
Discipline Phoenix
Fearsome and Fearless Lion Conjure Mastery Cha 17+
Gifted General Crane Spellcaster level 7th+
Great Crafter Crab Item Image Int 17+
Great Diplomat Phoenix Spellcaster level 7th+
Great Stamina Crane Lace Spell: Elemental Energies Int 17+
Great Teamwork Crab Spellcaster level 5th+
Honest Merchant Scorpion Lace Spell: Enemy Bane Int 17+
Iaijutsu Master Crane Spellcaster level 5th+
Improved Aid Crab Lace Spell: Holy/Unholy Int 17+
Kami's Intuition Unicorn Spellcaster level 5th+
Karmic Twin Scorpion Lace Spell: Lawful/Chaotic Int 17+
Keen Intellect Dragon, Phoenix Spellcaster level 5th+
Lion Spy Lion Mirror Sight Cha 19+
Luck of Heroes Crab Spellcaster level 1st+
Magic in the Blood Unicorn
Magical Artisan Crane GENERAL FEATS
FEATS PREREQUISITE
Magistrate's Mind Scorpion
Many Masks Scorpion Acrobatic —
Oni's Bane Phoenix Agile Limbs —
Power Attack-Iaijutsu Crane Alertness —
Power Attack-Shadowlands Crab Ambidextry Dex 15+
Powerful Voice Unicorn Arcane Preparation Cast bard or sorcerer spells
Resist Poison Dragon Arcane Schooling —
Resist Taint Crab Armor Proficiency (light) —
Saddleback Unicorn Armor Proficiency (Medium) Armor Proficiency (Light)
Scholar of Nature Phoenix Armor Proficiency (Heavy) Armor Proficiency (Light)
Sea Legs Crab Armor Proficiency (Heavy)
Silver Tongue Dragon Arterial Strike Base attack bonus +4
Smooth Talk Crane Sneak Attack Ability
Soul of Honor Unicorn Artist —
Soul of Loyalty Dragon Athletic —
Soul of Sincerity Scorpion Athleticism —
Spell Power Crab Augment Summoning Spellcaster level 2nd+
Spellcaster Support Phoenix Back to the Wall Base attack bonus +2
Strength of the Charger Unicorn Blind-Fight —
Strength of the Crab Crab Blindsight, 5-foot Radius Blind-Fight
Strong Soul Unicorn Base attack bonus +4
Warrior Instinct Lion Wis 19+
Warrior Shugenja Dragon Blooded —
Bloodline of Fire —
DIVINE FEATS
FEATS PREREQUISITE Bullheaded —
Chariot Combat Handle Animal Skill
Divine Cleansing Turn or rebuke undead Chariot Archery Handle Animal Skill
Cha 13+ Chariot Combat
Extra Turning Chariot Sideswipe Handle Animal Skill
Divine Resistance Turn or rebuke undead Chariot Combat
Cha 13+ Chariot Trample Handle Animal Skill
Extra Turning Chariot Combat
Divine Cleasing Chariot Charge Handle Animal Skill
Divine Might Turn or rebuke undead Chariot Combat
Power Attack Chariot Sideswipe
Cha 13+ Charlatan —
Str 13+ Close-Quarters Fighting Base attack bonus +3
57
Cold One Special (see description) Extra Music Bardic Music Ability
Combat Casting — Extra Slot Spellcaster Level 3rd+
Combat Reflexes — Extra Spell Spellcaster Level 3rd+
Dual Strike Combat Reflexes Eyes in the back of your Head Base attack bonus +3
Base attack bonus +3 Wis 17+
Expert Tactician Combat Reflexes Favored Enemy Strike Favored Enemy
Dex 13+ Favored Enemy Critical Strike Favored Enemy
Base Attack Bonus +2 Foe Hunter —
Hold the Line Combat Reflexes Forced Swiftness Str 13+
Base attack bonus +2 Forester —
Construct Familiar — Ghostsight Special (see description)
Cosmopolitan — Green Ear Bard Music Ability
Courage — 10+ Ranks in Perform
Courteous Megocracy — Great Fortitude —
Dash — Hamstring Base attack bonus +4
Daylight Adaptation — Sneak Attack Ability
Dead Man Walking Special (see description) Haunted Special (see description)
Dirty Fighting Base attack bonus +2 Horse Nomad —
Discipline — Improved Counterspell —
Dodge Dex 13+ Reactive Counterspell Improved Counterspell
Mobility Dex 13+ Improved Critical* Proficient with weapon
Dodge Base attack bonus +8
Spring Attack Dex 13+ Improved Familiar Abilitie to Acquire
Dodge Compatible Alignment
Mobility Improved Initiative —
Base attack bonus +4 Death Blow Improved Initiative
Karmic Strike Dex 13+ Base attack bonus +2
Dodge Improved Unarmed Strike —
Dreamspeaking Wis 15+ Circle Kick Dex 15+
Education — Improved Unarmed Strike
Endurance — Base attack bonus +3
Enspell Familiar — Deflect Arrows Dex 13+
Ethereal Empathy Wis 13+ Improved Unarmed Strike
Ethran Female Grappling Block Improved Unarmed Strike
Cha 13+ Deflect Arrows
Spellcaster level 1st+ Int 13+
Society Approval Expertise
Exotic Weapon Proficiency* Base attack bonus +1 Improved Disarm
Expertise Int 13+ Combat Reflexes
Chink in the Armor Int 13+ Feign Weakness Base attack bonus +2
Expertise Improved Unarmed Strike
Improved Disarm Int 13+ Fists of Iron Base attack bonus +2
Expertise Improved Unarmed Strike
Improved Trip Int 13+ Improved Grapple Improved Unarmed Strike
Expertise Earth's Embrace Improved Unarmed Strike
Snatch Weapon Int 13+ Improved Grapple
Expertise Fists of Iron Base attack +2
Improved Disarm Improved Unarmed Strike
Superior Expertise Int 13+
Expertise Str 15+
Base attack bonus +6 Stunning Fist Dex 13+
Whirlwind Attack Int 13+ Improved Unarmed Strike
Expertise Wis 13+
Dodge Base attack bonus +8
Mobility Choke Hold Improved Unarmed Strike
Base attack bonus +4 Improved Grapple
Spring Attack Stunning Fist
Knock-Down Int 13+ Pain Touch Dex 13+
Expertise Improved Unarmed Strike
Str 15+ Stunning Fist
Improved Trip Wis 19+
Defensive Strike Int 13+ Base attack bonus +8
Expertise Snatch Arrows Improved Unarmed Strike
Dex 13+ Deflect Arrows
Dodge Dex 15+
Extra Familiar — Base attack bonus +3
58
Unbalancing Strike Improved Unarmed Strike Point Blank Shot —
Stunning Fist Far Shot Point Blank Shot
Wis 15+ Precise Shot Point Blank Shot
Defensive Throw Dex 13+ Rapid Shot Poit Blank Shot
Improved Unarmed Strike Dex 13+
Dodge Improved Rapid Shot Point Blank Shot
Improved Trip Dex 13+
Combat Reflexes Rapid Shot
Falling Star Strike Improved Unarmed Strike Base attack bonus +2
Base attack bonus +4 Shot on the Run Point Blank Shot
Stunning Fist Dex 13+
Wis 17+ Dodge
Freezing the Lifeblood Improved Unarmed Strike Mobility
Base attack bonus +5 Sharp Shooting Point Blank Shot
Stunning Fist Dex 13+
Wis 17+ Rapid Shot
Innate Spell Quicken Spell Base attack bonus +3
Silent Spell Power Attack Str 13+
Still Spell Cleave Str 13+
Iron Will — Power Attack
Jack of All Trades Character Level 8th+ Improved Bull Rush Str 13+
Jaded — Power Ataack
Ki Shout Base attack bonus +1 Sunder Str 13+
Cha 13+ Power Attack
Great Ki Shout Ki Shout Great Cleave Str 13+
Base attack bonus +9 Power Attack
Cha 13+ Cleave
Leadership Character Level 6th+ Base attack bonus +4
Lightning Fists Monk Level 4th+ Eagle Claw Attack Power Attack
Des 15+ Sunder
Lightning Reflexes — Improved Unarmed Strike
Prone Attack Lightning Reflexes Dex 15+
Dex 15+ Base attack bonus +2
Base attack bonus +2 Improved Overrun Str 13+
Lingering Song Bard Music Ability Power Attack
Luck of Heroes — Improved Bull Rush
Lunatic Chaotic Alignments Expertise
Magical Artisan Any Item Creation Feat Improved Trip
Magical Talent — Flying Kick Str 13+
Magical Training Int 10+ Power Attack
Mantis Leap Monk Level 7th+ Improved Unarmed Strike
5 ranks in Jump 4 Ranks in Jump
Martial Weapon Proficiency* — Improved Shield Bash Power Attack
Mercantile Background — Improved Sunder Str 13+
Militia — Power Attack
Mind Over Body — Sunder
Monkey Grip Base attack bonus +3 Base attack bonus +2
Weapon Focus Power Lunge Power Attack
Str 13+ Base attack bonus +3
Mounted Combat Ride Skill Reckless Offensive Power Attack
Mounted Archery Ride Skill Base Attack Bonus +2
Mounted Combat Roundabout Kick Str 15+
Trample Ride Skill Power Attack
Mounted Combat Improved Unarmed Strike
Ride-By Attack Ride Skill Shield Charge Power Attack
Mounted Combat Improved Shield Bash
Spirited Charge Ride Skill Pyro —
Mounted Combat Quick Draw Base attack bonus +1
Ride-By Attack Flick of the Wrist Quick Draw
Multicultural Speak Language Dex 17+
Nimble Fingers — Base attack bonus +1
Obscure Lore Bard Knowledge Ability Quicker than Eye Dex 19+
Open Mind — Rapid Reload Base attack bonus +2
Outdoorsman — Proficient with crossbow
Persuasive — Ranged Expertise Int 13+
Phalanx Fighting — Redhead Wis 11+
59
Requiem Bardic Music Ability Weapon Finesse* Proficient with weapon
12+ Ranks in Perform Base attack bonus +1
Resist Poison — Weapon Focus* Proficient with weapon
Reincarnated — Base attack bonus +1
Run — Zen Archery Base attack bonus +3
Fleet of Foot Run Wis 13+
Dex 15+
Saddleback — ITEM CREATION FEA
CREATION TS
FEATS PREREQUISITE
Shadow —
Shadow Weave Magic Wis 13+ or Attune Gem Int 13+
patron deity Shar Craft Gemcutting
Shield Proficience — Spellcaster level 3 rd+
Shield Expert Shield Proficience Brew Potion Spellcaster level 3 rd+
Base attack bonus +3 Craft Crystal Capacitor Manifester level 9th+
Signature Spell Spell Mastery Craft Crystal Weapon Spellcaster level 7th+
Silver Palm — Craft Magic Arms and Amor
Simple Weapon Proficiency — Craft (Weaponsmithing)
Skill Focus* — Craft Dorje Manifester level 5th+
Smooth Talk — Craft Drilbu Manifester level 5th+
Snake Blood — Craft Magic Arms & Armor Spellcaster level 5th+
Spell Specialization Weapon Focus Craft Psionic Arms & Armor Manifester level 5th+
Spellcaster Level 4th+ Craft Rod Spellcaster level 9th+
Spell Focus* — Craft Staff Spellcaster level 12th+
Arcane Defense Spell Focus Craft Talisman Int 13+
Greater Spell Focus Spell Focus Appropriate Craft skill
Spell Girding Special (see description) Spellcaster 1st +
Spell Penetration — Craft Universal Item Manifester level 3 rd+
Greater Spell Penetration Spell Penetration Craft Wand Spellcaster level 5th+
Spell Thematics Special (see description) Craft Wondrous Item Spellcaster level 3rd+
Spellcasting Prodigy — Create Portal Craft Wondrous Item
Spellfire Wielder — Encode Stone Manifester level 1st+
Stealthy — Etch Object Rune Spellcaster level 5th+
Street Smart — Forge Ring Spellcaster level 12th+
Strong Soul — Inscribe Rune Int 13+
Subsonics Bardic Music Ability Appropriate Craft skill
10+ Ranks in Perform Divine Spellcaster 3 rd+
Survivor — Manufacture Magic Poison Spellcaster level 5th+
Throw Anything Base attack bonus +2 Scribe Scroll Spellcaster level 1st+
Dex 15+ Scribe Tatoo Manifester level 3rd+
Thug — Tatoo Magic Craft (Calligraphy) or
Thunder Twin — Craft (Painting)
Token Familiar — Spellcaster level 3 rd+
Toughness** —
Remain Conscious Toughness METAMAGIC FEA
MET TS
FEATS PREREQUISITE
Endurance
Iron Will Disguise Spell Bardic Music Ability
Base attack bonus +2 12+ Ranks in Perform
Track — Empower Spell —
Treetopper — Enlarge Spell —
Trustworth — Extend Spell —
Allure Trustworth Persistent Spell Extend Spell
Persuasive Heighten Spell —
Two Weapon Fighting — Insidious Magic Shadow Weave Magic
Improved Two Weapon Fighting Two Weapon Fighting Maximize Spell —
Ambidextry Pernicious Magic Shadow Weave Magic
Base attack bonus +9 Quicken Spell —
Off-Hand Parry Two Weapon Fighting Reach Spell —
Ambidextry Sacred Spell —
Base attack bonus +3 Silent Spell —
Dex 13+ Still Spell —
Proficience with Weapon
Pin Shield Two Weapon Fighting Chain Spell Any Other Metamagic Feat
Base attack bonus +4 Cooperative Spell Any Other Metamagic Feat
Twin Sword Style Two-Weapon Fighting Delay Spell Any Other Metamagic Feat
Undead Familiar — Energy Substitution Any Other Metamagic Feat
Voice of Wraith — 5 Ranks in Know. Arcana
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Energy Admixture Any Other Metamagic Feat Psionic Fist
Energy Subtitution Unavoidable Strike Str 13+
5 Ranks in Know. Arcana Psionic Fist
Eschew Materials Any Other Metamagic Feat Base attack bonus +3
Repeat Spell Any Other Metamagic Feat Psionic Focus —
Sanctum Spell Any Other Metamagic Feat Greater Psionic Focus Psionic Focus
Sculpt Spell Any Other Metamagic Feat Psionic Shot Dex 13+
Split Ray Any Other Metamagic Feat Point Blank Shot
Subdual Substitution Any Other Metamagic Feat Fell Shot Dex 13+
5 Ranks in Know. Arcana Point Blank Shot
Twin Spell Any Other Metamagic Feat Psionic Shot
Widen Spell Any Other Metamagic Feat Base attack bonus +3
Tenacious Magic Shadow Weave Magic Return Shot Dex 13+
Point Blank Shot
ME
METTAPSIONIC FEATS
FEATS PREREQUISITE Psionic Shot
Reserve Power Points 5+
Enlarge Power — Psionic Weapon Str 13+
Extend Power — Power Attack
Persistent Power Extend Power Deep Impact Str 13+
Heighten Power — Power Attack
Hide Power — Psionic Weapon
Master Dorje — Base attack bonus +3
Maximize Power — Psychic Bastion —
Metacreative Any Item Creation Feat Mind Trap Psychic Bastion
Quicken Power — Psychoanalyst Cha 13+
Psychic Inquisitor Cha 13+
MONS TROUS FEA
MONSTROUS TS
FEATS PREREQUISITE Psychoanalyst
Rapid Metabolism —
Large and In Charge Reach (large size or larger) Psionic Metabolism Rapid Metabolism
Str 17+ Con 13+
Flyby Attack Fly speed Speed of Thought Wis 13+
Multiattack Three ou + natural weapons Reserve Power Points 1+
Multitasking Multiattack Psionic Charge Wis 13+
Two Weapon Fighting Reserve Power Points 3+
Improved Weapon Fighting Speed of Thought
Dex 15+ Up the Walls Wis 13+
Int 13+ Speed of Thought
Multidexterity Dex 15+ Psionic Charge
Three or more arms Reserve Power Points 5+
Multiweapon Fighting Three or more hands Stand Still Str 13+
Reserve Power Points 1+
PSIONIC FEATS
FEATS PREREQUISITE Talented —
Body Fuel Talented
Combat Manifestation — Inner Strength
Delay Power — Trigger Power Talented
Great Sunder Power Attack Inner Strength
Sunder Reserve Power Points (text)
Str 13+ Twin Power —
Reserve Power Points 5+
Improved Psicrystal — SPECIAL FEATS†
FEATS† PREREQUISITE
Inertial Armor Reserve Power Points 1+
Inner Strenght — Extra Smiting Class Level 4+
Mental Adversary Cha 13+ Smite hability
Dissarm Mind Cha 13+ Extra Turning** Cleric or Paladin
Mental Adversarry Empower Turning Extra Turning
Mental Leap Str 13+ Cha 13+
6+ ranks in Jump Heighten Turning Extra Turning
Reserve Power Points 3+ Cha 13+
Power Penetration — Quicken Turning Extra Turning
Greater Power Penetration Power Penetration Cha 13+
Psionic Body — Spell Mastery* Wizard
Psionic Dodge Dex 13+ Weapon Specialization* Fighter leve 4th+
Dodge Tatoo Focus Specialized School of Magic
Reserve Power Points 5+
Psionic Fist Str 13+ * You can gain this feat multiple times. Its effects do
Power Touch Str 13+ not stack. Each time you take this feat. its applies to a
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new weapon. skill, school of magic, or selection of spells.
** You can gain thein feat multiple times. Its effects Dungeons & Dragons - Tome of Feats
stack.
† Special feats are described in the class descriptions
for the class that can select them in Player’s Handbook, This document contains parts from following
Chapter 4: Classes. Dungeons & Dragons Third Edition books:
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