D&D Bible - Feat Bible
D&D Bible - Feat Bible
ARMS AND
EQUIPMENT GUIDE
(3.0)
SIDEBAR FEATS
(CREATURE TYPE) TRAINER []
You are skilled at training a particular type of creature.
Prerequisite: Handle Animal 8 ranks.
Benefit: When you take this feat, choose a type of
creature other than animal or beast.
You may rear and train creatures of that type, using the
Handle Animal skill, as if they were beasts, provided their
Intelligence score is 4 or lower.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new creature
type.
Exceptions: This feat does not increase the DCs for training
creatures presented in the Monster Manual, such as the
pegasus.
However, it lowers them when appropriate.
Normal: Handle Animal does not apply to training
creatures other than animals or beasts.
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BOOK OF
CHALLENGES (3.0)
2
BOOK OF EXALTED
DEEDS (3.5)
MAIN SECTION FEATS
ANCESTRAL RELIC [GENERAL]
You own an ancestral heirloom and can invest it with ANIMAL FRIEND [EXALTED]
increasing power.
Prerequisites: Any good alignment, character level 3rd. Animals respond favorably to the aura of goodness that
Benefit: Choose an item you own. exudes from you.
The item must be of masterwork quality, and it must be an Prerequisites: Cha 15, wild empathy class feature.
item that once belonged to a member of your family. Benefit: You receive a +4 exalted bonus on wild empathy
Alternatively, the item may have belonged to another checks to sway the attitudes of animals and good-aligned
person to whom you are somehow connected, such as magical beasts (including, but not limited to, blink dogs,
another member of your religious order. unicorns, pegasi, and animals with the celestial template).
At any time, you may retreat to a consecrated or hallowed In the case of good magical beasts, this bonus simply
location and spend time in prayer in order to awaken the eliminates the penalty you normally take when trying to
spirits in your ancestral relic. deal with magical beasts rather than animals.
This requires a sacrifice of valuable items worth the
difference between the market price of the magic item your
relic will become and the market price of your current
CELESTIAL FAMILIAR [EXALTED]
relic. As long as you are able to acquire a new familiar, you may
This sacrifice does not have to be gold—you can sacrifice receive a celestial as a familiar.
magic items or other goods worth the required amount, Prerequisites: Able to acquire a new familiar, minimum
rather than selling your goods (at half value) to pay for the level requirement (see below).
sacrifice. Benefit: When choosing a familiar, the following
You must spend 1 day per 1,000 gp value you sacrifice. creatures are also available to you.
During this time, you must spend at least 8 hours each day You must choose a familiar whose alignment is the same as
in prayer or meditation, not stopping to eat or rest. yours.
For example, a 4th-level paladin has a masterwork bastard
sword she inherited from her grandfather.
She makes sacrifices worth 2,000 gp and spends two days in
prayer and fasting in the temple of Heironeous.
When she emerges, her devotion has awakened the magic
inherent in the blade, making it a +1 bastard sword.
When she reaches 7th level, she once again retreats to the
temple for 6 days, sacrificing items worth an additional
6,000 gp to make her weapon a +2 bastard sword (market
price 8,000 gp).
When she reaches 11th level, she can make it a +2 holy
bastard sword by making sacrifices worth 24,000 gp (the
difference between 32,000 and 8,000 gp) and spending 24 The celestial familiar is magically linked to its master like a
days in prayer. normal familiar.
A character’s level dictates the maximum value of his or her The familiar uses the basic statistics for a creature of its
ancestral relic, as shown in Table 4–2. kind, as given in the Monster Manual or this volume, except
No character may have more than one ancestral relic. as noted below.
Hit Dice: For effects related to Hit Dice, use the master’s
level or the familiar’s normal total, whichever is higher.
Hit Points: One-half the master’s total or the familiar’s
normal total, whichever is higher.
Attacks: Use the master’s base attack bonus or the familiar’s,
whichever is better.
Saving Throws: Use the master’s base save bonuses if they
are better than the familiar’s.
Familiar Special Abilities: Use the information in the
Familiars sidebar on pages 52–53 of the Player’s Handbook to
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determine additional abilities as you would for a normal
familiar. CONSECRATE SPELL TRIGGER
With the exception of celestial animals, celestial familiars [EXALTED]
do not grant their masters any of the benefits that appear in
that sidebar. You can channel holy power through a spell trigger item,
such as a wand or staff.
Prerequisites: Craft Wand or Craft Staff, ability to turn
CELESTIAL MOUNT [EXALTED] undead.
Your special mount is a true creature of the heavens. Benefit: When you use a spell trigger item, such as a
Prerequisites: Paladin level 4th. wand or staff, you can use one of your turning attempts for
Benefit: Your special mount gains the celestial creature the day to trigger the item.
template. You still expend a charge from the wand or staff.
It gains the ability to smite evil once per day, darkvision out The spell cast by the item is modified as though it had the
to 60 feet, resistances (acid, cold, and electricity) based on Consecrate Spell feat applied to it.
its total Hit Dice, and damage reduction and spell
resistance that increase as its Hit Dice increase. EXALTED COMPANION [EXALTED]
See the celestial creature template in the Monster Manual
for details. Instead of an animal companion, you have a magical beast
of good alignment.
Prerequisites: Able to acquire a new animal companion,
CONSECRATE SPELL [METAMAGIC] minimum level requirement (see below).
You can imbue your spells with the raw energy of good, by Benefit: When choosing an animal companion, you may
the grace of a celestial power. choose a magical beast as shown on the table below.
Prerequisites: Any good alignment. You must choose a companion whose alignment is the
Benefit: A spell you modify with this feat gains the good same as yours, so only a ranger can have a blink dog,
descriptor. pegasus, or unicorn as a companion.
Even though your companion is a magical beast, you can
Furthermore, if the spell deals damage, half that damage
(rounded down) results from divine power and can’t be cast spells on it as though it were an animal.
The exalted companion has all the normal abilities of a
reduced by resistance or immunity to energy-based attacks.
For example, if a consecrated lightning bolt cast by a 7th- typical creature of its kind, as well as the characteristics of
level wizard deals 24 points of damage, 12 points of that is an animal companion determined by the druid or ranger’s
electricity damage and the other 12 points is not. level.
Thus, a nongood creature immune to electricity still takes
12 points of damage if it fails its Reflex save.
A consecrated spell uses up a spell slot one level higher
than the spell’s actual level.
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VOW OF PURITY [EXALTED]
You have taken a sacred vow to avoid contact with dead
flesh.
Prerequisites: Sacred Vow.
Benefit: You gain a +4 perfection bonus on Fortitude
saving throws to resist disease and death effects.
Special: To fulfill your vow, you must avoid all contact
with dead creatures, including meat cooked for food.
You may not touch fallen foes.
You may fight undead foes, but must purify yourself as
soon as possible afterward.
You may touch dead characters in order to restore them to
life (by way of a raise dead or similar spell that requires you
to touch the corpse), but for no other purpose.
If you fight undead creatures or accidentally touch dead
flesh, you must purify yourself in a special ritual that
requires 1 hour and a flask of holy water.
If you intentionally break your vow, you immediately and
irrevocably lose the benefit of this feat.
You may not take another feat to replace it.
If you break your vow as a result of magical compulsion,
you lose the benefit of this feat until you perform a suitable
penance and receive an atonement spell.
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CORRUPT SPELL-LIKE ABILITY
BOOK OF VILE [GENERAL]
One of the creature’s spell-like abilities is powered by evil.
A dark pact provides the creature with unholy energy.
DARKNESS (3.0) Prerequisite: Any evil alignment.
Benefit: This feat adds the evil descriptor to a spell-like
ability.
MAIN SECTION FEATS Furthermore, if the spell-like ability deals damage, half of
that damage (rounded down) is unholy damage.
For example, if a corrupted fireball from a pit fiend deals a
BOOST SPELL-LIKE ABILITY total of 35 points of damage, half of that amount (18 points)
is fire damage and the other half (17 points) is unholy
[GENERAL] damage.
One of the creature’s spell-like abilities is harder to resist Nonevil creatures immune to fire still take the 17 points of
than it otherwise would be. unholy damage.
Benefit: The saving throw Difficulty Class (DC) of a Each of a creature’s spell-like abilities can be corrupted
boosted spell-like ability is increased by +2. three times per day, though the feat does not allow the
Each of a creature’s spell-like abilities can be boosted three creature to exceed its normal usage limit for any ability.
times per day, though the feat does not allow the creature Thus, if a pit fiend chooses to corrupt its fireball ability, it
to exceed its normal usage limit for any ability. can use a corrupted fireball up to three times that day.
Thus, if a succubus chooses to boost its suggestion ability, it Thereafter, it could use its fireball ability again normally
can use a boosted suggestion up to three times that day. (since it can use fireball at will), or it could corrupt another
Thereafter, it could use its suggestion ability again normally of its spell-like abilities, such as meteor swarm.
(since it can use suggestion at will), or it could boost another Special: This feat can be taken multiple times.
of its spell-like abilities, such as charm monster. Each time it is taken, the creature can apply it to each of its
Special: This feat can be taken multiple times. spell-like abilities three additional times per day.
Each time it is taken, the creature can apply it to each of its
spell-like abilities three additional times per day.
DARK SPEECH [VILE]
The character learns a smattering of the language of truly
BOOST SPELL RESISTANCE dark power.
[GENERAL] Prerequisite: Base Will save bonus +5, Int 15, Cha 15.
Benefit: The character can use the Dark Speech to bring
By making a deal with an evil power, the character makes loathing and fear to others, to help cast evil spells and
himself even more resistant to magic. create evil magic items, and to weaken physical objects (see
Prerequisite: Any evil alignment. Dark Speech in Chapter 2).
Benefit: If the character already has innate spell Normal: Attempting to utter a word of the Dark Speech
resistance, he gains a +2 profane bonus to his existing spell always ends in immediate death for a speaker who is not
resistance score. trained in its dark power.
Fortunately, it is impossible to make someone use the Dark
CORRUPT SPELL [METAMAGIC] Speech if he or she is unwilling, because the language’s
pronunciation is so exacting.
The character can transform one of her spells into a thing Special: The character gains a +4 circumstance bonus on
of evil due to a deal she makes with an evil power. saving throws made when someone uses the Dark Speech
Prerequisite: Any evil alignment. against him or her.
Benefit: This feat adds the evil descriptor to a spell.
Furthermore, if the spell deals damage, half of the damage
is unholy damage. DEFORMITY (CLAWED HANDS)
For example, a corrupted fireball cast by a 6th-level wizard
deals 6d6 points of damage: 3d6 points of fire damage and
[VILE]
3d6 points of unholy damage. Because of intentional self-mutilation, the character has
Thus, creatures immune to fire still potentially take 3d6 deformed arms and hands ending in sharp claws.
points of damage. Prerequisite: Willing Deformity.
The corrupted spell uses up a spell slot one level higher Benefit: The character has the ability to deal 1d6 points of
than the spell’s actual level. damage as an unarmed claw attack.
Special: A character may take this feat multiple times, The character is considered armed even when unarmed.
choosing a different spell each time. Special: The character does not draw attacks of
opportunity when attacking unarmed, and he threatens
areas even when unarmed.
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DEFORMITY (EYES) [VILE] EMPOWER SPELL-LIKE ABILITY
The character has either drilled a hole in her forehead [GENERAL]
trying to add a third eye, or she has supernaturally scarred
one of her regular eyes. The creature can use a spell-like ability with greater effect.
Prerequisite: Willing Deformity. Benefit: All variable, numeric effects of an empowered
Benefit: As a supernatural ability, the character can use spell-like ability are increased by one-half.
see invisibility for 1 minute per day. An empowered spell-like ability deals half again as much
Special: The character takes a –2 deformity penalty on damage as normal, cures half again as many hit points,
Spot and Search checks. affects half again as many targets, and so on as appropriate.
For example, a night hag’s empowered magic missile deals
one and one-half times normal damage (roll 1d4+1 and
DEFORMITY (FACE) [VILE] multiply the result by 1.5 for each missile).
Saving throws and opposed rolls (such as the one made
Because of intentional self-mutilation, the character has a
when a character casts dispel magic) are not affected.
hideous face.
Spell-like abilities without random variables are not
Prerequisite: Willing Deformity. affected.
Benefit: The character gains a +2 circumstance bonus on Each of a creature’s spell-like abilities can be empowered
Intimidate checks and a +2 deformity bonus on Diplomacy twice per day, though the feat does not allow the creature to
checks dealing with evil creatures of a different type. exceed its normal usage limit for any ability.
Thus, if a night hag chooses to empower its magic missile
DEFORMITY (GAUNT) [VILE] ability, it can use an empowered magic missile up to two
times that day.
Through intentional starvation and macabre operations, the Thereafter, it could use its magic missile ability again
character is grossly underweight. normally (since it can use magic missile at will), or it could
He has a skeletal appearance, and his weight is now half corrupt another of its spell-like abilities, such as sleep.
normal for creatures of his kind. Special: This feat can be taken multiple times.
Prerequisite: Willing Deformity. Each time it is taken, the creature can apply it to each of its
Benefit: The character gains a +2 deformity bonus to spell-like abilities two additional times per day.
Dexterity and a –2 deformity penalty to Constitution.
Furthermore, he gains a +2 circumstance bonus on Escape
Artist checks and Intimidate checks. EVIL BRAND [VILE]
Special: A character with this feat may not take the The character is physically marked forever as a servant of an
Deformity (obese) feat. evil power greater than herself or as a villain who does not
care who knows that she seeks only death, destruction, and
DEFORMITY (OBESE) [VILE] misery for others.
The symbol is unquestionable in its perversity, depicting a
Through intentional gorging and general gluttony, the depravity so unthinkable that all who see it know beyond a
character is obese. doubt that the bearer is forever in the sway of the blackest
Grossly overweight, she is now at least triple the normal powers.
weight for creatures of her kind. Benefit: Evil creatures automatically recognize the
Prerequisite: Willing Deformity. symbol now emblazoned upon the character as a sign of her
Benefit: The character gains a +2 deformity bonus to utter depravity or discipleship to a powerful patron,
Constitution and a –2 deformity penalty to Dexterity. although the specific identity of the patron is not revealed.
Furthermore, she gains a +2 circumstance bonus on She gains a +2 circumstance bonus on Diplomacy and
Intimidate checks and saving throws against poison. Intimidate checks made against evil creatures.
Special: A character with this feat may not take the
Deformity (gaunt) feat.
LICHLOVED [VILE]
DISCIPLE OF DARKNESS [VILE] By repeatedly committing perverted sex acts with the
undead, the character gains dread powers.
The character formally supplicates himself to an archdevil. Prerequisite: Evil Brand.
In return for this obedience, he gains a small measure of Benefit: Mindless undead see the character as an undead
power. creature.
Benefit: Once per day, while performing an evil act, the Becoming more and more like an actual undead creature,
character may call upon his diabolic patron to add a +1 luck he gains a +1 circumstance bonus on saving throws against
bonus on any one die roll. mind-affecting effects, poison, sleep, paralysis, stunning,
Special: Once a character takes this feat, he may not take and disease.
it again; he may not be the disciple of more than one devil.
Nor may he take the Thrall to Demon feat.
MALIGN SPELL FOCUS [GENERAL]
The character’s spells that have the evil descriptor are more
potent than normal due to a deal she makes with an evil
power.
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Prerequisite: Any evil alignment. Thus, if a demon chooses to quicken its darkness ability, it
Benefit: Add +2 to the DC for all saving throws against cannot use quickened darkness again the same day, though
any of the character’s spells that have the evil descriptor. it could use its darkness ability again normally (since it can
use darkness at will), or it could quicken another of its spell-
like abilities, such as desecrate.
MORTALBANE [GENERAL] Normal: Normally the use of a spell-like ability requires a
The creature can make a spell-like ability particularly standard action and provokes an attack of opportunity
deadly to mortals. unless noted otherwise.
Benefit: A mortalbane ability is a damaging spell-like Special: This feat can be taken multiple times.
ability that deals 2d6 points of additional damage when Each time it is taken, the creature can apply it to each of its
used against living nonoutsiders, but only half damage spell-like abilities one additional time per day.
(rounded down) against outsiders, undead, and constructs.
For example, if a mortalbane cone of cold from a gelugon
would normally deal 45 points of damage, it actually deals SACRIFICIAL MASTERY [VILE]
45 + 2d6 points of damage to a humanoid, but only 22 The character is skilled at offering living sacrifices to evil
points of damage to a night hag. gods or fiends.
Creatures immune to cold—regardless of their type—still Prerequisite: Wis 15.
take no damage from a mortalbane cone of cold. Benefit: The character gains a +4 profane bonus on
Mortalbane can be applied to each of a creature’s spell-like Knowledge (religion) checks made when performing a
abilities five times per day, though the feat does not allow sacrifice.
the creature to exceed its normal usage limit for any ability. Normal: Without this feat, a character who performs a
Thus, if a gelugon chooses to apply Mortalbane to its cone of sacrifice makes a normal Knowledge (religion) check
cold ability, it can use a mortalbane cone of cold up to five modified as described in Chapter 2.
times that day.
Thereafter, it could use its cone of cold ability again normally
(since it can use cone of cold at will). THRALL TO DEMON [VILE]
Special: This feat can be taken multiple times. The character formally supplicates himself to a demon
Each time it is taken, the creature can apply it to each of its prince.
spell-like abilities five additional times per day. In return for his obedience, the character gains a small
measure of power.
Benefit: Once per day, while performing an evil act, the
POISON IMMUNITY [GENERAL] character may call upon his demonic patron to add a +1
After prolonged exposure to a poison or toxin, the character luck bonus on any one roll.
has rendered himself immune to it. Special: Once a character takes this feat, he may not take
Benefit: The character is immune to one specific poison it again; he may not be the thrall of more than one demon.
(chosen by the DM or the character’s player), whether Nor may he take the Disciple of Darkness feat.
available as a blade poison, the venom of a specific creature,
or one other toxin.
The character also gains a +1 circumstance bonus on saving VERMINFRIEND [VILE]
throws against other poisons. Vermin regard the character better than they would
Special: A character may take this feat multiple times, normally.
choosing a different poison each time. Prerequisite: Cha 15.
The +1 bonus against other poisons doesn’t stack with itself, Benefit: If a vermin is about to attack the character, she
because the circumstances of each poison immunity are may make a Charisma check (DC 20).
essentially the same. If the check succeeds, that vermin refuses to attack her for
24 hours.
QUICKEN SPELL-LIKE ABILITY
[GENERAL] VILE KISTRIKE [VILE]
The creature can use a spell-like ability with a moment’s The character can focus evil power into his unarmed strike.
thought. Prerequisite: Cha 15, Improved Unarmed Strike.
Benefit: Using a quickened spell-like ability is a free Benefit: Each time the character deals damage with his
action that does not provoke an attack of opportunity. unarmed strike, he deals 1 additional point of vile damage.
The creature can perform another action—including the
use of another spell-like ability—in the same round that it VILE MARTIAL STRIKE [VILE]
uses a quickened spell-like ability.
The creature may use only one quickened spell-like ability The character can focus evil power into her weapon blows.
per round. Prerequisite: Cha 15, Weapon Focus with the specified
A spell-like ability that duplicates a spell with a casting time weapon.
greater than 1 full round cannot be quickened. Benefit: Each time the character deals damage with a
Each of a creature’s spell-like abilities can be quickened specific kind of weapon, she deals 1 additional point of vile
only once per day, and the feat does not allow the creature damage.
14 to exceed its normal usage limit for any ability.
Special: A character may take this feat more than once, Benefit: The character gains a +2 deformity bonus on
selecting a different weapon each time. Intimidate checks.
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TORMENTED KNIGHT [VILE]
You are inexorably bound to the loathsome yugoloths that
lurk in the Barrens of Doom and Despair, and you strive to
bring misery and pain to all creatures that oppose them.
Prerequisites: Scion of Sorrow, base attack bonus +4.
Benefit: Any weapon you wield is treated as evil-aligned
for the purpose of overcoming damage reduction.
Any chaotic or lawful outsider you successfully damage
with a melee or ranged weapon must succeed on a
Fortitude save (DC 10 + damage dealt) or take 1d4 points of
Charisma damage.
Special: This feat can only be taken once.
A character who takes this feat cannot also take the
Demonsworn Knight or Hellbound Knight feat.
A fighter can select this feat as one of his fighter bonus
feats.
In addition, as soon as you take this feat, your flesh turns
pale and becomes unnaturally cold to the touch.
22
If you can’t physically interact with or manipulate objects
(for instance, if you are incorporeal or in gaseous form, or if
CHAMPIONS OF either you or the ally, but not both of you, are ethereal), you
can’t switch places with the ally and thus can’t activate this
feat.
VALOR (3.5) It should go without saying, but if you are incapable of
taking an action (dazed, paralyzed, stunned, unconscious,
and so on), you can’t use this feat.
MAIN SECTION FEATS
CARMENDINE MONK []
You have learned that study is just as important as insight
BROKEN ONE’S SACRIFICE [] to finding enlightenment.
Your dedication to Ilmater’s philosophy has given you the Prerequisites: Int 13, member of Zealots of the Written
power to take attacks directed at others. Word monk order (see page 105).
Prerequisites: Wis 13, member of the Broken Ones Benefit: You can use your Intelligence bonus instead of
monk order. your Wisdom bonus for determining your monk AC bonus
Benefit: As an immediate action, you can intervene on and for determining the save DC against your stunning fist
behalf of an adjacent ally (of your size or smaller) who is and quivering palm attacks.
under attack. You can study your thesis notes for 1 hour to treat your
When you activate this feat, you and the ally switch spaces. monk level as two higher for determining one of the
If there is not enough space for this to occur, you can’t following monk abilities: unarmed damage, AC bonus, or
activate the feat. unarmored speed bonus.
Then, you suffer the harmful effect as if you were the This benefit lasts for 24 hours, at which point you can study
intended target; the. your notes again to gain the same or a different effect.
ally is unaffected by it. You can’t study your notes more than once in any 24-hour
In addition to the obvious harmful effect this has upon you, period.
this action is a drain on your personal energy, Once the
effect of the intervention is resolved, you become fatigued.
You cannot use this feat if you are exhausted or if you are DEFENDER OF THE HOMELAND
immune to fatigue. [EXALTED]
You can choose to activate this feat after the success or
failure of the harmful effect is determined, but you must You have sworn a sacred oath to protect your country from
activate it before the extent of the effect is determined evil.
and/or applied to the ally. Prerequisites: Wis 13, any good alignment.
Example: If an adjacent ally is attacked, you could wait until Benefit: When fighting in your home region, you gain a
after the attack roll (and confirmation roll, if the attack is a +1 sacred bonus to Armor Class and immunity to fear
critical threat) is made to activate the feat, but you would effects.
have to activate it before damage is rolled.
If the adjacent creature also benefits from a miss chance,
you could wait until after that roil was made to activate the
DETECT SHADOW WEAVE USER []
feat. You can determine if a magic item or spellcaster is using
Example: If an adjacent creature is within the area of a the Weave or the Shadow Weave.
lightning bolt spell, you could wait until the creature rolls its Prerequisites: Knowledge (arcana) 5 ranks, Spellcraft 5
saving throw (and checks its spell resistance, if any), but ranks.
you would have to activate the feat before the spell’s Benefit: Whenever you observe spellcasting or a magical
damage is rolled, If an adjacent creature is targeted by an effect you can make a Spellcraft check (DC 15 + spell level)
attack that deals a fixed amount of damage, such as a as an immediate action to determine if the effect comes
maximized magic missile spell, you would choose to activate from the Weave or the Shadow Weave.
this feat after the spell hit the target, but before damage was When using detect magic, you automatically identify the
applied. Weave or Shadow Weave origin of any aura you detect.
By activating this feat, you give up any opportunity to avoid
the harmful effect normally allowed by a saving throw,
spell resistance, AC, or concealment. DRUUTH SLAYER []
If the effect allows a saving throw or spell resistance, you YOU have studied the lore of the druuth (a cabal of
automatically fail the save or spell resistance check. doppelgangers led by a mind flayer) and know how to
If the effect requires an attack roll, it automatically hits you recognize and resist their powers.
(and if it scored a critical hit, it automatically scores a Prerequisites: Knowledge (dungeoneering) 2 ranks,
critical hit on you), even if you would normally benefit Knowledge (nature) 2 ranks.
from a miss chance against the attack. Benefit: This feat grants three benefits.
Any immunities or resistances you have apply normally; for First, you get a +1 bonus on Will saving throws.
example, if you are immune to critical hits, an attacker can’t Second, you gain a +10 insight bonus on Spot checks made
score a critical hit on you just because he scored one on the to recognize a doppelganger using its change shape ability.
ally. 23
Third, if affected by a mind flayer’s mind blast, you get a new 2nd—spiritual weapon (ranger only), thunderstroke (see page
saving throw every round at the end of your turn to end the 59).
stun effect. Normal: A distracted or sleeping character makes Listen
checks with a –5 or –10 penalty, respectively.
DUERRAN METAFORM TRAINING
INITIATE OF ARVOREEN [INITIATE]
[PSIONIC]
You have been initiated into the greatest secrets of
Your studies have shown you the way to link your psionics Arvoreen’s church.
and your enlarge person spell-like ability. Prerequisites: Halfling, cleric or paladin 4th, patron
Prerequisite: Gray dwarf. deity Arvoreen.
Benefit: You can expend 5 power points to activate your Benefit: Add Hide and Move Silently to your list of cleric
enlarge person spell-like ability. or paladin class skills.
Though the triggering energy is psionic (and thus can’t be In addition, you add the following spells to your cleric or
initiated where psionics is unavailable), all other effects paladin spell list.
work like standard spell-like abilities. 1st—enlarge person, low-light vision, message.
Note: This psionic technique was created by the gray dwarf 3rd—blade thirst, safe clearing.
worshipers of Deep Duerra, but other duergar (including
exiles) have developed it independently.
INITIATE OF BARAVAR
DUERRAN STEALTH TRAINING CLOAKSHADOW [INITIATE]
[PSIONIC] You have been initiated into the greatest secrets of Baravar
Cloakshadow’s church.
Your studies have shown you the way to link your psionics Prerequisites: Gnome, cleric or paladin 4th, patron
and your invisibility spell-like ability. deity Baravar Cloakshadow.
Prerequisite: Gray dwarf. Benefit: You can spend a turn/rebuke attempt as a
Benefit: You can expend 5 power points to activate your standard action to recognize all visible illusion effects
invisibility spell-like ability. within 60 feet of you.
Though the triggering energy is psionic (and thus can’t be If the illusion has a save entry that includes “disbelief”
initiated where psionics is unavailable), all other effects (such as silent image), you are immediately awarded an
work like standard spell-like abilities. automatically successful save against that illusion.
Note: This psionic technique was created by the gray dwarf Illusions that have no visible effect (such as invisibility) are
worshipers of Deep Duerra,, but other duergar (including not revealed by this action.
exiles) have developed it independently. In addition, you add the following spells to your cleric or
paladin spell list.
FROM SMITE TO SONG [] 1st—camouflage.
2nd—invisibility, swift invisibility (see page 56).
You can channel your destructive holy energy into 3rd—displacement.
powerful song magic for the glory of Milil. 4th—dimension door.
Prerequisites: Perform (any) 3 ranks, member of the
Harmonious Order (see page 101).
Benefit: You can spend a smite evil attempt to duplicate INITIATE OF EILISTRAEE [INITIATE]
the effects of the inspire courage bardic music ability (see You have been initiated into the greatest secrets of
page 29 of the Player’s Handbook), Your effective bard level Eilistraee’s church.
(for the purpose of determining the value of the bonuses Prerequisites: Drow or half-drow, cleric or ranger 4th,
granted) is equal to your paladin level Add Perform to your patron deity Eilistraee.
list of paladin class skills. Benefit: Once per day, you can spend one of the daily
uses of your racial spell-like abilities (dancing lights, darkness,
INITIATE OF ANHUR [INITIATE] or faerie fire) to produce a magic missile effect (caster level
equals class level).
YOU have been initiated into the greatest secrets of In addition, you add the following spells to your cleric or
Anhur’s church. ranger spell list.
Prerequisites: Cleric or ranger 5th, patron deity Anhur. 1st—Eilistraee’s moonfire (see page 55).
Benefit: You take no penalty on Listen checks for being 3rd—lesser spellsong (see page 58).
distracted or asleep. 6th (cleric only)—spellsong (see page 58).
You can make attacks of opportunity when you are flat-
footed as though you had the Combat Reflexes feat.
You do not gain extra attacks of opportunity in a round INITIATE OF THE HOLY REALM
from this ability.
In addition, you add the following spells to your cleric or [INITIATE]
ranger spell list. You have been initiated into the greatest secrets of one of
1st—bless weapon. the faiths of the Holy Realm (Chauntea, Helm, Lathander,
Selûne, or Sune).
24
Prerequisites: Cleric, paladin, or ranger 3rd of accidentally smite a creature or object that doesn’t meet this
Chauntea, Helm, Lathander, Nobanion, Selûne, or Sune. requirement, the smite has no effect but is still used.
Benefit: You get a +1 sacred bonus on all saving throws You must declare the smite attempt before making the
while within the Holy Realm or on a quest specifically attack.
dedicated to supporting the Holy Realm. In addition, you add the following spells to your cleric or
In addition, you add the following spells to your cleric, paladin spell list.
paladin, or ranger spell list. 2nd—lion heart (see page 56).
1st—alarm, handfire, horrible taste (see page 56), rosemantle. 3rd—summon nature’s ally II (lion only).
2nd—lionheart (see page 56), love bite (see page 56), warning. 4th—shout.
30
beginning of the month, and dark right in the middle of Once per character level, you can sell a magic item for 100%
the month, as shown below. of its market value, or an art object or gem for 120% of its
normal value.
32
FAVORED IN GUILD FRINGE FAVORED IN GUILD FRINGE
BENEFIT (GRIFFON CAVALRY) [] BENEFIT (ORDER OF THE EVEN-
Due to frequent training and practice, you gain a +2 bonus HANDED) []
on Ride checks while riding griffons.
Your resolve in the service of Tyr the Just gives you a
special blessing.
FAVORED IN GUILD FRINGE Once per character level, you can call on your blessing to
add a +3 bonus to the save DC of one stunning attack you
BENEFIT (HALASTER’S HEIRS) [] make using the Stunning Fist feat or cleric spell you cast,
You can learn rare or unique spells created by Halaster or provided the target of your attack or spell is evil.
his apprentices (such as Halaster’s blacksphere, Halaster’s fetch If you are a monk, you can freely multiclass as a cleric or
variants, Halaster’s image swap, Halaster’s light step, Halaster’s sacred fist and still advance as a monk.
shaking hand, Halaster’s teleport cage, Trobriand’s baleful teleport,
Trobriand’s crystalbrittle, Trobriand’s glassee) any time you have
the opportunity to learn new spells, but you may not learn FAVORED IN GUILD FRINGE
more than one such spell per level gained. BENEFIT (ORDER OF THE SUN
The guild subsidizes your monetary expenses when
creating constructs, reducing the raw materials cost by 10%. SOUL) []
Lathander teaches that undead must be destroyed.
FAVORED IN GUILD FRINGE Once per character level you can call upon your faith to
enter a state of holy resolve, which lasts for 1 minute.
BENEFIT (HOLY ORDER OF THE While in this state, you gain a +2 morale bonus on attack
rolls and damage rolls against undead.
KNIGHTS OF SAMULAR) []
Your faith is bolstered by your participation in the Order.
Once per character level, you can deem a particularly FAVORED IN GUILD FRINGE
insidious mind-affecting spell or ability to be a test of faith, BENEFIT (RED SASHES) []
and thereby gain a +5 bonus on your Will saving throw
against that attack. You are intimately familiar with one of Waterdeep’s wards,
and know many of its people and secrets.
Choose one ward; while in that ward, you gain a +2 bonus
FAVORED IN GUILD FRINGE on Gather Information, Search, Spot, Listen, and Sense
Motive checks.
BENEFIT (NEW OLAMN) []
You can substitute a Perform check in place of a Diplomacy
check or Gather Information check by offering your FAVORED IN GUILD FRINGE
service for free. BENEFIT (THE GRAY HANDS) []
In addition, you gain twice the normal income when you
use Perform checks to earn money. You gain a +1 morale bonus on all saving throws made in
Waterdeep or within 10 miles of the city.
33
FAVORED IN GUILD FRINGE
BENEFIT (THE TEL TEUKIIRA) []
The Moonstars count many skilled magical artisans among
their friends.
Once per character level you can purchase a single magic
item of 50,000 gp or less for 75% of its normal market price.
34
EFFICIENT DEFENDER []
CITYSCAPE (3.5) You have learned to use new techniques and modifications
to your armor to increase its protective ability.
Prerequisite: Heavy armor proficiency.
Benefit: When you wear light or medium armor, you
MAIN SECTION FEATS gain 1 more point of armor bonus to your AC than that
armor normally provides.
For example, a suit of studded leather would have a +4
CITY MAGIC [METAMAGIC] armor bonus rather than 3.
You can use the city itself to shape and enhance your However, because you must adjust and customize the
spellcasting. armor to more effectively cover weak spots, it is also
Prerequisite: Caster level 3rd. slightly more encumbering, increasing its armor check
Benefit: You can modify any damaging spell you cast to penalty by 1.
incorporate the urban environment. You are not required to make use of this feat.
When casting an offensive spell with an energy subtype— You decide when donning the armor whether you wish to
acid, cold, electricity, fire, or sonic—you can invest the don it normally, or with this feat in effect.
spell with a portion of the city’s spirit. Special: A fighter can select this feat as one of his bonus
In most cases, this investment is gritty and spectacular, feats.
drawing dirt, gravel, nails, and other nearby detritus into
the spell effect.
In other cases, the investiture is much more subtle, often EXTRA CONTACTS []
merely changing the look of the spell. You make connections and alliances easily.
Only half the damage from a spell with the appropriate Prerequisite: Cha 11.
subtype is considered energy damage, and is thus subject to Benefit: Your maximum number of contacts increases by
resistances or immunities. four.
The remainder comes from the city itself, and is not subject Normal: Without this feat, a character is normally limited
to spell or energy resistances or immunities. to a number of contacts equal to his Charisma modifier
This investiture only occurs for spells cast within urban (minimum 1).
environments, defined as any area above the size of a small Special: You can take the Extra Contacts feat multiple
town (DMG 137). times.
For example, a wizard uses City Magic to cast a fireball at a Its effects stack.
creature with resistance to fire 15. Each time you take the feat, you add another four to your
The damage roll is 20, half of it fire damage and half “city”. maximum number of contacts.
Thus, the target takes 10 points of “city” damage instead of 5
points of fire damage.
This feat is useless to spellcasters who cast their spells in a FAVORED []
nonurban environment as defined above. You are an active and valued member of your guild, church,
A spell modified using the City Magic feat uses a spell slot or other organization.
of the spell’s normal level. Prerequisites: Membership in a guild, church, or other
organization.
DECEPTIVE SPELL [METAMAGIC] If selecting this feat for a church, you must also be a true
member, not merely a congregant (as described on page
You can cast spells that seem to come from somewhere 105).
other than where they should. Benefit: Select one of your organization’s associated
Benefit: A deceptive spell appears to come from any skills.
direction you choose. As long as you remain a member of that organization, you
For instance, a magic missile might shoot from a nearby gain a +2 competence bonus on checks made with that skill.
doorway, rather than from your own finger, or a lightning Additionally, you gain one special benefit depending on
bolt might emerge from the floor rather than from you. your specific guild, church, or organization.
You cannot use this feat to gain a bonus to hit, to These are described as “favored benefits” in the guild,
circumvent cover, to flank, or in any other way to gain a organization, and church entries, beginning on page 84.
numeric or mechanical advantage on any attack rolls. Special: You can take this feat more than once.
Its purpose is to disguise the source of the spell, preventing Its effects do not stack.
anyone who did not actively observe you casting it from Each time you take this feat, you apply it to a different
recognizing you as its caster. organization of which you are a member.
You cannot apply Deceptive Spell to any spell with a range
of touch or a target of you.
A deceptive spell uses up a slot one level higher than the INVISIBLE SPELL [METAMAGIC]
spell’s actual level. You can make your spell effects invisible.
Prerequisite: Any metamagic feat.
Benefit: You can modify any spell you cast so that it
carries no visual manifestation.
35
All other aspects of the spell, including range, area, targets, You still take whatever damage you would normally take
and damage remain the same. from the fall, but you can reduce the falling damage with a
Note that this feat has no bearing on any components successful Jump check or Tumble check.
required to cast the enhanced spell, so the spell’s source You cannot use any ability to slow your fall (such as the
might still be apparent, depending on the situation, despite monk’s slow fall ability, or the feather fall spell) while
its effects being unseen. attacking in this manner.
For example, a fireball cast by someone with this feat could Urban Acrobatics: You can make use of windowsills,
be made invisible in the moment of its detonation, but awnings, lampposts, and similar features of the city when
everyone in the area would still feel the full effect leaping or falling from buildings.
(including the heat), and any flammable materials ignited If you deliberately jump downward within arm’s reach of a
by the explosion would still burn visibly with nonmagical wall or similar vertical surface, you can move yourself
fire. sideways along the wall.
Those with detect magic, see invisibility, or true seeing spells or traveling up to 5 feet horizontally for every 10 feet you fall.
effects active at the time of the casting will see whatever If you accidentally fall, you can move 5 feet horizontally for
visual manifestations typically accompany the spell. every 20 feet you fall.
A spell modified using the Invisible Spell feat uses a spell You can move up to your full movement horizontally in
slot of the spell’s normal level. this fashion (so long as the wall is wide enough), even if
that distance, plus your falling distance, exceeds your
normal movement rate.
PRIMARY CONTACT [] Normal: Falling characters can move in no direction but
Your rapport with one of your contacts is stronger than down.
your relationship with the rest.
Prerequisite: Favored.
Benefit: When you gain this feat, select one of your ROOFWALKER [TACTICAL]
existing contacts to be named your primary contact. You are adept at moving and fighting on rooftops and
Choose one skill associated with the organization to which ledges.
your contact belongs. Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge,
You gain 1 bonus rank in that skill (even if doing so would Mobility.
put you above your normal maximum ranks for that skill). Benefit: The Roofwalker feat enables the use of three
In addition, you can double the frequency with which you tactical maneuvers.
can call upon your primary contact for no-charge favors. Fleet of Feet: You can walk across a precarious surface more
For example, if your primary contact normally provides its quickly than normal.
no-charge favor once per month, you can now call upon You can move at your full speed without taking a –5
that favor twice per month. penalty on your Balance check.
Special: This feat cannot be taken more than once. Graceful Drop: If you intentionally jump from a height, you
If the primary contact associated with this feat dies or is take less damage than you would if you fell.
otherwise removed from the campaign, the DM can, at his If you succeed on a Jump check when jumping down (PH
discretion, either replace that contact with a new contact 77), you take falling damage as if you had dropped 20 fewer
from the same organization or allow you to name one of feet than you actually did.
your other contacts as your primary contact. Master of the Roof: You know how to use the slopes to your
In either event, you do not gain the bonus skill rank a advantage.
second time, but neither do you lose it just because your You gain a +1 dodge bonus to AC against any opponent
contact has left the campaign. who is at a different elevation from you.
36
If you fail a check, you can retry after 1 hour of questioning;
SPECIAL DISPENSATION [] the DM should roll the number of checks required secretly,
You have been given leave to carry even banned armor, so that the player doesn’t know exactly how much time the
weapons, and equipment in a given area. task will require.
Prerequisite: Favored. You can cut the time between Gather Information checks
Benefit: Due in part to your standing within your in half (from 1 hour to 30 minutes), but you take a –5
organization, you have received special dispensation from penalty on the check.
the authorities to wear or carry whatever equipment you Obviously, this feat will not allow you to locate someone
deem necessary, regardless of local armor and weapons who has gone beyond the boundaries of the community,
laws. but it could inform you that they’ve done so.
This feat is often represented in the game, either by an
object of some kind—typically an official government
seal—or even a mark, such as a tattoo.
Special: This feat can be taken multiple times.
Each time you take the feat, its effects apply to a new
culture, geographic region, kingdom, or nation (whichever
is appropriate).
Note: In the EBERRON setting, you can substitute the
Favored in House feat for Favored as the prerequisite for
this feat.
If you do, you gain the benefits of this feat while within any
of the Five Nations.
STRONG STOMACH []
You have greater resilience to illness and foul odors than
most people.
Prerequisites: Con 13, Endurance. Normal: Characters without this feat can use Gather
Benefit: You reduce the effects of sickening and nausea Information to find out about specific individuals, but each
by one step. check takes 1d4+1 hours and doesn’t allow for effective
You cannot become nauseated. trailing.
If you are exposed to an effect or condition that would Special: A character with 5 ranks in Knowledge (local)
normally make you nauseated, you become sickened gains a +2 bonus on the Gather Information check to use
instead. this feat.
If an effect or condition would normally sicken you, that (Note: This feat first appeared in Unearthed Arcana.
effect is negated. This update supersedes the original).
37
FAVORED BENEFITS (CRIMINAL FAVORED BENEFITS (GOVERNMENT
GUILDS) [] GUILDS) []
The guild provides access to the black market and stolen The character gains a +1 bonus on Diplomacy and
goods. Intimidate checks with members of any guild.
A member can obtain many goods for a discount, in any (When dealing with members of his own guild, these
city where the guild maintains a presence. bonuses stack with the standard guild bonuses).
The chance of finding a specific discounted item is a flat
85% for mundane items, 50% for minor magic items, 25%
for medium magic items, and 10% for major magic items. FAVORED BENEFITS (HEROIC
If they are available, mundane items can be purchased for a ORGANIZATIONS) []
10% discount, while magic items are discounted 5%.
Note that these items are stolen or contraband, and a PC As a rule, most organizations will pay to have identify cast on
caught with an identifiably stolen item on his person could magic items a number of times per month equal to the
be arrested and charged. member’s level.
Depending on circumstances (such as the availability of
spellcasters), this number can vary slightly.
FAVORED BENEFITS (CRIMINAL
ORGANIZATIONS) [] FAVORED BENEFITS (INDEPENDENT
The organization covers bail money, legal fees, court costs, CHURCH) []
and bribes relating to the arrest or trial of its most valued
members. Members of independent churches make a concerted effort
Depending on their relationship with the organization’s to aid one another.
superiors, members are expected to pay back 10% to 50% of The discount for hiring a fellow member to cast a spell or
all such costs incurred. perform a service is 10%, rather than the standard 5%.
(Characters who abuse this privilege—taking advantage of
it when not absolutely necessary—could find it stripped
FAVORED BENEFITS (CULT) [] away from them at the DM’s discretion).
Membership in this small, tightly knit group strengthens
an individual’s faith and determination. FAVORED BENEFITS (LABORERS
When accompanied by at least one other member of the
cult, or when within the cult’s shrines or holdings, a GUILDS) []
member receive a +1 bonus on Will saves made against Members gain a +1 bonus on Diplomacy and Intimidate
spells cast by anyone not part of the cult. checks when negotiating with potential employers.
When performing basic physical labor, members can
FAVORED BENEFITS (DOMINANT expect to be paid 5% to 10% more than the standard value
for those services.
CHURCH) []
A member of a dominant church gains a +1 bonus on FAVORED BENEFITS (MERCANTILE
Diplomacy and Intimidate checks involving anyone from
the local government, major mercantile concerns such as GUILDS) []
guilds, or members of smaller churches in the city. Membership in the guild is a sign of quality merchandise.
Additionally, a member has access to the church’s library Members can charge an average of 5% more than the
and records. standard market value on their goods and services in any
He can take 20 on any Knowledge (history) or Knowledge city where the organization maintains a guildhouse.
(religion) check after he has been actively engaged in
research in the church library (reading books and speaking
to other members), a process that takes 1d4+1 days for each FAVORED BENEFITS (MERCENARY
check.
GUILDS) []
Members of the same mercenary guild learn
FAVORED BENEFITS (GLADIATORIAL complementary combat tactics.
STABLES) [] Whenever a member is adjacent to another member, each
of them gains a +1 competence bonus to Armor Class.
So long as the privilege is not abused, the stable heals a
gladiator of injuries suffered outside the arena as well as
within. FAVORED BENEFITS (PERFORMERS
Additionally, in one out of every four matches, the stable
takes only 20% of the purse, rather than 30%. GUILDS) []
In any city wherein the guild maintains a guildhouse, the
member can substitute Perform or Profession check for a
38
Diplomacy or Gather Information check by offering her Such painstaking research is time-consuming, however,
services for free. requiring 2d4 days (8 hours per day) to complete.
In addition, she earns twice the normal income when using
her Perform or Profession skill to earn money
These uses of Perform or Profession must match those with FAVORED BENEFITS (SECT) []
which the character has earned guild member As the parent church, if the sect is open and accepted.
ship. In the case of a conflicted or secret sect, members swiftly
For example, a character who joined the guild as an actor learn techniques for keeping their affiliation secret.
cannot apply this benefit to Profession (blacksmith) checks. The character gains a +1 bonus on Bluff checks when
dealing with matters of religious affiliation.
Additionally, he can make use of the Deceptive Spell feat
FAVORED BENEFITS (POLITICAL (see page 60) once per day, without the associated increase
ORGANIZATIONS) [] in spell slot, even if he does not possess that feat.
This ability can be applied only to domain spells or to spells
The organization pulls bureaucratic strings on behalf of that, for reasons of alignment, could not be cast by
favored members, reducing by 20% the cost of any fines or members of the parent church.
levies imposed by the government.
GUILDS) []
Members gain a +1 bonus on Diplomacy and Gather
Information checks involving any member of that race who
knows of the guild’s existence.
39
Benefit: Your paladin and monk levels stack for the
purpose of determining your unarmed strike damage.
COMPLETE For example, a human 3rd-level paladin/1st-level monk
would deal 1d8 points of damage with her unarmed strike.
Your paladin and monk levels also stack when determining
ADVENTURER (3.5) the extra damage dealt by your smite evil ability.
In addition, you can multiclass freely between the paladin
and monk classes.
You must still remain lawful good in order to retain your
MAIN SECTION FEATS paladin abilities and take paladin levels, and you must
remain lawful in order to continue advancing as a monk.
You still face the normal XP penalties for having multiple
APPRAISE MAGIC VALUE [] classes more than one level apart.
Your ability to determine an item’s worth and your
knowledge of magic allow you to determine the exact
properties of a magic item without the use of the identify ASCETIC MAGE []
spell or similar magic. You practice an unusual martial art that mixes self-taught
Prerequisites: Appraise 5 ranks, Knowledge (arcana) 5 spellcasting and melee attacks to great effect.
ranks, Spellcraft 5 ranks. Prerequisites: Improved Unarmed Strike, ability to
Benefit: If you know that an item is magical, you can use spontaneously cast 2nd-level arcane spells.
the Appraise skill to identify the item’s properties. Benefit: As a swift action that doesn’t provoke attacks of
This use of the Appraise skill requires 8 hours of opportunity, you can sacrifice one of your daily allotment
uninterrupted work and consumes 25 gp worth of special of spells to add a bonus to your unarmed strike attack rolls
materials. and damage rolls for 1 round.
The DC of the Appraise check is 10 + the caster level of the The bonus is equal to the level of the spell sacrificed.
item. The spell is lost as if you had cast it.
If you have levels in sorcerer and monk, those levels stack
for the purpose of determining your AC bonus.
ASCETIC HUNTER [] For example, a human 4th-level sorcerer/1st-level monk
You have gone beyond the bounds of your monastic would have a +1 bonus to AC as if she were a 5th-level
training to incorporate new modes of bringing the monk.
unlawful to justice. If you would normally be allowed to add your Wisdom
Although many of your fellow monks frown on your bonus to AC (such as for a unarmored, unencumbered
methods, none can doubt that your diverse training has monk), you instead add your Charisma bonus (if any) to
added to your ability to strike precisely and bring down your AC.
your foes quickly. In addition, you can multiclass freely between the sorcerer
Prerequisites: Improved Unarmed Strike, favored and monk classes.
enemy. You must still remain lawful in order to continue
Benefit: When you use an unarmed strike to deliver a advancing as a monk.
stunning attack against a favored enemy, you can add one- You still face the normal XP penalties for having multiple
half your favored enemy bonus on damage rolls to the DC classes more than one level apart.
of your stunning attempt.
If you have levels in ranger and monk, those levels stack for
the purpose of determining your unarmed strike damage. ASCETIC ROGUE []
For example, a human 7th-level ranger/1st-level monk You have gone beyond the bounds of your monastic
would deal 1d10 points of damage with her unarmed strike. training to incorporate new modes of stealthy combat.
In addition, you can multiclass freely between the monk Although your fellow monks may frown on your methods,
and ranger classes. none can doubt that your diverse training has improved
You must still remain lawful in order to retain your monk your ability to strike precisely and bring down your foes
abilities and take monk levels. quickly.
You still face the normal XP penalties for having multiple Prerequisites: Improved Unarmed Strike, sneak attack.
classes more than one level apart. Benefit: When you use an unarmed strike with a sneak
attack to deliver a stunning attack, you add 2 to the DC of
your stunning attempt.
ASCETIC KNIGHT [] If you have levels in rogue and monk, those levels stack for
You belong to a special order of religious monks that the purpose of determining your unarmed strike damage.
teaches its adherents that self-enlightenment and For example, a human 5th-level rogue/1st-level monk
honorable service grow from the same well of purity. would deal 1d8 points of damage with her unarmed strike.
As a student of this philosophy, you have blended your In addition, you can multiclass freely between the monk
training as a paladin and as a monk into one seamless and rogue classes.
whole. You must still remain lawful in order to retain your monk
Prerequisite: Improved Unarmed Strike, ability to abilities and take monk levels.
smite evil.
40
You still face the normal XP penalties for having multiple Normal: Performing a coup de grace is a full-round
classes more than one level apart. action.
42
A goaded creature can still cast spells, make ranged attacks,
EXTRAORDINARY CONCENTRATION move, or perform other actions normally.
[] The use of this feat restricts only melee attacks.
Special: A fighter may select Goad as one of his fighter
Your mind is so focused that you can cast spells even while bonus feats.
concentrating on another spell.
Prerequisite: Concentration 15 ranks.
Benefit: When concentrating to maintain a spell, you can GREEN EAR []
make a Concentration check (DC 25 + spell level) to Your bardic music can affect plant creatures.
maintain concentration with just a move action. Prerequisite: Perform (any) 10 ranks, bardic music.
If you beat the DC by 10 or more, you can maintain
Benefit: You can alter any of your mind-affecting bardic
concentration on the spell as a swift action (see Swift
music abilities (or similar Perform-based abilities from
Actions and Immediate Actions, page 137).
other classes) so that they influence only plant creatures
Using this ability is a free action, but if you fail the
instead of other creatures.
Concentration check, you lose concentration on the
However, plants receive a +5 bonus on Will saves against
maintained spell and its effect ends.
any of these effects.
This feat does not give you the ability to maintain
Normal: Plants are normally immune to all mindaffecting
concentration on more than one spell at a time.
spells and abilities.
Normal: Concentrating on a spell is a standard action.
46
When inspiring competence in multiple allies, you can Prerequisite: Jump 24 ranks.
choose different skills to inspire for different allies. Benefit: You need only move 5 feet in a straight line to
make a running jump.
IMPROVED SKIRMISH [EPIC]
Your combat mobility improves. LEGENDARY TRACKER [EPIC]
Prerequisites: Skirmish +4d6/+4 AC. You can track prey across or through the water, or even
Benefit: If the bonus to AC granted when you use your through the air.
skirmish ability is equal to or higher than the number of Prerequisites: Wis 25, Knowledge (nature) 30 ranks,
dice of extra damage granted by your skirmish ability, your Survival 30 ranks, Track.
extra damage on skirmish attacks increases by 1d6. Benefit: You can track creatures across water,
If the bonus to AC granted by your skirmish ability is less underwater, or through the air by the minute disturbances
than the number of dice of extra damage granted by your they make and traces of their passage.
skirmish ability, the bonus to AC when skirmishing This benefit adds the surfaces of water, underwater, and air
increases by 1 instead. to the list of surfaces found under the Track feat in the
Special: This feat may be taken multiple times. Player’s Handbook: Surface DC Water 60 Underwater 80 Air
Its effects stack. 120
SCENT [WILD]
You can sharpen your sense of smell.
Prerequisites: Wild shape.
Benefit: You can expend one daily use of wild shape to
gain the scent ability (see page 314 of the Monster Manual)
for 1 hour per Hit Die.
While this benefit is in effect, you can detect opponents
within 30 feet by sense of smell.
In addition, if you have the Track feat, you can track
creatures by scent.
You retain this benefit regardless of what form you are in.
48
This ability does not extend to shields, nor does it apply to
spells gained from spellcasting classes other than the class
COMPLETE ARCANE that provides the ability to cast arcane spells while in armor.
53
Spellcasters you threaten may not cast defensively (they
INNATE SPELL [] automatically fail their Concentration checks to do so), but
You have mastered a spell so thoroughly that you can now they are aware that they cannot cast defensively while
use it as a spell-like ability. being threatened by a character with this feat.
Prerequisites: Quicken Spell, Silent Spell, Still Spell. Special: Taking this feat reduces your caster level for all
Benefit: Choose any spell you can cast. your spells and spell-like abilities by 4.
You can now cast this spell at will as a spell-like ability once
per round.
One spell slot eight levels higher than the innate spell is MAXIMIZE SPELL-LIKE ABILITY []
permanently used to power it, and any XP cost for the You can use a spell-like ability at its maximum effect.
innate spell is paid each time you use it. Prerequisite: Spell-like ability at caster level 6th or
As well, you must have any focus required by the spell in higher.
order to use it as a spell-like ability, and if the innate spell Benefit: Choose one of your spell-like abilities (subject to
has a costly material component, you must use an item the restrictions below) to use at maximum effectiveness up
worth 50 times that cost as a focus. to three times per day (or the ability’s normal use limit,
Since an innate spell is a spell-like ability and not an actual whichever is less).
spell, a cleric can’t lose it to spontaneously cast a cure or All variable, numeric effects of the spell-like ability are
inflict spell. maximized, dealing maximum damage, curing the
As well, spellcasters who become unable to cast spells of maximum number of hit points, affecting the maximum
the level of the spell slot used to power the innate spell number of targets, and so on.
become unable to use the spell-like ability. For example, a 10th-level warlock’s maximized eldritch blast
Special: You can choose this feat more than once, deals 36 points of damage three times per day.
selecting another spell and paying the spell slot, focus, and Saving throws and opposed checks (such as the one you
material components costs each time. make when you cast dispel magic) are not affected, nor are
spell-like abilities without random variables.
An empowered maximized spell-like ability gains the
INSIGHTFUL [] benefit of each feat separately (getting the maximum result
You possess a magical understanding of the workings of plus one-half the normally rolled result).
arcane detection. For example, a fire mephit’s empowered maximized
Benefit: An innate talent for magic grants you the scorching ray would deal 24 points of damage plus one-half
following spell-like abilities as a 1st-level caster: 1/day— of 4d6 points of damage.
detect magic, detect secret doors, read magic. The spell-like ability you wish to maximize can be chosen
only from those abilities that duplicate a spell of a level less
than or equal to 1/2 your caster level (round down), minus
LORD OF THE UTTERCOLD 2.
[METAMAGIC] For a summary, see the Caster Level to Empower column in
the table on page 304 of the Monster Manual.
Through careful study of the Elemental Planes and their Special: This feat can be taken multiple times.
interactions with the Negative Energy Plane, you have Each time, you apply it to a different one of your spell-like
learned to wield the uttercold. abilities.
Prerequisites: Knowledge (the planes) 9 ranks, Energy
Substitution (cold), ability to cast a spell with the cold
descriptor. NECROPOLIS BORN []
Benefit: You can turn spells with the cold descriptor into You possess a magical understanding of the essence of
uttercold spells. mortal dread.
Half the damage dealt by an uttercold spell is cold damage, Benefit: An innate talent for magic grants you the
and the other half is negative energy damage. following spell-like abilities as a 1st-level caster: 1/day—
The spell’s saving throw remains unchanged, but creatures cause fear, ghost sound, touch of fatigue.
can apply cold resistance or immunity to cold only to the Save DC 10 + spell level + your Cha modifier.
cold portion of the damage.
An undead creature can be healed by the negative energy
damage of an uttercold spell, though if it doesn’t have NIGHT HAUNT []
resistance to cold, the effects of damage and healing cancel You possess a magical understanding of the workings of the
each other out. unseen.
An uttercold spell uses a spell slot of the spell’s normal Benefit: An innate talent for magic grants you the
level. following spell-like abilities as a 1st-level caster: 1/day—
dancing lights, prestidigitation, unseen servant.
MAGE SLAYER [] Save DC 10 + spell level + your Cha modifier.
You have studied the ways and weaknesses of spellcasters
and can time your attacks and defenses against them NONLETHAL SUBSTITUTION
expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3. [METAMAGIC]
54 Benefit: You gain a +1 bonus on Will saving throws. You can modify an energy spell to deal nonlethal damage.
Prerequisites: Knowledge (arcana) 5 ranks, any miss chance against an invisible creature hiding in fog, for
metamagic feat. example).
Benefit: Choose one type of energy (acid, cold, electricity, Special: Taking this feat reduces your caster level for all
or fire). your spells and spell-like abilities by 4.
You can then modify any spell with the chosen descriptor
to deal nonlethal damage instead of normal energy damage.
The nonlethal spell works normally in all respects except PIERCE MAGICAL PROTECTION []
the type of damage dealt—for example, a nonlethal fireball You can overcome the magical protections of your enemies.
has the same range and area, but since it deals nonlethal Prerequisites: Con 13, Mage Slayer.
damage instead of energy damage, it will not damage Benefit: Your contempt for magic is so fierce that as a
objects or set fire to combustibles in the area. standard action you can make a melee attack that ignores
A nonlethal spell uses a spell slot one level higher than the any bonuses to Armor Class granted by spells (including
spell’s normal level. spell trigger or spell completion effects created by magic
items such as wands or potions).
If you deal damage to your opponent, you also instantly and
OBTAIN FAMILIAR [] automatically dispel all that opponent’s spells and spell
You gain a familiar. effects that grant a bonus to Armor Class.
Prerequisites: Knowledge (arcana) 4 ranks, arcane Special: Taking this feat reduces your caster level for all
caster level 3rd. your spells and spell-like abilities by 4.
Benefit: You can obtain a familiar in the same manner as
a sorcerer or wizard (see the sorcerer class description and
the accompanying sidebar, page 52 of the Player’s PRACTICED SPELLCASTER []
Handbook). Choose a spellcasting class that you possess.
As with a sorcerer or wizard, obtaining a familiar takes 24 Your spells cast from that class are more powerful.
hours and uses up magic materials worth 100 gp. Prerequisite: Spellcraft 4 ranks.
For the purpose of determining familiar abilities that Benefit: Your caster level for the chosen spellcasting class
depend on your arcane caster class level, your levels in all increases by 4.
classes that allow you to cast arcane spells stack. This benefit can’t increase your caster level to higher than
your Hit Dice.
However, even if you can’t benefit from the full bonus
PERSISTENT SPELL [METAMAGIC] immediately, if you later gain Hit Dice in levels of
You can make a spell last all day. nonspellcasting classes, you might be able to apply the rest
Prerequisite: Extend Spell. of the bonus.
Benefit: Spells with a fixed or personal range can have For example, a human 5th-level sorcerer/3rd-level fighter
their duration increased to 24 hours. who selects this feat would increase his sorcerer caster level
Spells of instantaneous duration cannot be affected by this from 5th to 8th (since he has 8 Hit Dice).
feat, nor can spells whose effects are discharged. If he later gained a fighter level, he would gain the
You don’t need to maintain concentration on persistent remainder of the bonus and his sorcerer caster level would
detect spells (such as detect magic or detect thoughts) for you to become 9th (since he now has 9 Hit Dice).
be aware of the mere presence or absence of the subject A character with two or more spellcasting classes (such as a
detected, but gaining additional information requires bard/sorcerer or a ranger/druid) must choose which class
concentration as normal. gains the feat’s effect.
A persistent spell uses up a spell slot six levels higher than This feat does not affect your spells per day or spells
the spell’s actual level. known.
It increases your caster level only, which would help you
penetrate spell resistance and increase the duration and
PIERCE MAGICAL CONCEALMENT [] other effects of your spells.
You ignore the miss chance provided by certain magical Special: You may select this feat multiple times.
effects. Each time you choose it, you must apply it to a different
Prerequisites: Con 13, Blind-Fight, Mage Slayer. spellcasting class.
Benefit: Your fierce contempt for magic allows you to For instance, a 4th-level cleric/5th-level wizard who had
disregard the miss chance granted by spells or spell-like selected this feat twice would cast cleric spells as an 8th-
abilities such as darkness, blur, invisibility, obscuring mist, level caster and wizard spells as a 9th-level caster.
ghostform (see page 109), and spells when used to create
concealment effects (such as a wizard using permanent
image to fill a corridor with illusory fire and smoke). RANGED SPELL SPECIALIZATION []
In addition, when facing a creature protected by mirror You deal more damage with ranged touch attack spells.
image, you can immediately pick out the real creature from Prerequisites: Weapon Focus (ranged spell), caster level
its figments. 4th.
Your ability to ignore the miss chance granted by magical Benefit: Damage-dealing spells that require a ranged
concealment doesn’t grant you any ability to ignore touch attack roll gain a +2 bonus on the damage they deal.
nonmagical concealment (so you would still have a 20% This extra damage applies only to the first successful attack
of spells that create multiple rays or missiles, or to the first
55
round of damage for spells that deal damage over multiple Prerequisite: Any metamagic feat.
rounds on a single successful attack (such as Melf’s acid Benefit: You can modify an area spell by changing the
arrow). area’s shape to either a cylinder (10-foot radius, 30 feet
Because you must be able to strike precisely, the extra high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-
damage applies only to targets within 30 feet. radius spread), or a 120-foot line.
Only spells that deal hit point damage can be affected by The sculpted spell works normally in all respects except for
this feat. its shape.
For example, a lightning bolt whose area is changed to a ball
deals the same amount of damage, but affects a 20-foot-
RECKLESS WAND WIELDER [] radius spread.
You can increase the effectiveness of spells cast from a A sculpted spell uses a spell slot one level higher than the
wand. spell’s actual level.
Prerequisites: Use Magic Device 1 rank, Craft Wand.
Benefit: By expending an additional charge, you can use a
wand as if its caster level was 2 higher than its normal level, SOUL OF THE NORTH []
changing all the spell’s level-dependent effects. You possess a magical understanding of the nature of cold.
For example, by expending 2 charges at once, a wand of Benefit: An innate talent for magic grants you the
magic missile (created at caster level 3rd) can be used at following spell-like abilities as a 1st-level caster: 1/day—
caster level 5th, firing three missiles instead of two. chill touch, ray of frost, resistance.
You can expend only 1 extra charge at a time using this feat. Save DC 10 + spell level + your Cha modifier.
58
EPIC SPELL PENETRATION []
Your spells are tremendously potent, breaking through
spell resistance with ease.
Prerequisite: Greater Spell Penetration.
Benefit: You get a +2 bonus on caster level checks made
to overcome a creature’s spell resistance.
This bonus stacks with the bonuses from Spell Penetration
and Greater Spell Penetration.
MASTER STAFF []
You can activate a staff without using a charge.
Prerequisites: Craft Staff, Spellcraft 30 ranks.
Benefit: When you activate a staff, you can expend a spell
slot instead of using a charge.
The spell slot must be one you have not used for the day,
though you can lose a prepared spell to emulate a staff
charge (but you cannot lose prepared spells from a specialty
school).
The spell slot expended must be equal to or higher in level
than the specific spell stored in the staff (including any
level-increasing metamagic enhancements).
You cannot emulate a charge for a staff power or ability that
does not match a specific spell.
For example, you can use this feat to lose a prepared 3rd-
level spell to activate lightning bolt from a staff of power, but
you can’t lose a spell to double the staff’s melee damage
because that power doesn’t match a specific spell.
MASTER WAND []
You can activate a wand without using a charge.
Prerequisites: Craft Wand, Spellcraft 15 ranks.
Benefit: When you activate a wand, you can expend a
spell slot instead of using a charge.
The spell slot must be one you have not used for the day,
though you can lose a prepared spell to emulate a wand
charge (but you cannot lose prepared spells from a specialty
school).
The spell slot expended must be equal to or higher in level
than the spell stored in the wand (including any level-
increasing metamagic enhancements).
59
A successful Fortitude save (DC 10 + 1/2 your character
level + your Cha modifier) negates the Constitution
COMPLETE damage.
Creatures immune to poison are immune to this effect.
Your upper canine teeth grow into fangs when you activate
CHAMPION (3.5) serpent’s strike and remain in that form as long as the effect is
active.
Special: You can select this feat multiple times, gaining
one additional daily use each time you take it.
MAIN SECTION FEATS Special: If you have the ability to turn or rebuke undead,
you gain one additional daily use of this feat for each three
daily turn or rebuke uses you expend.
AIR DEVOTION [DOMAIN] Special: You can have multiple abilities active
You can defend yourself with the power of air. simultaneously.
Benefit: Once per day as a swift action, you can shroud However, you can still activate only one ability per round.
yourself in a mantle of air.
This effect grants you a +1 sacred (if your deity is good or
neutral) or profane (if your deity is evil) bonus to AC. AWESOME SMITE [TACTICAL]
This bonus increases by 1 for every four character levels Through a combination of sheer muscle and mystical
you possess (maximum +6 at 20th level). acumen, you can deliver devastating smite attacks.
In addition, thrown and projectile weapons have an Prerequisites: Power Attack, base attack bonus +6,
automatic 50% miss chance against you while the air mantle smite ability.
is active. Benefit: This feat allows the use of three tactical
This protection lasts for 1 minute. maneuvers, each of which requires that you make a smite
Special: You can select this feat multiple times, gaining attack while using the Power Attack feat (minimum attack
one additional daily use each time you take it. penalty -l).
Special: If you have the ability to turn or rebuke undead, You must declare the use of this feat before making the
you gain one additional daily use of this feat for each three attack roll.
daily turn or rebuke uses you expend. You can employ only one of these maneuvers at a time.
Demolishing Smite: Your smite attack punches through your
enemy’s defenses.
ANIMAL DEVOTION [DOMAIN] For the purpose of this single attack, you can ignore a
You enhance your own abilities with the characteristics of number of points of damage reduction (except DR/– or
animals. DR/epic) up to twice your Charisma bonus (if any).
Benefit: Once per day as a swift action, you can give For instance, if your Charisma is 17 (+3 bonus), you ignore
yourself the power of a specific animal. 6 points of your target’s damage reduction when making a
Select one of the following abilities each time you activate demolishing smite.
the feat. Overwhelming Smite: Your smite attack can knock an
Each effect lasts for 1 minute. opponent prone.
Ape’s Fury: Gain a +2 sacred (if your deity is good or neutral) If the attack hits and deals damage, it is treated as though it
or profane (if your deity is evil) bonus to your Strength were also a trip attack.
score. Make a Strength check opposed by the defender’s Strength
The value of this bonus increases by 2 for every six or Dexterity, with all the normal trip modifiers (PH 158).
character levels you possess (maximum +8 at 18th level). A foe that resists is not entitled to make a trip attempt
When you activate ape’s jury, fur sprouts all over your body against you in return.
and remains until the effect ends. You can attempt an overwhelming smite only once per
Cheetah’s Sprint: Gain a +5-foot sacred (if your deity is good round.
or neutral) or profane (if your deity is evil) bonus to your Seeking Smite: Your smite attack is uncannily guided to its
base land speed. target.
The value of this bonus increases by 5 feet for every four For the purpose of this single attack, you ignore any miss
character levels you possess (maximum +30 feet at 20th chance your foe might have, though your weapon must still
level). be able to strike the target.
Your body is covered in black spots while cheetah’s sprint is Thus, while this maneuver allows you to strike an
active. incorporeal creature unerringly with a magic sword, it does
Hawk’s Flight: You can fly as if using the overland flight spell. not allow you to strike it with a nonmagical weapon.
At 5th level and every five levels thereafter, you gain a +5-
foot sacred (if your deity is good or neutral) or profane (if
your deity is evil) bonus to your base fly speed (maximum BATTLE BLESSING []
+20 feet at 20th level). You can cast spells more quickly than usual in the heat of
Intangible, luminescent wings grow from your back when battle.
you activate hawk’s flight and remain as long as the effect is Prerequisites: Ability to cast paladin spells.
active. Benefit: You can cast most of your paladin spells faster
Serpent’s Strike: You gain a natural bite attack that deals 1d3 than normal.
60 points of Constitution damage but no hit point damage.
If the spell normally requires a standard action, you can cast
it as a swift action. CHARNEL MIASMA [RESERVE]
If it normally requires a full round to cast, you can cast it as Your close connection to death magic causes others to find
a standard action. your company unpleasant.
Spells with longer or shorter casting times are not affected Prerequisites: Access to the Death domain.
by this feat. Benefit: As long as you have a 2nd-level or higher Death
domain spell available to cast, you exude an almost
imperceptible scent of the grave wherever you go.
BESTIAL CHARGE [TACTICAL] As a standard action, you can force one foe within 30 feet to
You have learned to take complete advantage of the animal attempt a Will save or be shaken for 1 minute.
forms you can assume. If you use this ability on an already shaken creature and it
Prerequisite: Base attack bonus +4, wild shape class fails its saving throw, it becomes panicked for 1 minute or
feature. until it spends 1 full round out of line of sight of you.
Benefit: This feat allows the use of three tactical Creatures that succeed on this save are not affected again by
maneuvers, each of which requires that you attempt a your charnel miasma for 24 hours.
charge attack in the round immediately following your As a secondary benefit, you gain a +1 competence bonus to
shift into animal form using wild shape. your caster level when casting death spells.
If you have the Swift Wild Shape feat (page 62), you can
attempt the charge in the same round as you change forms.
Pouncing Charge: You can make a full attack after you DEATH DEVOTION [DOMAIN]
charge, as if you had the pounce ability (MM 313). The power of death imbues your weapon with exceptional
If the animal form you have assumed normally has the might.
pounce ability, your bonus on attack rolls when charging Benefit: Once per day as a swift action, you can cause one
increases to +3. of your melee weapons to radiate negative energy for 1
Striking Charge: For the purpose of this charge attack only, minute.
you gain an extra 5 feet of reach by suddenly striking When you make a successful attack with this weapon, the
forward with your head and neck. target must succeed on a Fortitude save (DC 10 +1/2 your
You must assume a serpentine animal form to employ this character level + your Cha modifier) or gain a negative
maneuver. level.
Twisting Charge: You can change direction during a charge, You can bestow only one negative level per target for every
as long as you move at least 10 feet both before and after four character levels you possess (minimum one, maximum
you turn. five negative levels at 20th level).
You must assume an animal form with four or more legs to Special: You can select this feat multiple times, gaining
employ this maneuver. one additional daily use each time you take it.
Normal: You can make only a single attack after charging, Special: If you have the ability to turn or rebuke undead,
with a +2 bonus on attack rolls. you gain one additional daily use of this feat for each three
You can charge only in a straight line. daily turn or rebuke uses you expend.
63
Special: If your conjuration (healing) spell affects
IMBUED HEALING [METAMAGIC] multiple creatures, you can choose only one carrier effect
You imbue your healing spells with additional benefits per casting.
based on the power of your belief. All targets are subject to that same effect.
Prerequisites: Ability to cast conjuration (healing)
spells; access to one or more domains.
Benefit: Whenever you cast a 1st-level or higher KNOWLEDGE DEVOTION [DOMAIN]
conjuration (healing) spell, you not only heal your subject You can use your knowledge to exploit your foes’
of hit point damage, but you also confer on it a carrier effect weaknesses and overcome their strengths.
deriving from a domain to which you have access. Prerequisite: Knowledge (any) 5 ranks.
If you have access to more than one of the following Benefit: Upon selecting this feat, you immediately add
domains, choose which carrier effect to use each time you one Knowledge skill of your choice to your list of class
use this ability. skills.
Each of these carrier effects has a duration of 1 minute per Thereafter, you treat that skill as a class skill, regardless of
level of the conjuration (healing) spell cast and an which class you are advancing in.
equivalent spell level. Whenever you fight a creature, you can make a Knowledge
If you are using domains from publications other than the check based on its type, as described on page 78 of the
Player’s Handbook, use the Domains from Publications Other Player’s Handbook, provided that you have at least one rank
Than the Player’s Handbook sidebar on page 53 to determine in the appropriate Knowledge skill.
an appropriate domain equivalency. You then receive an insight bonus on attack rolls and
Air: Electricity resistance 5. damage rolls against that creature type for the remainder of
Animal: Scent ability. the combat.
Chaos: +2 sacred (if your deity is good or neutral) or profane The amount of the bonus depends on your Knowledge
(if your deity is evil) bonus on a randomly determined check result, as given on the following table.
ability score.
Death: +4 on saving throws against death effects.
Destruction: +2 sacred (if your deity is good or neutral) or
profane (if your deity is evil) bonus on melee damage rolls.
Earth: Acid resistance 5.
Evil: DR 3/good.
Eire: Fire resistance 5.
Good: DR 3/evil.
Healing: 1 temporary hit point per level or HD.
These temporary hit points last for up to 1 hour.
Knowledge: +2 insight bonus on skill and ability checks.
Law: +4 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on saving throws against mind-
affecting spells or spell-like abilities.
Luck: When rolling for damage, treat any die roll result of 1
as 2, unless 1 is the maximum result possible.
Magic: +2 sacred (if your deity is good or neutral) or profane You can make only one Knowledge check per creature type
(if your deity is evil) bonus on saves against spells and spell- per combat.
like abilities. If you fight creatures of multiple types during the same
Plant: Light fortification (25% chance to avoid extra damage combat, you can make one Knowledge check per type,
from critical hits and sneak attacks). thereby possibly gaining different bonuses against different
Protection: +2 sacred (if your deity is good or neutral) or opponents.
profane (if your deity is evil) bonus to AC when fighting Example: Alhandra faces a black dragon, a vampire, and a
defensively. beholder.
Strength: +2 on damage rolls with any melee attack. She has the Knowledge Devotion feat and ranks in both
Sun: Low-light vision; +2 sacred (if your deity is good or Knowledge (arcana) and Knowledge (religion).
neutral) or profane (if your deity is evil) bonus on Spot At the beginning of the battle, she makes checks to gain
checks. bonuses against the dragon and the vampire, but since she
Travel: +5-foot bonus to base land speed. possess no ranks in Knowledge (dungeoneering), she has
Trickery: +6 sacred (if your deity is good or neutral) or no chance to gain a bonus against the beholder (an
profane (if your deity is evil) bonus on Bluff checks. aberration).
War: +1 on attack rolls with weapons (not natural weapons). Alhandra’s Knowledge (arcana) check grants her a +3
Water: +6 sacred (if your deity is good or neutral) or profane insight bonus on attack rolls and damage rolls against the
(if your deity is evil) bonus on Swim checks. black dragon.
Special: When you use a conjuration (healing) spell to Later, a half-dragon enters the fray.
Alhandra cannot make another check since she has already
deal damage to a target, you cannot confer one of these
checked for the dragon type this combat, but she can apply
carrier effects on that target.
the +3 insight bonus to her attack rolls and damage rolls
Special: Different carrier effects can affect the same target against the half-dragon as well.
concurrently, even if the domains are normally opposed in
This benefit is an extraordinary ability.
64 nature (Law/Chaos, Good/Evil, and so forth).
These ability points can be applied to any single damaged
LAW DEVOTION [DOMAIN] ability, raising it to a maximum of its starting score.
The power of law assists you in combat. Temporary ability points granted in this way disappear after
Benefit: Once per day as a swift action, you can summon 10 minutes, returning the subject to its previous damaged
the power of law to aid you. state unless some other effect restores the lost ability points
Upon activating this ability, you immediately gain a +3 first.
sacred (if your deity is good or neutral) or profane (if your You can use this effect on the same individual as many
deity is evil) bonus on your attack rolls or to your AC until times as you wish.
your next action. As a secondary benefit, you gain a +1 competence bonus to
At the beginning of your next action, you can reallocate the your caster level when casting conjuration (healing) spells.
bonus if desired.
This effect lasts for 1 minute.
The bonus increases to +5 when you attain 10th level, and PLANT DEVOTION [DOMAIN]
to +7 when you attain 15th level. Your body takes on the resilience of plants.
Special: You can select this feat multiple times, gaining Benefit: Once per day as an immediate action, you can
one additional daily use each time you take it. force your body to take on plant characteristics.
Special: If you have the ability to turn or rebuke undead, Your skin becomes brown and bark-like, your hair becomes
you gain one additional daily use of this feat for each three leafy, and your blood oozes like sap.
daily turn or rebuke uses you expend. This effect lasts for 1 minute.
While in this form, your natural armor bonus increases by
2.
LUCK DEVOTION [DOMAIN] In addition, you gain light fortification (25% chance to
Luck makes your attacks more effective. ignore extra damage from critical hits and sneak attacks).
Benefit: Once per day as a swift action, you can activate The resistance chance granted by this fortification effect
this ability to improve your combat prowess. increases to 50% when you attain 10th level and to 75%
For 1 minute, if the result of any damage roll you make is when you attain 15th level.
below average, you can increase it to one-half the maximum At 20th level, you gain heavy fortification (immune to
possible (rounded up). critical hits and sneak attack damage) while in this form.
This effect works for all damage you deal, whether from Special: You can select this feat multiple times, gaining
physical or magical attacks. one additional daily use each time you take it.
Special: You can select this feat multiple times, gaining Special: If you have the ability to turn or rebuke undead,
one additional daily use each time you take it. you gain one additional daily use of this feat for each two
Special: If you have the ability to turn or rebuke undead, daily turn or rebuke uses you expend.
you gain one additional daily use of this feat for each three
daily turn or rebuke uses you expend.
PROTECTION DEVOTION [DOMAIN]
You exude an aura that protects you and those around you.
MAGIC DEVOTION [DOMAIN] Benefit: Once per day as an immediate action, you can
You channel your faith into a bolt of energy that strikes activate a protective aura.
your target from afar. While it is active, you gain a +2 sacred (if your deity is good
Benefit: Once per day as a standard action, you can or neutral) or profane (if your deity is evil) bonus to AC, as
launch an energy bolt as a ranged touch attack against a does every ally within 30 feet of you.
target within 30 feet, + 5 feet per two character levels you This bonus increases by 1 for every four character levels
possess. you possess (maximum +7 at 20th level).
If this attack hits, it deals 1d6 points of damage per two This effect lasts for 1 minute.
character levels you possess. Special: You can select this feat multiple times, gaining
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead,
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three
you gain one additional daily use of this feat for each two daily turn or rebuke uses you expend.
daily turn or rebuke uses you expend.
PROTECTIVE WARD [RESERVE]
MITIGATE SUFFERING [RESERVE] Your connection to the divine principle of protection
You can temporarily relieve ability damage. shields you or an ally from attacks.
Prerequisite: Ability to cast 2nd-level spells. Prerequisite: Access to the Protection domain.
Benefit: As long as you have any restoration spell or Benefit: As long as you have an abjuration spell available
another conjuration (healing) spell that cures ability to cast, you can use a standard action to provide a sacred (if
damage available to cast, you can confer temporary ability your deity is good or neutral) or profane (if your deity is
points on yourself or anally. evil) bonus to AC equal to the level of the highest-level
As a standard action, you can create 2 points + 1 point per abjuration spell you have available to cast.
level of the highest-level such spell you have available to
cast.
65
You can apply this bonus either to your AC or to that of a As a natural weapon, your slam attack does not provoke
single ally within 30 feet, and it persists until the beginning attacks of opportunity.
of your next turn. It deals damage based on your size and character level, as
As a secondary benefit, you gain a +1 competence bonus to given on the following table.
your caster level when casting abjuration spells.
67
Benefit: As a standard action, you can expend one daily
use of your wild shape ability to envenom your natural
attacks for up to 1 round per caster level you possess.
An ordinary unarmed strike does not qualify for this
benefit; you must have a true natural attack, though it can
be the result of a transmutation spell or other shapechange
effect.
Poison: Injury, Fortitude negates (DC 10 +1/2 your HD +
your Con modifier), 1d2 Str/1d2 Str.
68
BOAR’S FEROCITY [WILD]
COMPLETE DIVINE You can continue fighting even at the brink of death.
Prerequisite: Ability to wild shape.
Benefit: If your hit points are reduced to 0 or less (but
(3.5) you aren’t killed), you can spend one wild shape as a free
action (even if it isn’t your turn) to continue acting as if not
disabled or dying.
The effect lasts for one minute.
MAIN SECTION FEATS Normal: When reduced to 0 hp, you are disabled and can
take only a single move or standard action each round.
When reduced to –1 to –9 hp, you are dying and drop
ARCANE DISCIPLE [GENERAL] unconscious.
Choose a deity, and then select a domain available to clerics
of that deity.
You can learn to cast the spells associated with that domain CHEETAH’S SPEED [WILD]
as arcane spells. You can run with the speed of the cheetah.
Prerequisites: Knowledge (religion) 4 ranks, Spellcraft Prerequisite: Ability to wild shape.
4 ranks, able to cast arcane spells, alignment matches your Benefit: You can spend one wild shape to change your
deity’s alignment. base land speed to 50 feet.
Benefit: Add the chosen domain’s spells to your class list You may also sprint as a cheetah: Once per hour you may
of arcane spells. move 10 times your normal speed as part of a charge.
If you have arcane spellcasting ability from more than one This effect lasts for one hour.
class, you must pick which arcane spellcasting ability this
feat applies to.
Once chosen, this decision cannot be changed for that feat. CONSECRATE SPELL [METAMAGIC]
You may learn these spells as normal for your class; You can imbue your spells with the raw energy of good.
however, you use Wisdom (rather than the normal ability Prerequisite: Any good alignment.
for your spellcasting) when determining the save DC for Benefit: A spell you modify with this feat gains the good
the spell. descriptor.
In addition, you must have a Wisdom score equal to 10 + Furthermore, if the spell deals damage, half of the damage
the spell’s level in order to prepare or cast a spell gained (rounded down) results directly from divine power and is
from this feat. therefore not subject to be reduced by resistance or
Each day, you may prepare (or cast, if you cast spells immunity to energy-based attacks.
without preparation) a maximum of one of these domains For example, a consecrated fire storm spell cast by a 16th-
spells of each level. level cleric deals 16d6 points of damage, half of which is
Special: You can take this feat more than once. fire damage and half of which is sheer divine power.
Each time, you must select a different domain available to Thus, creatures immune to fire still take damage.
the same deity you chose the first time you selected the The consecrated spell uses up a spell slot one level higher
feat. than the spell’s actual level.
For example, a character who chose Heironeous and the
Good domain with his first selection could choose Law or
War with successive selections of the same feat. CORRUPT SPELL [METAMAGIC]
He couldn’t choose Protection, since that domain isn’t You can transform one of your spells into an evil version of
available to clerics of Heironeous. itself.
Prerequisite: Any evil alignment.
AUGMENT HEALING [GENERAL] Benefit: This feat adds the evil descriptor to a spell.
Furthermore, if the spell deals damage, half of the damage
Prerequisite: Heal 4 ranks. (rounded down) results directly from divine power and is
Benefit: Add +2 points per spell level to the amount of therefore not subject to be reduced by resistance or
damage healed by any Conjuration [Healing] spell that you immunity to energy-based attacks.
cast. The corrupted spell uses up a spell slot one level higher
For example, a 1st-level cleric with this feat casting cure light than the spell’s actual level.
wounds would restore 1d8+3 hp.
An 8th-level cleric with the Healing domain and this feat
casting cure moderate wounds would restore 2d8+13 hp (9 for DISCIPLE OF THE SUN [DIVINE]
his caster level including the +1 caster level bonus for the You can destroy undead instead of merely turning them.
Healing domain, + 4 for the feat). Prerequisites: Ability to turn or rebuke undead, good
A 13th-level druid casting heal would restore 144 hp (130 alignment.
for her caster level + 14 for the feat, since heal is a 7th-level Benefit: You may spend two turn undead attempts when
druid spell). you turn undead instead of one.
If you do then you get destroy the undead instead of
turning them.
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DIVINE METAMAGIC [DIVINE] DOMAIN SPONTANEITY [DIVINE]
You can channel energy into some of your divine spells to You are so familiar with one of your domains that you can
make them more powerful. convert other prepared spells into spells from that domain.
Prerequisite: Ability to turn undead or rebuke undead. Prerequisite: Ability to turn or rebuke undead.
Benefit: When you take this feat, choose a metamagic Benefit: Each time you take this feat, choose a domain
feat. that you have access to.
This feat applies only to that metamagic feat. You may now convert prepared divine spells into any spell
As a free action, you can take the energy from turning or from that domain.
rebuking undead and use it to apply a metamagic feat to You expend a spell of equal or higher level, as well as
spells that you know. expending one of your daily turn undead attempts.
You must spend one turn or rebuke attempt, plus an This works just as good clerics spontaneously cast prepared
additional attempt for each level increase in the metamagic spells as cure spells.
feat you’re using. Special: You can take this feat multiple times.
For example, Jozan the cleric could sacrifice three turn Each time you take the feat, it applies to a new domain.
attempts to empower a holy smite he’s casting.
Because you’re using positive or negative energy to
augment your spells, the spell slot for the spell doesn’t EAGLE’S WINGS [WILD]
change. You can take wing and fly with the grace of an eagle.
Special: This feat may be taken multiple times. Prerequisite: Ability to wild shape.
Each time you take this feat choose a different metamagic Benefit: You can spend one wild shape to grow feathery
feat to which to apply it. wings.
These allow you to fly at a speed of 60 feet (average
maneuverability).
DIVINE SPELL POWER [DIVINE] The wings remain for 1 hour.
You can channel positive or negative energy to enhance
your divine spellcasting ability.
Prerequisites: Ability to turn or rebuke undead, able to ELEMENTAL HEALING [DIVINE]
cast 1st-level divine spells. You can channel elemental energy to heal creatures of a
Benefit: You can spend a turn or rebuke attempt as a free specific elemental subtype.
action and roll a turning check (with a special +3 bonus, Prerequisite: Ability to rebuke creatures with an
plus any other modifiers you’d normally apply to your elemental subtype.
turning check). Benefit: You can spend a rebuke attempt as a standard
Treat the result of the turning check as a modifier to your action to send a burst of healing energy in a 60-foot burst.
caster level on the next divine spell you cast in that round. This affects all creatures with an elemental subtype that you
For example, if a cleric used this feat and rolled a 16 on his could normally rebuke; such creatures are healed of 1d8
turning check, he would add a +2 bonus to his caster level points of damage per two cleric levels.
for the next divine spell he casts in the round. For example, a cleric with the Fire domain could use this
Had he rolled an 8, he would instead apply a –1 penalty to feat to heal a fire elemental or any other creature with the
his caster level for the next divine spell he cast in the fire subtype (since he would normally rebuke creatures
round. with the fire subtype with his domain power).
If you don’t cast a divine spell before your next turn, you Special: You may only activate this feat by spending a
lose the effect of the check result. rebuke attempt that would normally be used to rebuke
This feat has no effect on your arcane spellcasting ability. creatures with a specific elemental subtype (air, earth, fire,
or water).
Unlike other divine feats, you can’t use a turn or rebuke
DOMAIN FOCUS [GENERAL] undead attempt (or other turning attempt) to activate the
You have mastered the subtle intricacies of the divine feat.
power you’ve devoted yourself to.
Prerequisite: Access to relevant domain.
Benefit: You can cast spells associated with one of your ELEMENTAL SMITING [DIVINE]
domains at +1 caster level. You can channel elemental energy to deal extra damage to
This benefit also applies to caster level checks to overcome creatures tied to a specific element.
a target’s spell resistance as well as other variables such as Prerequisite: Ability to turn creatures with an elemental
spell duration. subtype.
If you cast a spell from one of your nondomain spell slots, Benefit: Once per round, you can spend a turn attempt as
this feat does not help you, even if the spell also happens to a free action when making a melee attack.
appear on your domain list. If you successfully strike a creature that you could turn
Special: You can take Domain Focus multiple times. with that turn attempt because of its elemental subtype,
Its effects do not stack. you may add a bonus on your damage roll equal to your
Each time you take the feat, it applies to a new domain to cleric level.
which you have access. If your attack misses, the turn attempt is lost to no effect.
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For example, a cleric with the Fire domain could use this Such weapons can overcome damage reduction as if they
feat to smite a water elemental or any other creature with had the appropriate alignment.
the water subtype (since he would normally turn creatures The effect lasts until the end of your next turn.
with the water subtype with his domain power).
Special: You may only activate this feat by spending a
turn attempt that would normally be used to turn creatures GRIZZLY’S CLAWS [WILD]
with a specific elemental subtype (air, earth, fire, or water). You can grow claws as sharp as those of a bear.
Unlike other divine feats, you can’t use a turn or rebuke Prerequisite: Ability to wild shape.
undead attempt (or other turning attempt) to activate the Benefit: You can spend one wild shape to gain two
feat. primary claw attacks (both at your base attack bonus and
adding your Strength bonus).
The claws deal piercing and slashing damage equal to a
ELEPHANT’S HIDE [WILD] short sword appropriate to your size (1d6 for Medium, or
You can thicken your skin to the toughness of an 1d4 for Small).
elephant’s. The claws remain for 1 hour.
Prerequisite: Ability to wild shape into a Large creature. Special: If you already have a claw attack, this replaces
Benefit: You can spend one wild shape to give yourself a those claws.
natural armor bonus of 7.
This does not stack with any natural armor you currently
have. IMPROVED SMITING [GENERAL]
The effect lasts for 10 minutes. Your smite attacks deal more damage to specific foes, and
can damage creatures with alignment-based damage
reduction.
EMPOWER TURNING [GENERAL] Prerequisites: Cha 13, smite ability.
You can turn or rebuke more undead with a single turning Benefit: Whenever you make a smite attack, your attack
attempt. overcomes damage reduction as if had an alignment, and
Prerequisite: Ability to turn or rebuke undead. you deal an extra +1d6 points of damage to targets of a
Benefit: You can turn or rebuke more undead than usual. specific alignment.
After adding your cleric level and Charisma modifier to If the smite attack has an alignment associated with it, it
your turning damage roll multiply it by 1.5. deals its extra damage to foes of that alignment and it is
treated as having the opposite alignment for overcoming
damage reduction.
EXTRA WILD SHAPE [WILD] For example, a paladin’s smite evil attacks are treated as
You can use wild shape more frequently than you normally having the good alignment and deal +1d6 damage to evil
could. targets, while a blackguard’s smite good attacks are treated
Prerequisite: Ability to use wild shape. as having the evil alignment and deal +1d6 damage to good
Benefit: You use your wild shape ability two more times targets.
per day than you otherwise could. If the smite attack has no alignment associated with it, you
If you are able to use wild shape to become an elemental, must choose an alignment component (chaotic, evil, good,
you also gain one additional elemental wild shape use per or lawful) when you select the feat.
day. Your smite attacks overcome damage reduction as if they
Special: You can take this feat multiple times, gaining the had that alignment, and deal +1d6 points of damage to foes
same benefit each time. of the opposite alignment.
For example, a lawful neutral cleric of St. Cuthbert with the
Destruction domain who selected this feat must choose for
FAST WILD SHAPE [WILD] his smite attacks to be lawfully aligned (and these attacks
You assume your wild shape faster and more easily than would deal +1d6 points of damage to chaotic targets).
you otherwise could. A lawful evil cleric of Hextor with the Destruction domain
Prerequisite: Dex 13, ability to use wild shape. could choose to have his smite attacks be lawfully or evilly
Benefit: You gain the ability to use wild shape as a move- aligned (and these attacks would deal +1d6 points of
equivalent action. damage to chaotic targets or to good targets, respectively).
Normal: A druid uses wild shape as a standard action. You can’t choose an alignment component that isn’t part of
your alignment, and once this choice is made, it can never
be changed.
GLORIOUS WEAPONS [DIVINE] If you later change alignment so that the chosen alignment
component is no longer part of your alignment, you lose
You can channel positive or negative energy to imbue your
the benefits of this feat.
allies’ weapons with an alignment.
Special: If you have the smite ability from more than one
Prerequisite: Ability to turn or rebuke undead.
class, the effect of the feat applies to all your smite abilities,
Benefit: You can spend a turn or rebuke attempt as and it is possible to select different alignments for each (as
standard action to align the melee weapons (including
long as the alignments chosen are legal selections).
natural weapons) of all allies within a 60-ft. burst as good (if
you channel positive energy) or evil (if you channel
negative energy).
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For example, a paladin/cleric with the Destruction domain Benefit: You can spend a rebuke attempt as standard
must choose good for his smite good ability, but could action to place an aura of negative energy upon each
choose law for his smite domain power. creature within a 60-ft. burst.
Any inflict spell cast on one of these creatures before the
end of your next turn is automatically maximized, with no
LION’S POUNCE [WILD] adjustment to the spell’s level or casting time.
You can deliver a terrible attack at the end of a charge.
Prerequisite: Ability to wild shape.
Benefit: When you charge, you may spend a wild shape QUICKEN TURNING [GENERAL]
as a free action to make a full attack at the end of the You can turn or rebuke undead with a moment’s thought.
charge. Prerequisite: Ability to turn or rebuke undead.
Normal: Without this feat, you may only make a single Benefit: You can turn or rebuke undead as a free action.
attack after a charge. You may still make only one turning attempt per round.
FAITH FEATS
PIOUS DEFENSE [FAITH]
Your connection to a greater power sometimes gives you
flashes of insight that keep you safe.
Prerequisite: Knowledge (religion) 2 ranks.
Benefit: When you would be reduced to 0 hit points or
less by damage, you can spend 1 faith point to take only half
damage.
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If you successfully deliver the spell (that is, you succeed on
the melee touch attack) on an enemy who threatens you
COMPLETE MAGE while you cast it, you gain a +2 bonus on any touch attack
you make against that enemy on your next turn.
Practiced Defense: When you successfully cast a spell
(3.5) defensively in 2 consecutive rounds, you gain a +10 bonus
on any Concentration check made to cast a spell
defensively in the next round.
Safe Retreat: When you successfully cast a spell defensively,
MAIN SECTION FEATS your movement on your next turn doesn’t provoke attacks
of opportunity from any creatures that were threatening
you when you cast defensively.
ACIDIC SPLATTER [RESERVE] (The movement still provokes attacks of opportunity from
You can channel magical energy into orbs of acid. other creatures normally).
Prerequisite: Ability to cast 2nd-level spells. Special: These benefits apply equally to characters
Benefit: As long as you have an acid spell of 2nd level or manifesting psionic powers defensively or to those using
higher available to cast, you can throw an orb of acid as a spell-like abilities defensively.
ranged touch attack.
The attack has a range of 5 feet per level of the highest-level
acid spell you have available to cast and deals 1d6 points of BATTLECASTER OFFENSE
damage per level of that acid spell. [TACTICAL]
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting acid spells. You cunningly mix melee combat and spellcasting to
increase the potency of both.
Prerequisites: Combat Casting or warmage edge, base
ALACRITOUS COGITATION [] attack bonus +1, Spellcraft 4 ranks.
You can leave a prepared spell slot open to spontaneously Benefit: The Battlecaster Offense feat allows the use of
cast a spell. two tactical maneuvers.
Prerequisite: Must prepare arcane spells. Spell and Sword: If you deal damage to a foe with a spell, you
Benefit: If you leave an arcane spell slot open when gain a +1 bonus on your first melee attack roll made against
preparing spells, you can use that open slot to cast any that foe in the next round.
arcane spell you know of the same level or lower. Sword and Spell: If you make a melee attack against a foe,
Casting the spell requires a full-round action. you gain a +1 bonus to the save DC of the first spell you use
You can use this feat only once per day, regardless of the against that foe in the next round.
number of slots you leave open. This bonus applies only against the foe or foes you attacked,
not against any other creatures affected by the spell.
Special: A wizard can select this feat as a wizard bonus
feat.
BLADE OF FORCE [RESERVE]
AQUATIC BREATH [RESERVE] You can surround a weapon with a short-lived aura of force.
Your reservoir of magic allows you to breathe normally Prerequisite: Ability to cast 3rd-level spells.
even underwater. Benefit: As long as you have a 3rd-level or higher force
Prerequisite: Ability to cast 3rd-level spells. spell available to cast, you can surround a melee weapon or
a single piece of ammunition with a thin field of force.
Benefit: As long as you have a water spell of 3rd level or
Activating this ability is a swift action; you must touch the
higher available to cast, you can breathe normally in both
weapon to be affected as part of the action.
air and water.
The next attack made with that weapon, if taken before the
This supernatural quality requires no activation.
end of your next turn, deals an extra 1 point of damage per
As a secondary benefit, you gain a +1 competence bonus to
level of the highest-level force spell you have available to
your caster level when casting water spells.
cast.
Furthermore, that weapon ignores the miss chance
BATTLECASTER DEFENSE normally granted to an incorporeal creature.
If the next attack with that weapon misses, this benefit is
[TACTICAL] lost.
You have mastered techniques for taking full advantage of As a secondary benefit, you gain a +1 competence bonus to
spells in melee while remaining unharmed. your caster level when casting force spells.
Prerequisites: Combat Casting, base attack bonus +1,
caster level 1st. BORNE ALOFT [RESERVE]
Benefit: The Battlecaster Defense feat allows the use of
three tactical maneuvers while spellcasting in melee. You can channel the magic of the winds to briefly grant you
Defensive Targeting: To use this maneuver, you must use the flight.
defensive casting option to cast a spell with a range of Prerequisite: Ability to cast 5th-level spells.
touch.
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Benefit: As long as you have an air spell of 5th level or The cloud appears in conjunction with the spell taking
higher available to cast, you can fly up to 30 feet (perfect effect (not before or after).
maneuverability) as a move action once per round. Any creature you call or summon with the spell is immune
You must begin and end this flight solidly supported, or to the sickening effect of the cloud.
you fall. Special: A conjurer can select this feat as a wizard bonus
You can’t use this ability if you wear heavy armor or carry a feat.
heavy load.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting air spells. CLUTCH OF EARTH [RESERVE]
You briefly increase the earth’s pull on the target creature.
Prerequisite: Ability to cast 2nd-level spells.
CAPTIVATING MELODY [] Benefit: As long as you have an earth spell of 2nd level or
You can expend some of your musical abilities to increase higher available to cast, you can spend a standard action to
the potency of your enchantment or illusion spells. reduce the speed of any landbound creature within 30 feet
Prerequisites: Bardic music, ability to cast arcane spells. of you.
Benefit: As a swift action before casting a spell, you can The creature’s normal land speed, as well as its burrow and
attempt a Perform check (DC 15 + the level of the spell you climb speeds, decrease by 5 feet per level of the highest-
intend to cast). level earth spell you have available to cast, to a minimum
If you succeed, you can sacrifice one of your daily uses of speed of 5 feet.
bardic music to increase the save DC of the next This effect lasts for 1 round.
enchantment or illusion spell you cast in the same round A successful Fortitude save negates this effect and renders
by 2. the target immune to the feat’s effect for 24 hours.
If the Perform check fails, you still lose one daily use of Creatures currently swimming or flying are immune to this
bardic music but gain no benefit. effect.
You can apply Captivating Melody only to spells cast by the As a secondary benefit, you gain a +1 competence bonus to
same class that grants you your bardic music ability. your caster level when casting earth spells.
For instance, if you are a multiclass bard/wizard, you can
apply this feat to bard spells, but not to spells you cast as a
wizard. DAZZLING ILLUSION []
Casting illusions causes the air about you to be filled with
flashing colors that dazzle your foes.
CLAP OF THUNDER [RESERVE] Prerequisite: Spell Focus (illusion) or illusionist level
You can deliver a thunderous roar with a touch. 1st.
Prerequisite: Ability to cast 3rd-level spells. Benefit: When you cast an illusion spell, you can choose
Benefit: As long as you have a sonic spell of 3rd level or to render all enemies within 30 feet dazzled for 1 round.
higher available to cast, you can deliver a melee touch Blind creatures are immune to this effect.
attack as a standard action. Special: An illusionist can select this feat as a wizard
This attack deals 1d6 points of sonic damage per level of the bonus feat.
highest-level sonic spell you have available to cast.
Additionally, the subject must succeed on a Fortitude save
or be deafened for 1 round. DEFENDING SPIRIT []
As a secondary benefit, you gain a +1 competence bonus to Your watchful spirit helps keep you safe in combat.
your caster level when casting sonic spells. Prerequisite: Watchful spirit class feature (see the wu
jen class in Complete Arcane).
Benefit: Your watchful spirit helps you defend yourself.
CLOUDY CONJURATION [] If you use an initiative reroll from your watchful spirit class
Your conjured creations and summoned beings appear in a feature, you gain a +2 dodge bonus to your Armor Class for
puff of sickening black smoke, and you vanish in a cloud of the duration of that encounter.
the same when you teleport. Also, you gain one extra initiative reroll from your watchful
Prerequisite: Spell Focus (conjuration) or conjurer level spirit class feature.
1st.
Benefit: When you cast a conjuration spell, you can
choose to have a 5-foot-radius cloud of sickening smoke DELAY POTION []
manifest. You can drink a potion and postpone its effects.
The cloud can appear in your space, adjacent to you, or in Prerequisite: Knowledge (arcana) 1 rank.
the space of or adjacent to your target (if any). Benefit: You can drink a potion and delay its effects for a
The cloud lasts for 1 round. number of hours equal to your Constitution modifier
Any living creature is sickened while inside it (but not after (minimum 1 hour).
exiting). At any time during this period, you can activate the potion’s
The cloud in all other ways acts like a small area of the fog effect as a swift action.
cloud spell. If the duration expires before you activate the potion, it is
Creatures immune to poison are immune to the sickening wasted.
effect. You can delay only one potion at a time.
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You must activate a delayed potion before you can choose Benefit: Choose one spell of the element you have
to delay another one. chosen for your elemental mastery class feature.
You can now spontaneously cast that spell by sacrificing a
prepared spell of equal or higher level.
DIMENSIONAL JAUNT [RESERVE] The spell you choose must be in your spellbook.
With a single step, you can cross an entire room. When you gain a level, you can change the spell you can
Prerequisite: Ability to cast 4th-level spells. spontaneously cast by picking a new spell of the element
Benefit: As long as you have a teleportation spell of 4th you chose for elemental mastery.
level or higher available to cast, you can spend a standard
action to teleport yourself and carried objects up to your
heavy load a distance of 5 feet per level of the highest-level ENERGY ABJURATION []
teleportation spell you have available to cast. Casting an abjuration spell grants you protection from
You can teleport only to a location that you can see energy damage.
(including one you are currently scrying). Prerequisite: Spell Focus (abjuration) or abjurer level
You can’t bring along another creature (except for a 1st.
familiar). Benefit: When you cast an abjuration spell, you can
As a secondary benefit, you gain a +1 competence bonus to choose to gain a special energy resistance equal to (1 + the
your caster level when casting teleportation spells. spell’s level) × 5.
This energy resistance lasts for the duration of the
abjuration spell you cast or until you are struck by any type
DIMENSIONAL REACH [RESERVE] of energy damage (acid, cold, fire, electricity, or sonic).
You can transport small objects to you with an act of will. The resistance applies to the first energy damage to which
Prerequisite: Ability to cast 3rd-level spells. you are exposed, and thereafter you lose the energy
Benefit: As long as you have a conjuration (summoning) resistance until you cast another abjuration spell.
spell of 3rd level higher available to cast, you can transport Special: An abjurer can select this feat as a wizard bonus
small items directly into your hand as a standard action. feat.
You must have line of sight to an item you wish to transport
in this way, and it must be unattended.
This ability works at a range of up to 5 feet per level of the ENERGY GESTALT [TACTICAL]
highest-level summoning spell you have available to cast, You have learned to combine multiple energy effects to
and the item can weigh up to 2 pounds per level of that great advantage.
spell. Prerequisites: Spell Focus (evocation), caster level 3rd.
As a secondary benefit, you gain a +1 competence bonus to Benefit: The Energy Gestalt feat enables the use of three
your caster level when casting conjuration (summoning) tactical maneuvers.
spells. In every case, you must deal damage to one or more
subjects with a pair of energy-based spells you cast in 2
successive rounds.
DROWNING GLANCE [RESERVE] Acrid Fumes: You cast an acid spell followed by a fire spell.
With a look, you create a small but incapacitating amount The flames of your second spell turn some of the lingering
of water in the subject’s lungs. acid into choking, sickening fumes.
Prerequisite: Ability to cast 4th-level spells. Any living creature damaged by both spells is nauseated for
Benefit: As long as you have a water spell of 4th level or 1 round.
higher available to cast, you can use a standard action to Those who make a successful Fortitude save (DC based on
transform a small portion of the air in a living creature’s the second spell) are sickened for 1 round instead.
lungs to water, making it difficult for the creature to Treat this as a poison effect for the purpose of save bonuses
breathe. and immunities.
The subject must be within 30 feet. Brittle Blast: You cast a cold spell followed by a sonic spell.
The target becomes exhausted for 1 round; if it succeeds on Any object or construct damaged by both spells takes +50%
a Fortitude save, it is instead fatigued for 1 round. damage from the sonic spell, because its physical structure
Whether or not a targeted creature successfully saves, it is has been made brittle by the cold.
immune to any further uses of your drowning glance for 24 Improved Conduction: You cast a cold spell followed by an
hours. electricity spell.
Creatures that can breathe water (or who don’t breathe) are The lingering cold more effectively conducts the
immune to this effect. electricity, temporarily fatiguing creatures.
As a secondary benefit, you gain a +1 competence bonus to Living creatures damaged by both spells are slowed for 1
your caster level when casting water spells. round (as the slow spell).
Creatures that make successful Fortitude saves (DC based
on the second spell) are fatigued for 1 round.
ELEMENTAL ADEPT []
You can spontaneously cast a spell of the element you have
mastered. FACE-CHANGER [RESERVE]
Prerequisite: Elemental mastery class feature (see the Your mastery of illusions allows you to subtly alter your
wu jen class in Complete Arcane). appearance at whim.
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Prerequisite: Ability to cast 3rd-level spells. You are naturally resistant to the most common effects
Benefit: As long as you have a glamer spell of 3rd level or produced by your ancestors.
higher available to cast, you can alter your appearance as Prerequisite: Nonlawful alignment.
the spell disguise self, except that the duration lasts 1 minute Benefit: You gain a +3 bonus on Will saving throws
per level of the glamer spell. against enchantment effects.
This illusory transformation requires a full-round action to
activate.
As a secondary benefit, you gain a +1 competence bonus to FEY LEGACY [HERITAGE]
your caster level when casting glamer spells. The magical powers of your ancestors manifest in you.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 9th.
FAVORED MAGIC FOE [] Benefit: You gain the following spell-like abilities, each
Through study, you have learned how best to defend usable once per day: confusion, dimension door, and summon
yourself against your favored enemies’ spells and how to nature’s ally V.
best affect them with your own. Your caster level equals your character level.
Prerequisite: Knowledge 6 ranks (in appropriate skill;
see below) or favored enemy class feature.
Benefit: Choose a creature type for which you have the FEY POWER [HERITAGE]
favored enemy class feature, or one associated with a Your fey heritage augments the power of certain types of
Knowledge skill in which you have at least 6 ranks (see magic.
below). Prerequisites: Nonlawful alignment, Fey Heritage.
If you choose humanoid or outsider, you must also choose a Benefit: Your caster level and save DCs for enchantment
subtype from Table 3–14: Ranger Favored Enemies (PH 47). spells and warlock invocations increase by 1.
You gain a +1 bonus on caster level checks to overcome the
spell resistance of the chosen creature type, and such
creatures take a –1 penalty on saves against your spells and FEY PRESENCE [HERITAGE]
spell-like abilities. You share your ancestors’ knack for playing tricks on the
minds of others.
Prerequisites: Nonlawful alignment, Fey Heritage,
character level 6th.
Benefit: You gain the following spell-like abilities, each
usable once per day: charm monster, deep slumber, and disguise
self.
Your caster level equals your character level.
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Special: An enchanter can select this feat as a wizard
SUNLIGHT EYES [RESERVE] bonus feat.
The bright magic within you allows you to see through the |
darkest shadow.
Prerequisite: Ability to cast 2nd-level spells. VENGEFUL SPIRIT []
Benefit: As long as you have a light spell of 2nd level or Your watchful spirit takes revenge on foes that have
higher available to cast, you can take a swift action to grant harmed you.
yourself the ability to see normally in any conditions of Prerequisite: Watchful spirit class feature (see the wu
illumination (shadowy illumination, darkness, and magical jen class in Complete Arcane).
shadow or darkness). Benefit: If you use an initiative reroll from your watchful
The range of this vision is 10 feet per level of the highest- spirit class feature, the first creature to deal damage to you
level light spell you have available to cast, and the effect in the encounter immediately takes half the damage it dealt
lasts for 1 round. to you.
As a secondary benefit, you gain a +1 competence bonus to This damage is untyped, so damage reduction and
your caster level when casting light spells. resistance or immunity does not apply.
Also, you gain one extra initiative reroll from your watchful
spirit class feature.
TOUCH OF DISTRACTION [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its
efforts. WIND-GUIDED ARROWS [RESERVE]
Prerequisite: Ability to cast 3rd-level spells. Your mastery of the wind allows you to alter the flight of a
Benefit: As long as you have an enchantment spell of 3rd ranged weapon.
level or higher available to cast, you can cloud the mind of a Prerequisite: Ability to cast 3rd-level spells.
creature within 30 feet as a standard action. Benefit: As long as you have an air spell of 3rd level or
The target takes a –2 penalty on its next single attack roll or higher available to cast, you can spend an immediate action
Reflex saving throw. to alter slightly the course of an arrow, crossbow bolt, spear,
If the target makes no attacks or Reflex saves within a or other ranged weapon already in flight.
number of rounds equal to the level of the highest-level You can’t change the weapon’s target, but you can apply a
enchantment spell you have available to cast, the effect +2 bonus or –2 penalty on its attack roll.
ends. You and the target can be no farther apart than 10 feet per
Multiple uses of this feat don’t stack. level of the highest-level air spell you have available, since
This is an enchantment (compulsion), mind-affecting the guidance occurs at the end of the weapon’s flight.
effect. This feat works only on thrown or projectile weapons; it
As a secondary benefit, you gain a +1 competence bonus to can’t affect spells, powers, energy attacks, or the like.
your caster level when casting enchantment spells. As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting air spells.
TOUGHENING TRANSMUTATION []
Casting a transmutation spell briefly transforms your skin WINTER’S BLAST [RESERVE]
or that of an ally into sterner stuff. The frozen magic within you can burst forth in a hail of
Prerequisite: Spell Focus (transmutation) or transmuter frost.
level 1st. Prerequisite: Ability to cast 2nd-level spells.
Benefit: Whenever you cast a transmutation spell, you Benefit: As long as you have a cold spell of 2nd level or
can choose to grant yourself or any one creature targeted by higher available to cast, you can create a 15-foot cone-
the spell damage reduction 5/magic. shaped burst of cold.
If the creature already has damage reduction (of any type) This cone deals 1d4 points of cold damage per level of the
from another source, you increase that damage reduction highest-level cold spell you have available to cast.
by 5 instead. A successful Reflex save halves the damage.
This effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to
Special: A transmuter can select this feat as a wizard your caster level when casting cold spells.
bonus feat.
UNSETTLING ENCHANTMENT []
Your enchantment spells cloud the minds of even those
who would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a –2 penalty on attack rolls and to AC
for 1 round, regardless of the result of the save.
This is a mindaffecting effect.
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IMPROVED COMBAT
COMPLETE PSIONIC MANIFESTATION [PSIONIC]
You heighten your ability to manifest powers while
threatened without fear of being attacked.
(3.5) Prerequisites: Combat Manifestation, Concentration 25
ranks.
Benefit: You gain a bonus equal to one-half your
EPIC FEATS manifester level on Concentration checks made to manifest
a power, use a psi-like ability, or achieve psionic focus while
on the defensive or while you are grappling or pinned.
AUTOMATIC QUICKEN POWER
[METAPSIONIC] IMPROVED OVERCHANNEL
You can manifest any of your lesser powers with a [PSIONIC]
moment’s thought.
Prerequisites: Quicken Power, Psicraft 30 ranks, ability You burn your life force without limit to strengthen your
to manifest 9th-level powers. powers.
Benefit: You can manifest all 1st-level powers as Prerequisite: Overchannel, Psicraft 25 ranks.
quickened powers without expending your psionic focus Benefit: While manifesting a power, you can increase
(though you must be psionically focused). your effective manifester level to a value up to twice your
The normal limit to the number of quickened powers you actual manifester level, but in doing so, you pay a price.
can manifest per round applies. For each level you increase your effective manifester level
Powers with a manifesting time of more than 1 round can’t above your actual manifester level, you take 2d8 points of
be quickened. damage.
You still must pay the requisite number of extra power For example, a 23rd-level psion could increase his effective
points to manifest these quickened powers. manifester level to 30th to manifest a particular power.
Special: You can gain this feat multiple times. However, as a result of the seven-level increase, he would
Each time you take it, the powers of your next level can be take 14d8 points of damage.
quickened without the expenditure of your psionic focus. The effective change in manifester level increases the
Thus, a psion who took this feat twice could quicken his number of power points you can expend on a single power
1st-level and 2nd-level powers with no expenditure of manifestation, ns well as increasing all manifester level
psionic locus. dependent effects, such as range, duration, and overcoming
This feat doesn’t decrease the manifesting time for powers power resistance.
that normally require a full-round action to manifest in Normal: Your manifester level is equal to your total levels
metamagic form. in classes that manifest powers.
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HOSTILE MIND, IMPROVED [] DEFENSIVE SHELL [HOST]
You have mental defenses erected against telepathic The psionic entity living in your mind enables you to better
attacks. resist attacks.
Prerequisites: Cha 15, Hostile Mind. Benefit: A psionic entity takes up residence within your
Benefit: Whenever you are subject to a power from the flesh.
telepathy discipline (regardless of whether the power is The entity grants you the following psi-like ability:
harmful or beneficial to you), the manifester must make a Psi-like Ability: 1/day—force screen or empty mind.
Will saving throw against a DC of 10 + 1/2 your character Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
level + your Cha modifier, and takes an additional 2d6 or Wis modifier.
points of damage, plus 2d6 points from your Hostile Mind Special: You can use one or the other of your
feat, for a total of 4d6 points of damage. entitygranted psi-like abilities once per day—you can’t use
The benefit of this feat applies only to psionic powers and both.
psi-like abilities. Once you use one, you can’t use the other for the rest of the
This is an exception to the psionics-magic transparency rule day.
(EPH 55).
Special: You cannot take or use this feat if you have the
ability to use powers (if you have a power point reserve). HOST FOCUS [HOST]
You can use a psi-like ability granted by a host feat an extra
time each day.
PSIONIC MASTERY [] Prerequisite: Any other host feat.
You are quick and certain in your efforts to defeat the Benefit: You can use one of the two psi-like abilities
psionic defenses and powers of others. granted by your host feat one extra time each day.
Prerequisite: Ability to manifest psionic powers or use For example, if you have the Telepathic Affinity teat, which
psi-like abilities. grants access to the mindlink or detect psionics psi-like
Benefits: You can take 10 on manifester level checks (as abilities, you can use mindlink twice, detect psionics twice, or
if the manifester level check were a skill check). both mindlink and detect psionics in a single day.
Normal: You can use one of two psi-like abilities once per
day.
HOST FEATS
PACIFIST [HOST]
AGGRESSIVE MIND [HOST] You host a psionic entity that dislikes combat and provides
The psionic entity you host gives you access to psi-like you psi-like abilities to help you avoid a fight.
abilities capable of disrupting the mind of your enemy. Benefit: A psionic entity takes up residence within your
Benefit: A psionic entity takes up residence within your flesh.
flesh. The entity grants you the following psi-like ability:
The entity grants you the following psi-like ability: Psi-like Ability: 1/day—deaden blow (see page 82) or
Psi-Like Ability: 1/day—mind thrust or psionic daze. entangling ectoplasm.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, Manifester level 1/2 your HD; save DC 11 + your Cha, Int,
or Wis modifier. or Wis modifier.
Special: You can use one or the other or your Special: You can use one or the other of your entity-
entitygranted psi-like abilities once per day—you can’t use granted psi-like abilities once per day—you can’t use both.
both. Once you use one, you can’t use the other for the rest of the
Once you use one, you can’t use the other for the rest of the day.
day.
SPIRITUAL FORCE [HOST]
ANTAGONIST [HOST] Your mind blade is an expression of your inner spirit.
The psionic entity you host seeks to cause damage and Your forceful personality allows you to deal more damage
mayhem, and you have powers to further that end. with your blade.
Benefit: A psionic entity takes up residence within your Prerequisites: Any other host feat, mind blade class
flesh. feature.
The entity grants you the following psi-like ability: Benefit: You can expend your psionic focus to add your
Psi-Like Ability: 1/day—-energy ray or crystal shard. Charisma bonus (it any) to the damage you deal with your
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, mind blade.
or Wis modifier. This effect lasts for 1 round.
Special: You can use one or the other of your
entitygranted psi-like abilities once per day—you can’t use
both. STRENGTH OF TWO [HOST]
Once you use one. As the host of a formless psionic entity, you possess
you can’t use the other for the rest of the day. immense willpower.
Prerequisite: Any other host feat.
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Benefit: As long as you are psionically focused and
possess at least 1 power point, you receive a +1 insight
ILLITHID EXTRACTION []
bonus on Will saves. Your acceptance of your illithid heritage is so
As an immediate action, you can expend your psionic focus encompassing that you have learned how to extract the
and spend 1 power point to improve this insight bonus to brain of a helpless victim.
+5 for 1 round. Prerequisites: Illithid Heritage, Illithid Grapple (4).
Benefit: You have fully embraced your illithid heritage
and have developed a taste for the brains of other living
TELEPATHIC AFFINITY [HOST] creatures.
The entity you host gives you the ability to better You can extract the brain of a helpless or stunned victim
communicate with other creatures. once you have established a hold on its head with all four of
Benefit: A psionic entity takes up residence within your your tentacles.
flesh. You must begin your turn with all four tentacles attached.
The entity grants you the following psi-like ability: As a full-round action that provokes attacks of opportunity,
Psi-Like Ability: 1/day—mindlink or detect psionics. you must then make a grapple check.
Manifester level 1/2 your HD; save DC 11 + your Cha, Int, If your grapple check is successful, your victim takes 2d4
or Wis modifier. points of Intelligence damage and grants you a number of
Special: You can use one or the other of your entity- temporary power points equal to the amount of
granted psi-like abilities once per day—you cant use both. Intelligence damage you deal.
Once you use one, you can’t use the other for the rest of the Any creature reduced to Intelligence 0 by this attack is
day. instantly slain.
Temporary power points gained with this feat last for 1
hour, and power points granted by this feat do not stack
ILLITHID HERITAGE FEATS with each other.
This ability is useless against constructs, elementals, oozes,
plants, and undead.
ILLITHID BLAST [] It is not instantly fatal to opponents with multiple heads,
You can convert your psionic energy into a mind blast. such as ettins and hydras.
Prerequisites: Illithid Heritage, two other illithid teats.
manifester level 5th. ILLITHID GRAPPLE []
Benefit: Once per day as a standard action that requires
the expenditure of your psionic focus, you can channel You embrace more of your illithid heritage, and grow at
power points into a mind blast, which is a psi-like attack in a least one long purplish tentacle that you can reveal and
15-foot cone. unfurl when you open your mouth.
Anyone caught in the cone must succeed on a Will save Prerequisites: Illithid Heritage one other illithid feat.
(DC 10 + 1/2 your HD + your Cha modifier) or be stunned Benefit: You gain a natural tentacle attack.
for 1d4 rounds. If you can use weapons, you retain that ability, as well as
any other natural weapons you have, if you are fighting
without weapons, you can use your tentacle or another
ILLITHID COMPULSION [] natural weapon as a primary attack.
You can call upon your heritage and enhance your ability to If you are armed with a weapon, you can use your tentacle
manipulate the minds of other creatures. or your weapon as a primary attack.
Prerequisite: Illithid Heritage. If you make a lull attack, you can use the weapon as your
Benefit: Your manifester level for compulsion powers primary attack along with your tentacle as a natural
increases by one. secondary attack.
You also add 1 to the save DCs of all psionic powers you The tentacle does not improve your natural reach.
manifest that have the compulsion descriptor. Your tentacle deals 1d4 points of damage, and you can use
your Dexterity modifier in place of your Strength modifier
on attacks with your tentacle if you have the Weapon
ILLITHID ENTHUSIAST [] Finesse feat.
When you manipulate the minds of other creatures, you are Additionally, you gain the improved grab special ability
heartened and emboldened by your success. that you can use only with your tentacle, allowing you to
Prerequisite: Illithid Heritage. initiate a grapple as a free action, without provoking attacks
Benefit: After you successfully affect a foe with a of opportunity, each time you hit with a tentacle attack.
compulsion power, you gain a morale bonus equal to one- You can only attempt to grapple creatures within one size
half the number of power points spent on the power on the category of you with your tentacle.
next Concentration, Knowledge (Psionics), Psicraft, or Special: You can take this feat up to four times.
Sense Motive check you make before the end of the next Each time you do so, you gain an additional tentacle.
round. Once you have gained all four tentacles, the lower half of
your face transforms to resemble that of an illithid.
As a lull-round action, you can give up any other attacks
you have to attack with as many tentacles you possess, as
described above, and can attempt to initiate a separate
grapple with each tentacle as a free action. 87
You do not gain cumulative bonuses for each tentacle It can only be applied to powers that allow Reflex saves and
already attached (as an illithid would). affect an area (a cone, line, burst, and so on).
Powers that do not allow saving throws gain no advantage if
they are made into knockdown powers.
ILLITHID HERITAGE [] Creatures with evasion are knocked prone if they tail their
Somewhere in the deeps of time, your bloodline was Reflex saves (creatures with improved evasion are not
polluted with illithid influence. knocked down if they fail their saves).
Recognizing this taint but deciding to make the best of it, Flying creatures affected by a knockdown power that fail
you have decided to embrace your connection with your their saving throws are forced down 10 feet.
illithid bloodline for the power it can offer you. For example, if a creature makes its saving throw against a
Prerequisite: Power point reserve of 1 or more. knockdown energy cone but still takes half damage, it is
Benefit: You gain Intimidate as a class skill. not knocked prone.
In addition, you gain a bonus on saving throws against If it fails its save and takes full damage, it is knocked prone.
spells, powers, spell-like abilities, and psi-like abilities. Using this feat increases the power point cost by the power
This bonus is equal to one-half the number of illithid feats by 2.
you have, including this one (round down, minimum 11 The power’s total cost cannot exceed your manifester level.
THRI-KREEN DISPLACEMENT
[PSIONIC, RACIAL]
You can use your psionic displacement psi-like ability more
often.
Prerequisites: Thri-kreen, psionic displacement psi-like
ability.
Benefit: Constant rehearsal and study grant you the
mastery required to use your psionic displacement psi-like
ability a total of three times per day.
Normal: A thri-kreen’s psionic displacement psi-like ability
SYNAD MULTITASK, ENHANCED can be used once per day.
Special: You can gain this feat multiple times.
[PSIONIC, RACIAL] Each time you take the feat, you gain an additional two
As a synad (page 139), your threefold mind grants you an daily uses of your psionic displacement ability.
additional opportunity to multitask.
Prerequisite: Synad. THRI-KREEN POISON [PSIONIC,
Benefit: You gain one additional use per day of your
multitask racial trait. RACIAL]
You can spend 1 power point to gain a swift action that you You can use your poison bite more often.
can use to take any purely mental action twice per day. Prerequisites: Thri-kreen, poison bite.
98
Benefit: Your adherence to a slightly modified sleep cycle Benefit: You can use the burst ability granted by your
and change in diet pays off—you can secrete venom more xeph heritage a total of three times per day.
often. Normal: A xeph’s burst ability can be used once per day.
You can use your poison bite a total of three times per day. Special: You can gain this feat multiple times.
Normal: A thri-kreen’s poison bite can be used once per Each time you take the feat, you gain an additional two
day. daily uses of your burst ability.
Special: You can gain this feat multiple times.
Each time you take the feat, you gain an additional two
daily uses of your poison bite ability. XEPH CELERITY [PSIONIC, RACIAL]
You can use your burst racial trait to gain an extra attack.
Prerequisite: Xeph.
TWO-BLADED MIND BLADE Benefit: As a swift action, you can expend one or more of
[PSIONIC] your daily uses of burst granted by your xeph heritage to
gain one extra arrack for 1 round, instead of gaining an
When you reshape your mind blade, you can change it into increase to your speed.
an exotic weapon: a two-bladed sword. While enjoying your round of celerity, you make one extra
Prerequisites: Ability to generate a mind blade, shape attack each round, using your highest base attack bonus,
mind blade class feature. when you take a full attack action.
Benefit: Any time you wish to reshape your mind blade
using your shape mind blade class feature, you can add the
two-bladed sword to your shape repertoire. SIDEBAR FEATS
You are proficient with your two-bladed sword mind
blade—you are treated as if you possess the Exotic Weapon
Proficiency (two-bladed sword mind blade). FAVORED IN GUILD []
The weapon is sized appropriately for you and deals damage You are an active and valued member of your guild.
as a two-bladed sword. Prerequisite: Membership in a guild.
Benefit: As an active and necessary member of your
VOLATILE ESCALATION [PSIONIC] guild, select one of your guild’s associated skills.
As long as you remain a member of the guild, you gain a +2
When you are attacked with a telepathic power, your innate competence bonus on all checks made with that skill.
wildness forces a higher mental price on your attacker. As a additional fringe benefit, you also gain an ability
Prerequisite: Volatile mind class feature. relating to your guild’s type, as described in your guild’s
Benefit: While you are psionically focused and have not entry.
consciously lowered your volatile mind ability, the number (See Dungeon Master’s Guide II page 228 for more
of power points it costs a manifester to affect you is higher. information).
A manifester who uses a telepathic power upon you while Normal: To receive benefits from a guild, you must pay
these conditions apply must pay an additional 1d4 power monthly dues.
points on top of his normal cost. You do not gain any guild fringe benefits.
This effect stacks with that of the volatile mind class
feature.
FAVORED IN GUILD BENEFIT
VOLATILE LEECH [PSIONIC] (DIAMOND KNIGHTS) []
You gain the power points your attacker wastes attacking Your combat tactics mesh well with those of other
you with a telepathic power. Diamond Knights.
Prerequisite: Volatile mind class feature. Whenever you are adjacent to another guild member, you
Benefit: While you are psionically focused and have not both gain a +1 insight bonus to Armor Class.
consciously lowered your volatile mind ability, you absorb
extra power points that manifesters of telepathic powers are
forced to pay when they target you. FAVORED IN GUILD BENEFIT (THE
The power points you absorb in this fashion are added to LODGE LUMINOUS) []
your power point reserve; however, you can never gain
more power points in this fashion than your normal power The Lodge Luminous subsidizes your monetary expenses
point maximum. when you create psionic items, reducing your raw material
It you already possess your maximum power points, your costs by 5%.
volatile mind ability works normally.
WILD TALENT (ADON) []
XEPH BURST EXTRA [PSIONIC, Instead of a free bonus feat, Talaire of House Adon have the
Wild Talent (Adon) feat.
RACIAL] Benefit: You gain the psionic subtype.
You can use your burst racial trait more often. As a psionic character, you gain a reserve of 1 power point
Prerequisite: Xeph. and quality for psionic feats, metapsionic feats, and psionic
item creation feats.
99
In addition, you gain the psi-like ability to use psionic
minor creation (EPH 121) once per day (manifester level 1st +
half the number of psionic class levels gained).
MAGICAL FORTUNE []
Even you are sometimes surprised by how well your spells
work.
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action
to reroll the damage dealt by a spell you have just cast.
You can expend two luck rerolls as a swift action to reroll a
Special: This feat was originally presented on page 200 of caster level check.
the DMG; the description here provides new alternatives You gain one luck reroll per day.
for arcane spellcasters who want familiars stealthy and
versatile enough to follow them anywhere.
MAKE YOUR OWN LUCK []
IMPROVED SKIRMISH [] Your hard work lets you exploit minor loopholes.
Prerequisite: Character level 6th, any luck feat.
With a few extra steps, you gain even greater benefits from Benefit: You can expend one luck reroll as an immediate
your skirmishing combat style. action to reroll a skill check, as long as you have at least 1
Prerequisite: Skirmish +2d6/+1 AC. rank in that skill.
Benefit: If you move at least 20 feet away from where you You gain one luck reroll per day.
were at the start of your turn, your skirmish damage
increases by 2d6 and your competence bonus to AC from
skirmish improves by 2. MARTIAL STALKER []
Normal: A scout’s bonus damage and AC bonus apply if You practice a powerful fighting style that focuses equally
she moves at least 10 feet away from where she was at the on martial skill and mystical dedication.
start of her turn (see the skirmish class feature in the Prerequisite: Proficiency with all martial weapons, ki
sidebar on page 25). power.
Special: A scout can select Improved Skirmish as one of Benefit: Your fighter and ninja levels stack for the
her scout bonus feats (Complete Adventurer 13). purpose of determining the size of your ki pool, as well as
your AC bonus.
LUCKYBREAK [LUCK] For example, a 5th-level fighter/1st-level ninja with this
feat could use his ki powers a number of times equal to 3
You can hit an object in just the right place. (one-half his ninja and fighter levels) + his Wisdom bonus
Benefit: You can expend one luck reroll as a swift action (if any), and would have a +1 bonus to AC (as if he were a
to reroll a Strength check made to break an item or burst 6th-level ninja).
open a door. Your fighter and ninja levels also stack for the purpose of
You gain one luck reroll per day. qualifying for feats that require a minimum fighter level,
such as Greater Weapon Focus.
LUCKY CATCH [] Special: A fighter can select Martial Stalker as one of his
fighter bonus feats (PH 38).
Your good fortune can help prevent you from falling to
your doom.
Benefit: You can expend one luck reroll as an immediate MASTER SPELLTHIEF []
action to reroll a Balance, Climb, or Jump check. Your arcane studies allow you to mingle arcane magic of
You gain one luck reroll per day. different flavors for great effect.
Prerequisite: Ability to cast 2nd-level arcane spells, steal
LUCKY FINGERS [] spell.
Benefit: Your spellthief levels stack with levels of other
The winds of fortune guide your hands when you most arcane spellcaster classes (that is, levels of any class that
need luck. grants arcane spellcasting other than the spellthief) for the
Benefit: You can expend one luck reroll as an immediate purpose of determining what level of spell you can steal.
action to reroll a Disable Device, Open Lock, or Sleight of For example, a 4th-level spellthief/4th-level wizard could
Hand check. steal spells of up to 4th level, as if he were an 8th-level
You gain one luck reroll per day. spellthief.
Your spellthief and arcane spellcaster levels also stack when
determining your caster level for all arcane spells.
LUCKYSTART [] The character described above would have a caster level of
Sometimes your luck overcomes a slow natural reaction. 8th for both his spellthief spells and his wizard spells.
Benefit: You can expend one luck reroll to reroll an In addition, you do not incur a chance of arcane spell
initiative check. failure for arcane spells cast or stolen from other classes,
You gain one luck reroll per day. but only if you are wearing light armor.
104
You incur the normal arcane spell failure chance when Prerequisite: Craft (poisonmaking) 4 ranks, poison use.
wearing medium or heavy armor or when using a shield. Benefit: Choose a type of poison (contact, ingested,
Normal: A spellthief does not incur a chance of arcane inhaled, or injury).
spell failure when casting spellthief spells in light armor. The DC to resist both the initial and secondary damage of
He incurs the normal arcane spell failure chance for other poisons of this type that you create and use increases by 1.
arcane spells he casts, including those stolen from arcane This feat has no effect on poisons used by other creatures,
casters (Complete Adventurer 15). even if you craft those poisons.
It also has no effect on natural poisons (those exuded from
a creature’s body).
MERCIFUL STRIKE [AMBUSH] Special: You can gain this feat multiple times.
You can strike a creature’s vital areas without killing it. Its effect does not stack.
Prerequisite: Sneak attack +2d6. Each time you take the feat, it applies to a new type of
Benefit: Your successful sneak attack deals nonlethal poison.
damage.
When using this feat, you can ignore the usual –4 penalty
on attack rolls for attempting to deal nonlethal damage POISON MASTER []
with a lethal weapon. The toxins you create and use are particularly virulent.
Using this feat reduces your sneak attack damage by 1d6. Prerequisite: Poison Expert, Craft (poisonmaking) 8
ranks, poison use.
Benefit: Choose a type of poison (contact, ingested,
MIND DRAIN [AMBUSH] inhaled, or injury) for which you have selected the Poison
Your attack can weaken your opponent’s mental powers. Expert feat.
Prerequisite: Power point reserve, sneak attack +2d6. The initial and secondary damage dealt by poisons of this
Benefit: Your successful sneak attack drains power points type that you create and use increases by 1 point per die of
from your target equal to its manifester level (minimum 1). damage (or by 1 point, if it deals a fixed amount of damage).
If this attack reduces your target to 0 power points, the For example, lich dust used by a character with Poison
opponent also loses any psionic focus. Master (ingested) would deal initial damage of 2d6+2 Str
A target that has no power points when you make the sneak and secondary damage of 1d6+1 Con plus 1d6+1 Str.
attack is not affected by this feat. If a poison doesn’t deal damage, this feat has no effect.
You can’t use this feat on the same target more than once This feat has no effect on poisons used by other creatures,
per round. even if you craft those poisons.
Using this feat reduces your sneak attack damage by 1d6. It also has no effect on natural poisons (those exuded from
a creature’s body).
Special: You can gain this feat multiple times.
MISER’S FORTUNE [LUCK] Its effect does not stack.
Items belonging to you and your allies are abnormally Each time you take the feat, it applies to a new type of
resistant to damage. poison for which you have selected Poison Expert.
Benefit: Whenever an opponent makes a sunder attack or
Strength check to damage an object within 30 feet of you,
you can expend one luck reroll as an immediate action to PSITHIEF []
force that opponent to reroll. You can drain psychic energy and use it against others.
In addition, as long as you still have one luck reroll Prerequisite: Manifester level 1st, steal spell.
remaining for the day, items in your possession receive a +5 Benefit: You can use your steal spell ability to siphon
luck bonus on saving throws. psionic energy instead of spell energy.
You gain one luck reroll per day. Instead of stealing a spell, you can choose to steal a number
of power points equal twice to the maximum level of spell
you can steal minus 1 (up to a maximum value equal to the
PERSISTENT ATTACKER [AMBUSH] manifester level of the creature struck).
Once you find a target’s weak point, you can easily strike it For example, a 4th-level spellthief/1st-level psychic warrior
again. could steal up to 3 power points; if he used this ability
Prerequisite: Sneak attack +5d6. against a 2nd-level psion he could steal only 2 power points,
Benefit: If your sneak attack hits, your first attack against since that is the target’s manifester level.
that creature on your next turn is also considered a sneak You can use the stolen power points only to manifest a
attack even if it wouldn’t normally qualify. psionic power you already know.
Using this feat reduces your first sneak attack’s damage by You must use these power points within 1 hour of stealing
4d6. them; otherwise, the extra psionic energy fades harmlessly
The resulting second sneak attack deals its full extra away.
damage. This feat otherwise follows the rules for the steal spell class
feature (Complete Adventurer 16).
In addition, Knowledge (psionics) and Psicraft are
POISON EXPERT [] spellthief class skills for you.
Your skill at crafting and delivering toxins has made you a These skills appear on page 38 of Expanded Psionics
more deadly poisoner. Handbook.
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PSYCHIC LUCK [] SURE HAND []
Some psions claim that luck doesn’t exist. You can perform more amazing displays of legerdemain
You know better. than normal.
Prerequisite: Manifester level 3rd, any luck feat. Prerequisite: Any two manipulation skill tricks.
Benefit: You can expend one luck reroll as a swift action Benefit: You immediately learn up to two manipulation
to reroll the damage dealt by a psionic power you have just skill tricks at no cost, and your limit on skill tricks known
manifested. increases by one.
You can expend two luck rerolls as a swift action to reroll a See page 82 for details on manipulation skill tricks.
manifester level check. Normal: You are limited to a maximum number of skill
You gain one luck reroll per day. tricks equal to one-half your character level.
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Benefit: If you use a light weapon to hit a flat-footed bonus)Your ally must be within 30 feet of you and able to
opponent, you can choose to have the opponent not realize see or hear you to benefit from this effect.
that it has been hit until the start of your next turn.
Instead, that opponent reacts as if you had attacked and
missed. QUICK ESCAPE [MANIPULATION]
Using this skill trick doesn’t require an action on your part. In the blink of an eye, you can escape nearly any tight spot.
This trick doesn’t allow the opponent to ignore any of the Prerequisite: Escape Artist 12 ranks.
other effects of your attack, such as ability damage from Benefit: This trick has two options, either of which can
poison on your blade or falling unconscious when reduced be used once per encounter.
to fewer than 0 hit points. You can make an Escape Artist check to escape from a
grapple or pin as a swift action.
You can use this trick even if you have already used a
NEVER OUTNUMBERED standard action on your current turn to attempt the same
[INTERACTION] escape.
Alternatively, you can make any Escape Artist check that
You can demoralize multiple enemies. would normally require a full-round action as a move
Prerequisite: Intimidate 8 ranks. action.
Benefit: When you use Intimidate to demoralize an You can’t use this option more than once per day against
opponent (PH 76), you can affect all enemies within 10 feet the same kind of restraint.
that can see you, rather than only a single enemy you
threaten.
Each enemy rolls a separate modified level check to oppose QUICK SWIMMER [MOVEMENT]
your Intimidate check, but the skill check otherwise works You can push yourself to swim faster.
as normal. Prerequisite: Swim 5 ranks.
Benefit: If you succeed on a Swim check to move at least
NIMBLE CHARGE [MOVEMENT] 10 feet, you can move an extra 10 feet as part of that action.
You can run across treacherous surfaces with ease.
Prerequisite: Balance 5 ranks. SECOND IMPRESSION
Benefit: You can run or charge across a difficult surface
without needing to make a Balance check (PH 67). [INTERACTION]
You can convince someone of your false identity even after
your disguise fails.
NIMBLE STAND [MOVEMENT] Prerequisite: Bluff 5 ranks, Disguise 5 ranks.
You can rely on your acrobatic talent to stand up from Benefit: If an observer sees through your disguise with a
prone safely. successful Spot check, you can (as an immediate action)
Prerequisite: Tumble 8 ranks. attempt a Bluff check to convince him that he’s mistaken.
Benefit: You can stand up from prone without provoking Use the observer’s Spot check result as the DC for your
attacks of opportunity. Bluff check; if you succeed, the observer ignores the
evidence of his own senses in favor of what your disguise
attempts to show.
OPENING TAP [MANIPULATION] You must be aware of the observer’s discovery in order to
“No time to waste on tools—a sharp tap should pop that use this trick; for example, you can’t use it against someone
lock!”. viewing you secretly, nor can you use it against someone
Prerequisite: Open Lock 12 ranks. who sees through your disguise but keeps that information
Benefit: As a swift action, you can make an Open Lock secret.
check with a –10 penalty by tapping a lock with a hard, When in doubt, the DM should allow a character to use this
blunt object such as the pommel of a weapon. trick if she has any reason to fear that her cover has been
You don’t take any additional penalty for making the check blown.
without thieves’ tools. You can use this trick only once per day, but its effect
You can use this trick any number of times per day until extends to all viewers within 30 feet of you.
you fail an Open Lock check made in this way. For example, you could attempt it against an entire patrol of
After a failure, you can’t use Opening Tap again until after guards confronting you just as effectively as against a single
you have rested for 8 hours. person.
This trick doesn’t let you maintain a disguise that has been
defeated by other means; for example, if your disguise self
POINTITOUT [MENTAL] spell is penetrated by a true seeing spell, Second
You can show others what you see. Impression won’t help.
Prerequisite: Spot 8 ranks.
Benefit: When you make a successful Spot check, you SHROUDED DANCE
can spend an immediate action to grant a single ally a free
Spot check to see the same thing (with a +2 circumstance [MANIPULATION]
You can seem to be where you aren’t.
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Prerequisite: Hide 8 ranks, Perform (dance) 5 ranks.
Benefit: As a move action, you can attempt a DC 20 Hide
SWIFT CONCENTRATION [MENTAL]
check. You can maintain your mental focus while attending to
If you succeed, you have concealment until the start of your another task.
next turn. Prerequisite: Concentration 12 ranks.
Benefit: You can maintain concentration on a spell or
similar effect as a swift action.
SOCIAL RECOVERY [INTERACTION]
You can talk your way out of a problem you talked yourself
into. TIMELY MISDIRECTION
Prerequisite: Bluff 8 ranks, Diplomacy 5 ranks. [INTERACTION]
Benefit: If your Diplomacy check to influence an NPC’s
You can divert an opponent’s attention to avoid its attacks.
attitude fails, you can spend another full round talking to
the NPC, then make a Bluff check with a –10 penalty. Prerequisite: Bluff 8 ranks.
Use the result of this check in place of the Diplomacy Benefit: If you succeed on a Bluff check to feint in
check result, except that it can’t improve the NPC’s attitude combat (PH 68), your opponent can’t make any attacks of
by more than one step. opportunity against you until the start of its next turn.
Once you use this skill trick (successfully or not), you This effect is in addition to the normal benefits of a
cannot use it against the same target again for 24 hours. successful feint.
SIDEBAR FEATS
AGILE ATHLETE []
You rely on your agility to perform athletics feats, rather
than brute strength.
Prerequisite: Climb 1 rank, Jump 1 rank.
Benefit: When making a Climb or Jump check, you use
your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength
modifier for Climb and Jump checks.
This feat first appeared in Races of the Wild.
EXTEND RAGE []
You are able to maintain your rage longer than most.
Prerequisite: Rage or frenzy ability.
Benefit: Each use of your rage or frenzy ability lasts an
additional 5 rounds beyond its normal duration.
Special: You can take this feat multiple times.
The effects of multiple feats stack.
This feat first appeared in Complete Warrior.
TACTILE TRAPSMITH []
You can rely on your rapid reflexes and nimble fingers
instead of your intellect when searching a room or when
disabling a trap.
Benefit: You add your Dexterity bonus (rather than your
Intelligence bonus) on all Search and Disable Device
checks.
In addition, you receive no penalty on these checks for
darkness or blindness.
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Each attempt counts as one of your uses of the Stunning
Fist feat for the day.
COMPLETE Creatures immune to stunning can be affected by this extra
damage.
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GREATER TWO-WEAPON DEFENSE IMPROVED BUCKLER DEFENSE
[GENERAL] [GENERAL]
When fighting with two weapons, your defenses are You can attack with an off-hand weapon while retaining a
extraordinarily strong. buckler’s shield bonus to your Armor Class.
Prerequisites: Dex 19, Improved Two-Weapon Defense, Prerequisite: Shield Proficiency.
Two-Weapon Defense, Two-Weapon Fighting, base attack Benefit: When you attack with a weapon in your offhand,
bonus +11. you may still apply your buckler’s shield bonus to your
Benefit: When wielding two weapons (not including Armor Class.
natural weapons or unarmed strikes), you gain a +3 shield Normal: Without this teat, a character wielding a buckler
bonus to your AC. who attacks with an off-hand weapon loses the buckler’s
When you are fighting defensively or using the total shield bonus to AC until his or her next turn.
defense action, this shield bonus increases to +6. Special: A fighter may select Improved Buckler Defense
Special: A fighter may select Greater Two-Weapon as one of his fighter bonus feats.
Defense as one of his fighter bonus feats.
IMPROVED COMBAT EXPERTISE
HAMSTRING [GENERAL]
[GENERAL]
You can wound your opponents’ legs, hampering their
movement. You have mastered the art of defense in combat.
Prerequisites: Sneak attack ability, base attack bonus +4. Prerequisites: Int 13, Combat Expertise, base attack
Benefit: If you hit with a melee sneak attack, you may bonus +6.
choose to forgo 2d6 points of extra sneak attack damage to Benefit: When you use the Combat Expertise feat to
reduce your opponent’s base speed by half. improve your Armor Class, the number you subtract from
This speed reduction ends after 24 hours have passed or a your attack roll and add to your AC can be any number that
successful DC 15 Heal check or the application of any cure does not exceed your base attack bonus.
spell or other magical healing is made. Normal: With Combat Expertise, the number can be no
Creatures immune to sneak attack damage and creatures greater than +5.
with no legs or more than four legs can’t be slowed down Special: A fighter may select Improved Combat Expertise
with a hamstring attack. as one of his fighter bonus feats.
It takes two successful hamstring attacks to affect
quadrupeds.
Other speeds (fly, burrow, and so on) aren’t affected.
IMPROVED FAMILIAR [GENERAL]
You may use this ability once per round. This feat allows spellcasters to acquire a new familiar from a
nonstandard list, but only when they could normally
acquire a new familiar (see Familiars, page 52 of the Player’s
HOLD THE LINE [GENERAL] Handbook).
You are trained in defensive techniques against charging This feat was originally presented on page 200 of the
opponents. Dungeon Master’s Guide; the description here provides new
Prerequisites: Combat Reflexes, base attack bonus+2. alternatives for arcane spellcasters who want familiars to
Benefit: You may make an attack of opportunity against a stand beside them in battle.
charging opponent who enters an area you threaten. Prerequisite: Ability to acquire a new familiar,
Your attack of opportunity happens immediately before the compatible alignment, sufficiently high arcane spellcaster
charge attack is resolved. level, and base attack bonus.
Normal: You only get an attack of opportunity against a Benefit: When choosing a familiar, the creatures listed
character that exits a square you threaten. below are also available to the spellcaster.
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The spellcaster may choose a familiar with an alignment up Special: A fighter may select Improved Rapid Shot as one
to one step away on each of the alignment axes (lawful of his fighter bonus feats.
through chaotic, good through evil).
For example, a chaotic good spellcaster could acquire a
neutral familiar, A lawful neutral spellcaster could acquire a IMPROVED TOUGHNESS [GENERAL]
neutral good familiar. You are significantly tougher than normal.
The spellcaster must have at least the arcane spellcaster Prerequisite: Base Fortitude save bonus +2.
level and base attack bonus indicated below in order to Benefit: You gain a number of hit points equal to your
acquire the familiar. current Hit Dice.
Each time you gain a HD (such as by gaining a level), you
gain 1 additional hit point.
If you lose a HD (such as by losing a level), you lose 1 hit
point permanently.
Special: A fighter may select Improved Toughness as one
of his fighter bonus feats.
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ROUNDABOUT KICK [GENERAL] SWARMFIGHTING [GENERAL]
You can follow up on a particularly powerful unarmed You and allies with this feat can coordinate melee attacks
attack with a mighty kick, spinning in a complete circle against a single target and are adept at fighting side by side
before landing the kick. in close quarters.
Prerequisites: Str 15, Improved Unarmed Strike, Power Prerequisites: Small size, Dex 13, base attack bonus +1.
Attack. Benefit: You can occupy the same 5-foot square in
Benefit: If you score a critical hit on an unarmed attack, combat with any other allied Small creature that also
you can immediately make an additional unarmed attack possesses the Swarmfighting feat at no penalty.
against the same opponent, using the same attack bonus When you engage a Medium or larger creature in melee,
that you used for the critical hit roll. and at least one other ally with the Swarmfighting feat
For example, Ember the 15th-level monk can make three threatens the target, you gain a +1 morale bonus on the
unarmed attacks in a round, at base attack bonuses of+11, attack roll.
+6, and +1. This bonus increases by +1 for each additional ally beyond
if she scores a critical hit on her second attack, she can the first with the Swarmfighting feat that threatens the
make an additional attack using her +6 base attack bonus. same target.
She then makes her third attack (at +1) as normal. The total morale bonus imparted to your attack roll cannot
exceed your Dexterity bonus.
SHARP-SHOOTING [GENERAL]
Your skill with ranged weapons lets you score hits others THROW ANYTHING [GENERAL]
would miss due to an opponent’s cover. In your hands, any weapon becomes a deadly ranged
Prerequisites: Point Blank Shot, Precise Shot, base weapon.
attack bonus +3. Prerequisites: Dex 15, proficiency with weapon, base
Benefit: Your targets only receive a +2 bonus to Armor attack bonus +2.
Class due to cover, This feat has no effect against foes with Benefit: You can throw a melee weapon you are
no cover or total cover. proficient with as if it were a ranged weapon.
Normal: Cover normally gives a +4 bonus to AC. The range increment of weapons used in conjunction with
Special: A fighter may select Sharp-Shooting as one of his this feat is 10 feet.
fighter bonus feats. Normal: You can’t throw a melee weapon without taking
a —4 penalty unless it has a range increment (such as a
hand axe or a dagger).
SHIELD CHARGE [GENERAL]
You deal extra damage if you use your shield as a weapon
when charging. WEAKENING TOUCH [GENERAL]
Prerequisites: Improved Shield Bash, base attack bonus You can temporarily weaken an opponent with your
+3. unarmed strike.
Benefit: If you hit an opponent with your shield as part of Prerequisites: Wis 17, Improved Unarmed Strike,
a charge action, in addition to dealing damage normally, Stunning fist, base attack bonus +2.
you may make a trip attack without provoking an attack of Benefit: Declare that you are using this feat before you
opportunity, if you lose, the defender does not get to try to make your attack roll (thus, a missed attack roll ruins the
trip you in return. attempt).
Special: A fighter may select Shield Charge as one of his You can make an unarmed attack that deals no damage, but
fighter bonus feats. instead applies a –6 penalty to the target’s Strength score
for 1 minute.
Multiple weakening touches delivered on the same target
SHIELD SLAM [GENERAL] are not cumulative.
You can use your shield to daze your opponent. Each attempt to deliver a weakening touch counts as one of
Prerequisites: Improved Shield Bash, Shield Charge, your Stunning Fist attacks for the day.
base attack bonus +6. Creatures with immunity to stun effects cannot be affected
Benefit: As a full-round action or as a charge action, you by this feat.
may make an attack with your shield against an opponent, Special: A fighter may select Weakening Touch as one of
if you hit, you force the target damaged by this attack to his fighter bonus feats.
make a Fortitude saving throw (DC 10 + 1/2 your character
level + your Str modifier) addition to dealing damage
normally.
ZEN ARCHERY [GENERAL]
A defender who fails this saving throw is dazed for 1 round Your intuition guides your hand when you use a ranged
(until just before your next action). weapon.
Constructs, oozes, plants, undead, incorporeal creatures, Prerequisites: Wis 13, base attack bonus +1.
and creatures immune to critical hits cannot be dazed. Benefit: You can use your Wisdom modifier instead of
Special: A fighter may select Shield Slam as one of his your Dexterity modifier when making a ranged attack roll.
fighter bonus feats.
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DIVINE FEATS SACRED VENGEANCE [DIVINE]
You can channel energy to deal extra damage against
undead in melee.
DIVINE CLEANSING [DIVINE] Prerequisites: Turn or rebuke undead ability.
You can channel energy to improve your allies’ ability to Benefit: As a free action, spend one of your turn undead
resist attacks against their vitality and health. attempts to add 2d6 points of damage to all your successful
Prerequisites: Turn or rebuke undead ability. melee attacks against undead until the end of the current
Benefit: As a standard action, you can spend one of your round.
turn or rebuke undead attempts to grant all allies
(including yourself; within a 60-foot burst a +2 sacred
bonus on fortitude saving throws for a number of rounds EPIC FEATS
equal to your Charisma modifier.
ARMOR SKIN [EPIC]
DIVINE MIGHT [DIVINE] Your skin becomes like armor.
You can channel energy to increase the damage you deal in Benefit: You gain a +1 natural armor bonus to Armor
combat. Class, or your existing natural armor bonus increases by +1.
Prerequisites: Str 13, turn or rebuke undead ability, Special: A character can gain this feat multiple times.
Power Attack. Its effects stack.
Benefit: As a free action, spend one of your turn or
rebuke undead attempts to add your Charisma bonus to
your weapon damage for 1 full round. COMBAT ARCHERY [EPIC]
You can fire a bow in melee safely.
Prerequisites: Dodge, Mobility, Point Blank Shot.
DIVINE RESISTANCE [DIVINE] Benefit: You do not provoke attacks of opportunity when
You can channel energy to temporarily reduce damage you firing a bow.
and your allies take from some sources. Normal: Without this feat, you provoke attacks of
Prerequisites: Turn or rebuke undead ability, Divine opportunity from all opponents who threaten you
Cleansing. whenever you use a bow.
Benefit: As a standard action, spend one of your turn or
rebuke undead attempts to imbue all allies within a 60-foot
burst (including yourself) with resistance to cold 5, COMBAT INSIGHT [EPIC]
electricity S, and fire 5. Your keen intellect allows you to place melee attacks where
This resistance does not stack with similar resistances, such they will deal the most damage.
as those granted by spells or special abilities. Prerequisites: Combat Expertise, Epic Prowess, base
The protection lasts for a number of rounds equal to your attack bonus +15.
Charisma modifier. Benefit: When wielding a melee weapon, add your
Intelligence modifier rather than your Strength modifier to
the weapon’s damage rolls.
DIVINE SHIELD [DIVINE]
You can channel energy to make your shield more effective
for either offense or defense. DAMAGE REDUCTION [EPIC]
Prerequisites: Turn or rebuke undead ability, You can shrug off some damage from attacks.
proficiency with a shield. Prerequisites: Con 21.
Benefit: As a standard action, spend one of your Benefit: You gain damage reduction 3/–.
turn/rebuke undead attempts to channel energy into your This benefit doesn’t stack with damage reduction granted
shield, granting it a bonus equal to your Charisma modifier. by magic items or nonpermanent magical effects, but it
This bonus applies to the shield’s bonus to Armor Class and does stack with damage reduction granted by permanent
lasts for a number of rounds equal to half your character magical effects, class features, or this feat itself.
level. Special: A character can gain this feat multiple times.
Each time you gain the feat, your damage reduction
DIVINE VIGOR [DIVINE] increases by 3.
You can channel energy to increase your speed and
durability. EPIC COMBAT EXPERTISE [EPIC]
Prerequisites: Turn or rebuke undead ability. You have extraordinary talent at using your combat skill for
Benefit: As a standard action, spend one of your turn or defense.
rebuke undead attempts to increase your base speed by 10 Prerequisites: Int 19, Combat Expertise, base attack
feet and gain +2 temporary hit points per character level. bonus +21.
These effects last a number of minutes equal to your Benefit: When you use the attack action or full attack
Charisma modifier. action in melee, you can take a penalty of as much as –5 on
your attack rolls and add the same number (+5 or less) as a
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dodge bonus to your Armor Class and to the Armor Class of
an adjacent friendly creature. PERFECT TWO-WEAPON FIGHTING
The changes to attack rolls and Armor Class last until your [EPIC]
next action.
The effect of this feat supersedes the effect of the Combat You can attack with your off-hand weapon as frequently as
Expertise feat; you can’t use both feats simultaneously to with your primary weapon.
gain two dodge bonuses. Prerequisites: Dex 25, Greater Two-Weapon Fighting,
Improved Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: When making a full attack, you can make as
EPIC PROWESS [EPIC] many attacks with your off-hand weapon as with your
You have great skill in combat. primary weapon, using the same base attack bonus.
Benefit: Gain a +1 bonus on all attack rolls. For example, a character with this feat and a base attack
Special: A character can gain this feat multiple times. bonus of +18/+13/+8/+3 could make four attacks per round
Its effects stack. with his primary weapon and four attacks per round with
his off-hand weapon, using the same set of base attack
bonuses.
EPIC TOUGHNESS [EPIC] You still take the normal penalties for fighting with two
weapons.
You are preternaturally tough.
Normal: Without this feat, you can only make a single
Benefit: You gain +30 hit points. attack with an off-hand weapon during a full attack (or two
Special: A character can gain this feat multiple times. attacks with an off-hand weapon if you have Improved
Its effects stack. Two-Weapon Fighting, or three attacks with an off-hand
weapon if you have Greater Two-Weapon Fighting).
EPIC SUNDER [EPIC]
You deal extra damage when attacking objects. WIELD OVERSIZED WEAPON [EPIC]
Prerequisites: Str 25, Epic Prowess, Improved Sunder, You can use larger than normal weapons with ease.
Power Attack. Prerequisites: Str 25, Monkey Grip*, base attack
Benefit: When attacking an object, you may double any bonus +21.
extra damage derived from Strength. Benefit: You can treat any weapon as if it were one size
When attempting to break an object with sudden force category smaller than normal and one category “lighter” for
rather than dealing damage, you gain a +4 bonus on your the purpose of determining the amount of effort it takes to
Strength check. wield.
For instance, a halfling with this feat could wield a Medium
EPIC WEAPON FOCUS [EPIC] short sword as a Small light weapon, or a human could
wield an ogre’s Large greatclub as a Medium two-handed
You are especially good at using one chosen type of weapon.
weapon. The weapon still deals its normal amount of damage.
Prerequisite: Greater Weapon Focus and Weapon Focus Normal: You may only wield weapons of your size
with the weapon chosen. without penalty.
Benefit: Add a +2 bonus on all attack rolls you make * New feat described in Chapter 3 of this book.
using the selected weapon.
This bonus stacks with other bonuses on attack rolls,
including the bonuses from Weapon Focus and Greater TACTICAL FEATS
Weapon Focus.
Special: A character can gain this feat multiple times.
Its effects do not stack. CAVALRY CHARGER [TACTICAL]
Each time you take the feat, it applies to a different type of Fighting from the back of a steed is second nature to you.
weapon. Prerequisites: Mounted Combat, Spirited Charge,
Trample, base attack bonus +6.
LEGENDARY RIDER [EPIC] Benefit: The Cavalry Charger feat enables the use of three
tactical maneuvers.
You can ride a mount in combat with ease, even bareback. Unhorse: To use this maneuver, you must be mounted and
Prerequisite: Ride 24 ranks. charge a mounted foe.
Benefit: You don’t take a penalty on Ride checks when If your charge attack hits, you may make a free bull rush
riding a mount without a saddle (bareback). attempt.
You never need to make a Ride check to control a mount in If the bull rush attempt succeeds, you move your foe
combat (and even controlling a mount not trained for normally, but his mount remains where it was.
combat doesn’t require an action). Leaping Charge: To use this maneuver, you must be
Normal: Without this feat, you take a –5 penalty on Ride mounted and charge a foe at least one size category smaller
checks without a saddle, and you must make a Ride check than your mount.
to control a mount in combat (and controlling a mount not Make a Ride check at the conclusion of the move portion of
trained for combat requires a move action). the charge action.
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Prior to making the roll, determine the DC of the check: Negate Power Attack: To use this maneuver, you must
either DC 10 for a chance to deal 2 extra points of damage designate a specific foe to be affected by your Dodge feat, if
or DC 20 for a chance to deal 4 extra points of damage. that foe uses the Power Attack feat against you.
If you fail this Ride check, you miss your target (no attack the foe gains no bonus on the damage roll but still takes the
roll) and if you fail this Ride check by 5 or more, you miss corresponding penalty on the attack roll.
your target and fall off your mount, landing in a square Diverting Defense: To use this maneuver, you must be
adjacent to the mount’s space. flanked and you must designate one of the flanking
Fell Trample: You can make mounted overrun attempts attackers to be affected by your Dodge feat.
against more than one foe, resolving each attempt The first attack of the round from the designated attacker
according to the rules on page 157 and 158 of the Player’s automatically misses you and may strike the other flanking
Handbook. foe instead; the attacking creature makes an attack roll
Your mount gets a hoof attack against each foe you normally, and its ally is considered flat-footed.
successfully overrun. If the designated attacker is making a full attack against
Special: A fighter may select Cavalry Charger as one of you, its second and subsequent attacks function normally.
his fighter bonus feats. Cause Overreach: To use this maneuver, you must provoke
an attack of opportunity from a foe by moving out of a
threatened square.
COMBAT BRUTE [TACTICAL] If the toe misses you, you can make a free trip attempt
You employ strength and leverage to great effect in battle. against this foe, and the foe does not get a chance to trip
Prerequisites: Improved Sunder, Power Attack, base you if your attempt fails.
attack bonus +6.
Benefit: The Combat Brute feat enables the use of three FORMATION EXPERT [TACTICAL]
tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a You are trained at fighting in ranks and files.
successful bull rush attempt against a foe. Prerequisites: Base attack bonus +6.
During the next round, all your attacks against that foe gain Benefit: The Formation Expert feat enables the use of
a +1 bonus on attack and damage rolls for each square your three tactical maneuvers.
bull rush moved that foe. You gain the benefit of the feat even if you are fighting in
For example, if you pushed an ore back 10 (2 squares) feet formation with allies that do not have this feat.
with a bull rush, you would gain a +2 bonus on attack and Lock Shields: To use this maneuver, you must have a ready
damage rolls against that ore on the following round. shield, and adjacent allies on opposite sides of you must
Sundering Cleave: To use this maneuver, you must destroy a have ready shields.
foe’s weapon or shield with a successful sunder attempt (see You gain a +1 bonus to Armor Class.
page 158 of the Player’s Handbook). Step into the Breach: To use this maneuver, you must be
If you do so, you gain an immediate additional melee attack within a single move of an ally who falls in combat, and an
against the foe. ally must occupy every square between you and the fallen
The additional attack is with the same weapon and at the comrade.
same attack bonus as the attack that destroyed the weapon You can immediately Take a single move action (as if you
or shield. had readied an action to do so) to move into the square the
Momentum Swing: To use this maneuver, you must charge a fallen ally occupies.
toe in the first round, and you must make an attack using Wall of Polearms: To use this maneuver, you must be
your Power Attack feat in the second round. wielding a shortspear, longspear, trident, glaive, guisarme,
The penalty you take on your attack roll must be –5 or halberd, or ranseur, and you must have adjacent allies
worse. wielding weapons identical to yours on opposite sides of
Your attacks during the second round gain a bonus equal to you.
your attack roll penalty × 1-1/2, or × 3 if you’re using a two- You gain a +2 bonus on attack rolls.
handed weapon or a one-handed weapon wielded in two Special: A fighter may select Formation Expert as one of
hands. his fighter bonus feats.
For instance, if you choose to take a –6 penalty on your
attack roll, you can deal an extra 9 points of damage, or an
extra 18 points if you’re using a two-handed weapon or a GIANTBANE [TACTICAL]
one-handed weapon wielded in two hands. You are trained in fighting foes larger than you are.
Special: A fighter may select Combat Brute as one of his Prerequisites: Medium or smaller size.
fighter bonus feats. Tumble 5 ranks, base attack bonus +6.
Benefit: The Giantbane feat enables the use of three
tactical maneuvers.
ELUSIVE TARGET [TACTICAL] Duck Underneath: To use this maneuver, you must have
Trying to land a blow against you can be a maddening taken a total defense action, then have been attacked by a
experience. foe at least two size categories larger than you.
Prerequisites: Dodge, Mobility, base attack bonus +6. You gain a +4 dodge bonus to your Armor Class, which
Benefit: The Elusive Target feat enables the use of three stacks with the bonus for total defense.
tactical maneuvers. If that foe misses you, on your next turn, as a free action,
you may make a DC 15 Tumble check.
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If the check succeeds, you move immediately to any rounds of the end of your observation, you don’t get the
unoccupied square on the opposite side of the foe (having benefit of the feat.
success fully ducked underneath your foe).
If there is no unoccupied square on the opposite side of the
foe or you fail the Tumble check, you remain in the square SHOCK TROOPER [TACTICAL]
you are in and have failed to duck underneath your foe. You are adept at breaking up formations of soldiers when
Death from Below: To use this maneuver, you must have you rush into battle.
successfully used the duck underneath maneuver. Prerequisites: Improved Bull Rush, Power Attack, base
You may make an immediate single attack against the foe attack bonus +6.
you ducked underneath. Benefit: The Shock Trooper feat enables the use of three
That foe is treated as fiat-footed, and you gain a +4 bonus on tactical maneuvers.
your attack roll. Directed Bull Rush: To use this maneuver, you must make a
Climb Aboard: To use this maneuver, you must move successful bull rush attempt as part of a charge, for every
adjacent to a foe at least two size categories larger than you. square you push your foe back, you may also push that foe
In the following round, you may make a DC 10 Climb one square to the left or right.
check as a free action to clamber onto the creature’s back or Domino Rush: To use this maneuver, you must make a
limbs (you move into one of the squares the creature successful bull rush attempt that forces a foe into the same
occupies). square as another foe.
The creature you’re standing on takes a –4 penalty on attack You may make a free trip attempt against both foes at the
rolls against you, because it can strike at you only same time, and neither foe gets a chance to trip you if your
awkwardly, if the creature moves during its action, you attempt fails.
move along with it. Heedless Charge: To use this maneuver, you must charge and
The creature can try to shake you off by making a grapple make the attack at the end of the charge using your Power
check opposed by your Climb check, if the creature Attack feat.
succeeds, you wind up in a random adjacent square. The penalty you take on your attack roll must be —5 or
Special: A fighter may select Giantbane as one of his worse.
fighter bonus feats. In addition to normal charge modifiers (which give you a –
2 penalty to AC and a +2 bonus on the attack roll), you can
assign any portion of the attack roll penalty from Power
RAPTOR SCHOOL [TACTICAL] Attack to your Armor Class instead, up to a maximum equal
You know martial arts techniques inspired by hunting to your base attack bonus.
birds. Special: A fighter may select Shock Trooper as one of his
Prerequisites: Wis 13, Jump 5 ranks, base attack bonus fighter bonus feats.
+6.
Benefit: The Raptor School feat enables the use of three
tactical maneuvers. SUN SCHOOL [TACTICAL]
Eagle’s Swoop: To use this maneuver, you must charge a foe You have learned a number of esoteric martial arts
or jump down on your enemy from at least 10 feet up (see techniques inspired by the sun.
page 77 of the Player’s Handbook). Prerequisites: Flurry of blows ability, base attack bonus
Wake a jump check as a free action immediately before +4.
your next attack. Benefit: The Sun School feat enables the use of three
Prior to making the roll, determine the DC of the check: tactical maneuvers.
either DC 15 for a chance to deal 2 extra points of damage Inexorable Progress of Dawn: To use this maneuver, you must
or DC 25 for a chance to deal 4 extra points of damage. hit the same foe with the first two unarmed attacks from a
If you fail this Jump check, you miss your target, and if you flurry of blows, if you do, your foe must move back 5 feet,
fail this Jump check by 5 or more, you fall prone in an and you may move 5 feet forward if you wish.
adjacent square. This movement does not provoke an attack of opportunity
Falcon’s Feathers: To use this maneuver, you must be wearing for either character.
a cloak. Blinding Sun of Noon: To use this maneuver, you must
As a standard action, you can whip the cloak around you in successfully stun the same foe with an unarmed attack two
a distracting fashion. rounds in a row.
Make an attempt to feint in combat (see page 68 of the In addition to being stunned, that enemy is confused for 1d4
Player’s Handbook), using your base attack bonus instead of rounds thereafter.
your Bluff modifier, if you succeed, your target is treated as Flash of Sunset: To use this maneuver, you must move
flat-footed for the next melee attack you make against it. adjacent to a foe instantaneously, as with a dimension door
Hawk’s Eye: To use this maneuver, you must spend at least 1 spell or the monk’s abundant step class feature.
full round observing your foe. If you do so, you can immediately make a single attack at
While doing so, you can take no other actions. your highest attack bonus against that foe.
The next melee attack you make against your foe gains a +2
bonus on the attack and damage rolls for every round you
have just spent observing the foe, to a maximum bonus
of+6 (for 3 consecutive full rounds of observation), if the
target of your observation attacks you while you’re
124 observing, or if you don’t make the melee attack within 3
WEAPON STYLE FEATS longsword, or scimitar), Weapon Focus (warhammer or
light hammer).
Benefit: If you hit the same creature with both your
sword and your hammer in the same round, it must make a
ANVIL OF THUNDER [STYLE] Fortitude saving throw (DC 10 + 1/2 your character level +
You have mastered the style of fighting with hammer and your Str modifier) or fall prone.
axe at the same time, arid have learned to deal thunderous
blows with this unique pairing of weapons.
Prerequisites: Str 13, Improved Sunder, Power Attack, HIGH SWORD LOW AXE [STYLE]
Two-Weapon Fighting, Weapon Focus (warhammer or You have mastered, the style of fighting with sword and axe
light hammer), Weapon Focus (battleaxe, handaxe, or at the same time, and have learned to use this unusual
dwarven waraxe). pairing of weapons to pull your opponents off their feet.
Benefit: If you hit the same creature with both your axe Prerequisites: Improved Trip, Two-Weapon Fighting,
and your hammer in the same round, it must make a Weapon Focus (bastard sword, longsword, scimitar or
Fortitude saving throw (DC 10 +1/2 your character level + shortsword), Weapon Focus (battleaxe, handaxe, or
your Str modifier) or be dazed for 1 round. dwarven waraxe).
Benefit: If you hit the same creature with both your
BEAR FANG [STYLE] sword and your axe in the same round, you may make a free
trip attempt against that foe.
You have mastered the fierce style of fighting with axe and (if you succeed, you may immediately use your Improved
dagger at the same time. Trip feat to gain an additional attack against your foe).
You can bring the fight to close quarters in the blink of an
eye.
Prerequisites: Str 15, Power Attack, Two-Weapon LIGHTNING MACE [STYLE]
Fighting, Weapon Focus (dagger), Weapon Focus You are a master of fighting with two maces at the same
(battleaxe, handaxe, or dwarven waraxe). time, and have learned to strike your foes with lightning
Benefit: If you hit a creature with both your axe and your speed.
dagger in the same round, you deal normal damage with Prerequisites: Combat Reflexes, Two-Weapon Fighting,
both weapons, and you can choose to immediately attempt Weapon Focus (light mace).
to start a grapple as a free action without provoking an Benefit: Whenever you roll a threat on an attack roll
attack of opportunity, as if you had the improved grab while using a light mace in each hand, you gain an
ability. additional attack at that same attack bonus.
No initial touch attack is required.
It you succeed on your grapple attempt, you drop your axe,
but you immediately gain an additional attack against your NET AND TRIDENT [STYLE]
grappled foe with your dagger at your highest base attack You are a master of fighting with the net and the trident,
bonus (with the normal –4 penalty for attacking in a and have learned to quickly follow up a successful net
grapple). throw with a deadly jab of the trident.
In subsequent rounds, you can use the dagger to attack Prerequisites: Dex 15, Exotic Weapon Proficiency (net),
while grappling at the normal penalty. Two-Weapon Fighting, Weapon Focus (trident).
Benefit: As a full-round action, you can make a combined
CRESCENT MOON [STYLE] attack with your net and trident.
First, you throw your net; if you hit and successfully control
You have mastered the style of fighting with sword and your foe by winning the opposed Strength check, you may
dagger. immediately take a 5-toot step toward your opponent and
You know how to twist an opponent’s weapons from its make a full attack with your trident.
grasp with a single graceful motion while using your two
weapons together.
Prerequisites: Improved Disarm, Improved Two- QUICK STAFF [STYLE]
Weapon Fighting, Two-Weapon Fighting, Weapon Focus You have mastered the style of fighting with a quarterstaff,
(dagger), Weapon Focus (bastard sword, longsword, and have learned special maneuvers that complement this
scimitar, or short sword). unique weapon.
Benefit: If you hit the same creature with both your Prerequisites: Combat Expertise, Dodge, Two-Weapon
sword and your dagger in the same round, you may make Fighting, Weapon Focus (quarterstaff).
an immediate disarm attempt as a free action. Benefit: When you use Combat Expertise to gain a dodge
bonus while wielding a quarterstaff, you gain a dodge
HAMMER’S EDGE [STYLE] bonus 2 points higher than the penalty you take on your
attack rolls.
You are a master of the style of fighting with a hammer and For example, if you take a –1 penalty on your attack rolls,
sword at the same time, and have learned to hammer your you gain a+3 dodge bonus to your AC.
foes into the ground with your tremendous blows.
Prerequisites: Str 15, Improved Bull Rush, Two-
Weapon Fighting, Weapon Focus (bastard sword,
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SPINNING HALBERD [STYLE]
You have mastered the style of fighting with a halberd, and
can use all parts of the weapon—blade, spike, hook, or
butt—to strike devastating blows.
Prerequisites: Combat Reflexes, Two-Weapon Fighting,
Weapon Focus (halberd).
Benefit: When you make a full attack with your halberd,
you gain a +1 dodge bonus to your Armor Class as well as an
additional attack with the weapon at a –5 penalty.
This attack deals points of bludgeoning damage equal to
1d6 + 1/2 your Strength modifier.
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Prerequisites: Ability to turn undead, Extra Turning.
Benefit: Spend one of your turn undead attempts to add
DEFENDERS OF THE 2d6 points of sacred energy damage to all your successful
melee attacks against undead until the end of your next
action.
FAITH (3.0) DIVINE VIGOR [DIVINE]
You can channel energy to increase your speed and
MAIN SECTION FEATS Constitution.
Prerequisites: Ability to turn or rebuke undead, Cha
13+, Extra Turning.
DIVINE CLEANSING [DIVINE] Benefit: Spend one of your turn/rebuke undead attempts
You can channel energy to improve you and your allies’ to increase your base speed by 10 feet and gain a +2
ability to resist poison and curses. enhancement bonus to your Constitution.
Prerequisite: Ability to turn or rebuke undead, Cha 13+, These effects last a number of minutes equal to your
Extra Turning. Charisma modifier.
Benefit: Spend one of your turn/rebuke undead attempts
to grant all allies within a 60-foot burst (including yourself)
a +2 sacred bonus on Fortitude saving throws for a number EMPOWER TURNING [SPECIAL]
of rounds equal to your Charisma modifier. You can turn or rebuke more undead with a single turning
attempt.
Prerequisites: Ability to turn or rebuke undead,
DIVINE MIGHT [DIVINE] Charisma 13+, Extra Turning.
You can channel energy to increase the damage you deal in Benefit: You can turn or rebuke more undead than usual,
combat. but have a harder time affecting undead with a larger
Prerequisite: Ability to turn or rebuke undead, Cha 13+, number of Hit Dice.
Str 13+, Power Attack. If you take a –2 penalty on your turning check roll, you can
Benefit: Spend one of your turn/rebuke undead attempts add +2d6 to your turning damage roll.
to add your Charisma bonus to your weapon damage for a
number of rounds equal to your Charisma bonus.
EXTRA SMITING [SPECIAL]
You can make more smite attacks.
DIVINE RESISTANCE [DIVINE] Prerequisites: Class level 4+, smite ability.
You can channel energy to temporarily reduce damage you Benefit: When you take this feat, you gain one additional
and your allies take from some sources. attempt to smite per day.
Prerequisite: Ability to turn or rebuke undead, Extra Use whatever smite ability you have (for example, that of a
Turning, Divine Cleansing. paladin, a holy liberator, or a cleric with the Destruction
Benefit: Spend one of your turn/rebuke undead attempts domain).
to imbue all allies within a 60-foot burst (including You can take this feat multiple times.
yourself) with resistance fire, cold, and electricity resistance
5.
This resistance does not stack with similar resistances, such HEIGHTEN TURNING [SPECIAL]
as those granted by spells or special abilities. You can affect more powerful undead with your turning or
The protection lasts until the end of your next turn. rebuking attempts.
Prerequisites: Cha 13+, Extra Turning.
DIVINE SHIELD [DIVINE] Benefit: When you turn or rebuke undead, you may
choose a number no higher than your cleric level.
You can channel energy to make your shield more effective Add that number to your turning check, while subtracting
for either offense or defense. it from your turning damage roll.
Prerequisites: Ability to turn or rebuke undead, Cha If you’re not a cleric, you may choose a number no higher
13+, Str 13+, Power Attack, Improved Shield Bash. than your effective cleric level (for instance, a paladin could
Benefit: Spend one of your turn/rebuke undead attempts choose a number up to two less than his paladin level).
to channel energy into your shield, granting it an If a prestige class increases your effective turning level, use
enhancement bonus equal to your Charisma modifier. your effective turning level.
This enhancement bonus applies both to the shield’s
attacks and defense, and lasts for a number of rounds equal
to your Charisma modifier. IMPROVED SHIELD BASH
[GENERAL]
DIVINE VENGEANCE [DIVINE] You can push opponents back by bashing them with your
You can channel energy to deal additional damage against shield.
undead in melee. Prerequisites: Power Attack.
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Benefit: Any shield bash you make with a small or large
shield also affects your opponent as if you had performed a SIDEBAR FEATS
bull rush.
You don’t actually move into your opponent’s square or LEADESHIP FEAT OPTIONS
incur attacks of opportunity for the bash.
You also can’t move your opponent back more than 5 feet,
nor can you move along with the defender.
You can’t use this feat with a buckler.
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its successful melee attacks against undead until the end of
its next action.
DEITIES AND This is a supernatural ability.
ENERGY SUBSTITUTION
DEMIGODS (3.0) [METAMAGIC]
The deity can modify a spell that uses energy to use another
MAIN SECTION FEATS type of energy.
Prerequisites: Any other metamagic feat, Knowledge
(arcana) 5 ranks.
BLINDSIGHT, 5-FT RADIUS Benefit: The deity chooses one type of energy: acid, cold,
electricity, fire, or sonic.
[GENERAL] When employing a spell with the acid, cold, electricity, fire,
The deity senses opponents in the darkness. or sonic designator, it can modify the spell to use its chosen
Prerequisites: Base attack bonus +4, Blind-Fight, type of energy instead.
Wisdom 19. The altered spell uses a spell slot of the spell’s normal level.
Benefit: Using senses such as acute hearing and The altered spell works normally in all respects except the
sensitivity to vibrations, the deity detects the location of type of damage dealt.
opponents who are no more than 5 feet away from it. For example, a fireball spell changed to a sonicball spell
Invisibility and darkness are irrelevant, though it cannot works like a fireball, but deals sonic damage instead of fire
discern incorporeal beings. damage.
(Except for the decreased range, this feat is identical with Special: A deity can gain this feat multiple times.
the exceptional ability blindsight defined in the Monster Each time the feat applies to a different type of energy.
Manual).
ESCHEW MATERIALS [METAMAGIC]
DISGUISE SPELL [METAMAGIC] The deity can cast spells without material components.
The deity can cast spells without observers noticing it. Prerequisite: Any other metamagic feat.
Prerequisites: Bardic music, Perform 12 ranks. Benefit: A spell cast with Eschew Materials can be cast
Benefit: The deity has mastered the art of casting spells with no material components.
unobtrusively, mingling verbal and somatic components Spells without material components are not affected.
into its music and performances so that others rarely catch Spells with material components with a cost of more than 1
the deity in the act of casting a spell. gp are not affected.
Like a silent, stilled spell, a disguised spell can’t be An eschewed spell uses up a spell slot of the spell’s normal
identified through Spellcraft. level.
The deity’s performance is obvious to everyone in the
vicinity, but the fact that the deity is casting a spell isn’t.
Unless the spell visibly emanates from the deity or EXTRA MUSIC [GENERAL]
observers have some other means of determining its source, The deity can use its bardic songs more often than it
they don’t know where the effect came from. otherwise could.
A disguised spell uses up a spell slot one level higher than Prerequisite: Bardic music.
the spell’s actual level. Benefit: The deity can use its bardic music four extra
times per day.
DIVINE MIGHT [DIVINE] Normal: Bards without the Extra Music feat can use
bardic music once per day per level.
The deity can channel energy to increase its damage in Special: A deity can gain this feat multiple times, adding
combat. another four uses of bardic music each time.
Prerequisites: Ability to turn or rebuke undead, Cha 13,
Str 13, Power Attack.
Benefit: The deity can spend one of its turn/rebuke EYES IN THE BACK OF YOUR HEAD
undead attempts to add its Charisma modifier to its weapon [GENERAL]
damage for a number of rounds equal to its Charisma
modifier. The deity’s superior battle sense helps minimize the threat
This is a supernatural ability. of flanking attacks.
Prerequisites: Base attack bonus +3, Wis 19.
Benefit: Attackers do not gain the usual +2 attack bonus
DIVINE VENGEANCE [DIVINE] when flanking the deity.
The deity can channel energy to do additional energy This feat grants no effect whenever the deity is attacked
damage in combat against undead. without benefit of its Dexterity modifier to AC, such as
Prerequisites: Ability to turn undead, Extra Turning. when it is flat-footed or when it is the target of a rogue’s
Benefit: The deity can spend one of its turn undead sneak attack.
attempts to add 2d6 points of sacred energy damage to all 129
Benefit: In addition to the standard extra attack the deity
FLEET OF FOOT [GENERAL] gets with an off-hand weapon and the second attack with
The deity runs so nimbly that it can turn corners without the off-hand weapon provided by Improved Two-Weapon
losing momentum. Fighting, the deity gets a third attack with the off-hand
Prerequisites: Dex 15, Run. weapon, albeit at a –10 penalty (see Table 8–2: Two-Weapon
Benefit: When running or charging, the deity can make a Fighting Penalties in the Player’s Handbook).
single direction change of 90 degrees or less. Special: A ranger who meets only the base attack bonus
A deity can’t use this feat while wearing medium or heavy prerequisite and the Improved Two-Weapon Fighting
armor, or if it is carrying a load heavier than light. prerequisite can gain this feat but can only use it when
Normal: Without this feat, a deity can run or charge only wearing light or no armor.
in a straight line. This feat can be taken as one of a fighter’s bonus feats.
131
A sacred spell uses up a spell slot two levels higher than the For example, a fireball spell changed to a subdualball spell
spell’s actual level. works like a fireball, but it deals subdual damage instead of
Only divine spells can be cast as sacred spells. fire damage.
133
134
Notes: This ability gives the deity access to every spell on
the sorcerer/wizard spell list, provided that the deity has
ANNIHILATING STRIKE [] sufficient wizard levels and a sufficient Intelligence score
Any physical attack the deity makes can destroy a foe to cast them.
outright. The deity also can invent new sorcerer/wizard spells
Prerequisites: Divine rank 11, base attack bonus +20, without researching them.
Str 25. Suggested Portfolio Elements: Knowledge, magic.
Benefit: When the deity strikes with a weapon or natural
weapon, the opponent struck might be obliterated.
Creatures, attended objects, and magic items must make AREA DIVINE SHIELD []
Fortitude saves (DC 20 + the deity’s rank + the damage The deity can use part of its personal energy as a barrier that
dealt) or be reduced to –10 hit points and killed outright. protects against almost any attack.
Unattended, nonmagical objects are obliterated. Prerequisites: Divine rank 6, Cha 29, Divine Shield
The deity can destroy up to 1,000 cubic feet (a 10-foot cube) salient divine ability.
of nonliving matter per rank, so the ability destroys only Benefit: Except where noted here, this ability works like
part of any very large object or structure targeted. the Divine Shield ability.
Notes: Deities with a rank equal to or greater than the The deity produces a transparent barrier whose area is up to
attacking deity are not subject to this ability. one 10-foot square per rank, or a sphere or hemisphere with
This ability has no effect on objects or effects that are not a radius of up to 1 foot per rank.
subject to physical attacks, such as walls of force. The barrier can be placed anywhere within the deity’s line
Suggested Portfolio Elements: Death, justice, of sight.
vengeance, war. The deity can place the barrier so that it is mobile with
respect to some unattended object or willing creature (such
as the deity itself ).
ARCANE MASTERY [] The barrier can be adjusted to ignore certain types of
The deity can prepare wizard spells without consulting a damage, just as a divine shield can.
spellbook. If the deity makes the shield mobile with respect to a
Prerequisites: Spellcaster level 1st, Int 29, Spell willing creature, the deity also can make the barrier one-
Mastery. way with respect to the creature and its allies, allowing
Benefit: The deity can prepare any wizard spell that it can them to attack through the shield and still use its
cast without using a spellbook. protection.
135
Notes: The deity can shape the shield around itself or This decrease in divine rank affects many of the avatar’s
around a willing creature so that it is skintight, which statistics and abilities, including bonuses to attack rolls,
prevents the subject from being touched. damage, saves, checks, and Armor Class, damage reduction,
Suggested Portfolio Elements: Mercy, protection. resistances, number of salient divine abilities and bonus
salient divine abilities, uses per day of domain powers,
saving throw DCs against spell-like abilities, range of
AUTOMATIC METAMAGIC [] senses, automatic actions, magic items it can create, and
The deity can apply a particular metamagic feat to spells it extent of divine aura.
can cast or to spell-like abilities it knows with no spell slot The deity’s ability scores, speed, class levels, and Hit Dice
adjustment. are unchanged.
Prerequisite: Spellcaster level 1st. Divine Abilities: The avatar has salient divine abilities
Benefit: The deity chooses one metamagic feat. according to its own divine rank.
As a free action, the deity can apply the selected feat to the The deity chooses which of its abilities the avatar has when
spells from any one spellcasting class the deity has or to its creating the avatar.
spell-like abilities. The avatar cannot have a salient divine ability that is not
A spell altered by the use of this ability does not use up a available to a deity of its own rank, nor can it use a salient
higher-level slot. divine ability if it doesn’t meet the prerequisites.
Notes: The deity must obey all the limitations normally An avatar cannot have the Avatar or Possess Mortal salient
associated with the metamagic feat. divine abilities.
For example, a deity using Automatic Metamagic (quicken An avatar does not have any remote sensing or remote
wizard spells) could cast only one quickened wizard spell communication powers.
each round. Suggested Portfolio Elements: Any.
Any metamagic feat selected cannot have a level
requirement of 21st or higher. BANESTRIKE []
Feats that depend on making the spell’s level higher, such
as Heighten Spell, do not work with this ability. Any weapon the deity wields works better against one type
A deity can have this ability multiple times, choosing a of foe.
metamagic feat and either a spellcasting class or spell-like Prerequisite: Base attack bonus +20.
abilities to which the ability will apply each time. Benefit: The affected weapon gains a bonus of +4 on
Suggested Portfolio Elements: Knowledge, magic. attack rolls, and it deals an extra +4d6 points of damage
against the designated foe.
The bonus and extra damage stack with any other
AVATAR [] properties the weapon has.
The deity can use some of its own energy to create a Notes: The deity selects one kind of enemy from the list
duplicate of itself. below.
Prerequisites: Divine rank 6, Cha 29.
Benefit: An avatar serves as a deity’s alter ego, effectively
allowing the deity to be in two or more places at the same
time.
An avatar is an extension of a deity.
The deity senses and knows everything the avatar senses
and knows and vice versa.
Each avatar counts as a remote location where the deity is
sensing and communicating.
A lesser deity can have up to five avatars at once, an
intermediate deity can have up to ten, and a greater deity
can have up to twenty avatars at once. The ability functions only when the deity personally
It takes a deity one year to create an avatar or replace a attacks with a melee weapon or ranged weapon.
destroyed avatar. The deity can apply the Banestrike ability to any weapon or
The process does not require any special effort on the natural weapon, but not to a spell, spell-like ability,
deity’s part; the deity simply starts the process and lets it supernatural ability, or divine ability.
run its course. A deity can have this ability multiple times, choosing a
An avatar must be created in the deity’s own realm. different kind of foe each time.
If the deity has the Divine Creation salient divine ability, The deity can imbue only one bane special ability to a
the deity can use it to create a new avatar anywhere. weapon at a time and can change among them once a round
However, the deity must rest afterward as noted in the as a free action.
Divine Creation ability description. Suggested Portfolio Elements: Death, justice,
An avatar is a less powerful version of a deity, created by vengeance, war.
modifying the deity’s statistics, that has the following
characteristics.
Divine Rank: The avatar’s divine rank is half that of the deity BATTLESENSE []
(round down). The deity is nearly impossible to surprise, flank, or catch
flat-footed.
136
Benefit: The deity cannot be surprised or flanked except Suggested Portfolio Elements: Agriculture, earth,
by a deity of higher rank. fertility.
The deity retains its Dexterity bonus to Armor Class even if
caught flat-footed or attacked by an invisible opponent, and
is not subject to sneak attacks except by deities of higher CONTROL CREATURES []
rank. The deity can dominate and control the actions of a specific
Notes: If the deity has the uncanny dodge class feature, kind of creature.
this ability replaces it. Benefit: The deity can command some kind of creature as
Suggested Portfolio Elements: War. noted in the deity’s description.
This ability is similar to the dominate monster spell, but it is
not a mind-affecting ability (the deity seizes direct control
CALL CREATURES [] over the creature’s body).
The deity can bring creatures to serve and aid it. Each day the deity can attempt to control a number of
Benefit: The kind of creature the deity can call is noted in creature equal to its divine rank.
the deity’s description. The deity can attempt to take control of that number all at
Each creature called can have no more Hit Dice than the once, or in smaller numbers.
deity has divine ranks, and the deity cannot have more All creatures to be affected must be within the deity’s line
creatures serving it at any given time than the deity has of sight when first affected.
ranks. Once control is established, distance is not a factor and the
The creatures are transported to the deity’s presence deity can maintain control remotely, even across planes and
through an interdimensional connection similar to that through wards or barriers (except divine shields and
created by a gate spell, except that it opens to the Material warding spells cast by deities of higher rank than the deity
Plane. using the ability).
The creatures willingly serve to the best of their ability. The subject is allowed a Will save (DC 10 + the deity’s rank
The calling effect is otherwise similar to the calling + the deity’s Charisma modifier) to resist and is allowed a
property of the gate spell. new save if the deity commands the subject to do
Notes: A deity can have this ability multiple times, something against its nature.
choosing a different kind of creature each time. At any given time, the deity cannot have more creatures
Suggested Portfolio Elements: Any. under its control than 10 times its divine rank.
If the deity already has the maximum number of creatures
under its control, it can still attempt to take control of other
CLEARSIGHT [] creatures, but must first release one or more creatures
The deity can perceive reality despite appearances. already under its control.
Prerequisites: Divine rank 6, Wis 29. For example, a deity with a divine rank of 15 can attempt to
Benefit: The deity can see illusions, transmuted creatures control fifteen creatures each day and up to fifteen
and objects, and disguised creatures or objects for what creatures at once.
they really are, provided they are within 10 feet per divine The deity can have up to one hundred fifty creatures under
rank of the deity. its control at any govern time.
This ability is similar to the true seeing spell, except that it If the deity already has one hundred fifty creatures under
does not reveal creatures’ alignments and it does foil its control, it must release at least one to use this ability on a
mundane disguises. new creature.
Suggested Portfolio Elements: Knowledge, truth. Notes: A deity can have this ability multiple times,
choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.
COMMAND PLANTS []
The deity can control plants and plant creatures. CRAFT ARTIFACT []
Benefit: The deity can make plants grow in a radius of up
to one mile per divine rank once per day. The deity can make magic items that exceed mortal limits.
The deity can use this ability even in a place where no Prerequisites: Craft Magic Arms and Armor, Craft Rod,
plants grow (such as the middle of a desert), though in this Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring,
case the plants wither and die after one day. Scribe Scroll.
This ability works like the plant growth spell, except that it Benefit: The deity can craft magic arms and armor, staffs,
cannot be countered except by a deity of higher rank than wands, wondrous items, rings, and scrolls that exceed the
the deity using the ability. normal limits for such items (as stated in the DUNGEON
Also once per day, the deity can charm plant creatures, MASTER’s Guide).
animate plants, or make them entangle its foes. For instance, the deity could create a magic sword with an
This ability functions like the command plants spell, except enhancement bonus higher than +5, a staff that allows the
that its maximum duration is one day no matter which use of spells of higher than 9th level, a cloak of Charisma
option the deity chooses. with an enhancement bonus higher than +6, and so on.
At any one time, the deity can charm a number of plant More information on such items can be found in the Epic
creatures equal to its divine rank with this ability, Level Handbook.
regardless of Hit Dice. Suggested Portfolio Elements: Crafts, knowledge,
magic.
137
Benefit: The deity gains a competence bonus on attack
CREATE GREATER OBJECT [] rolls, damage, and Armor Class equal to its divine rank if
The deity can create complex objects out of nothing. both the deity and its foe are airborne.
Prerequisites: Divine rank 11, Int 29, Create Object The deity can fly with perfect maneuverability.
salient divine ability. When flying, the deity can automatically know the location
Benefit: As a full-round action, the deity can create of any corporeal creature within 10 feet per divine rank, by
objects weighing up to 100 pounds per divine rank, or with sensing the disturbance in the air the creature causes.
a volume of 20 cubic feet per rank. Suggested Portfolio Elements: Air, wind.
If the deity uses this ability on a divinely morphic plane or
within its own godly realm, double the volume and weight
the deity can create. DIVINE ARCHERY []
If the deity’s realm is located on a divinely morphic plane, The deity is the epitome of the archer, with abilities that
triple the volume and weight the deity can create there. surpass those of mortal archers.
Notes: This ability works like the Create Object ability, Prerequisites: Base attack bonus +20, Dex 29, Point
except as noted below. Blank Shot, Far Shot.
A deity can use this ability to create any kind of nonmagical Benefit: The deity can fire a ranged weapon at any target
object. within line of sight and within range of the deity’s personal
Rest: The deity must convert a considerable amount of its senses.
own energy into the object, which can leave the deity No range increment applies to the attack.
impaired. The deity does not incur any attacks of opportunity for
The deity can create an object with a value of up to 100 gp firing a bow when threatened.
without impairment. As a full-round action, the deity may fire an arrow at her
For every additional 100 gp of value (or fraction of 100 gp), full base attack bonus at each opponent within 10 feet per
the deity must rest for 10 minutes. divine rank.
If the deity is creating an item on a divinely morphic plane The deity must have the Weapon Focus feat with the type
or within its own godly realm, it can create a 200 gp item of bow she uses to perform this attack.
without resting. When shooting a ranged weapon, the deity can ignore any
If the deity’s realm is located on a divinely morphic plane, it cover bonus to the target’s AC or any miss chance conferred
can create a 300 gp item there without having to rest. by the target’s concealment.
Suggested Portfolio Elements: Crafts, creation. Suggested Portfolio Elements: Archers, war.
143
targeted at creatures within the area, or if their paths take
them through the area).
DIVINE SPLENDOR [] In addition, the force expels creatures whose alignment on
The deity’s mere proximity is fatal to mortals. the ethical (lawful-chaotic) axis is opposite the deity’s.
Prerequisites: Divine rank 16, Cha 26. If the deity’s ethical alignment is neutral (neutral good or
Benefit: Any mortal who approaches within 10 feet per neutral evil), the force does not expel any creatures.
divine rank of the deity in its natural form dies Affected creatures in the area must make Fortitude saves
immediately, with no saving throw. (DC 10 + the deity’s Charisma modifier + the deity’s divine
Suggested Portfolio Elements: Supreme. rank) or be picked up and thrown out, regardless of size.
Such creatures suffer 1d6 points of damage for each 10 feet
they travel.
DIVINE STORM [] Creatures that make successful saves are not affected by the
The deity can create a vortex of force that protects the deity vortex for one day, although the vortex still stops their
and harms those of an alignment different from the deity’s. thrown weapons and projectiles.
Prerequisite: Divine rank 11. Creatures that fail their saves can attempt to reenter the
Benefit: The deity can surround itself with a vortex of area, but must attempt new saves.
holy or unholy force that manifests in different forms The force damages creatures whose alignment on the moral
depending on the deity. (good-evil) axis is opposite the deity’s.
The vortex extends from the deity in an emanation with a If the deity’s moral alignment is neutral (lawful neutral or
radius of 10 feet per divine rank. chaotic neutral), the force does not damage any creatures.
The effect stops attacks with thrown weapons and Affected creatures in the area must make Fortitude saves
(DC 10 + the deity’s Charisma modifier + the deity’s divine
144 projectiles (they fail if made by creatures inside the area, or
rank) each round or suffer 1 point of holy damage per
divine rank. DIVINE WEAPON MASTERY []
A successful save negates the damage, but the creature must The deity is exceptionally proficient with weapons.
save again the next round if it is still within the area. Prerequisites: Fighter level 20th, War domain.
Creatures whose alignment is diametrically opposed to the Benefit: The deity receives the benefits of the Weapon
deity’s are subject to both effects. Focus, Weapon Specialization, and Improved Critical feats
For example, Heironeous’s storm of justice expels chaotic when wielding any simple or martial weapon.
creatures, damages evil creatures, and both expels and Suggested Portfolio Elements: War.
damages chaotic evil creatures.
Hextor’s storm of pain expels chaotic creatures, damages
good creatures, and has both effects on chaotic good DIVINE WEAPON SPECIALIZATION []
creatures. The deity deals tremendous damage with one kind of
Pelor’s sunstorm damages evil creatures. weapon.
Suggested Portfolio Elements: War. Prerequisites: Base attack bonus +20, Divine Weapon
Focus salient divine ability with the selected weapon.
Benefit: This ability works like the fighter’s Weapon
DIVINE WATER MASTERY [] Specialization feat, except that the deity receives a bonus on
The deity has mastery over water. damage with the weapon equal to its divine rank.
Prerequisites: Water domain. Notes: If the selected weapon is a ranged weapon, the
Benefit: The deity gains a competence bonus on attack, extra damage applies against any target the deity can see.
damage, and Armor Class equal to its divine rank if both the The damage bonus from this ability stacks with the damage
deity and its foe are touching the same body of water. bonus from the Divine Weapon Mastery ability and the
The deity gains a swim speed commensurate with its size Weapon Specialization feat.
(see Divine Characteristics). A deity can have this ability multiple times, choosing a
At will, as a full-round action, the deity can create a different kind of weapon each time.
devastating tidal wave of water. Suggested Portfolio Elements: War.
On land, the wave has effects similar to a flash flood:
Creatures caught in the water must make a Fortitude save
(DC 15). ENERGY BURST []
Large or smaller creatures that fail the save are swept away, The deity can create a blast of damaging energy.
taking 1d6 points of subdual damage per round (1d3 points Benefit: The deity can create an emanation of a specific
on a successful Swim check against DC 20). type of energy (acid, cold, electricity, fire, or sonic energy,
Huge creatures that fail are knocked down, while specified in the deity’s description) with a radius of 10 feet
Gargantuan and Colossal creatures are checked. per divine rank.
(See the Weather Hazards section in Chapter 3 of the Anything in the area takes 1d8 points of the appropriate
DUNGEON MASTER’s Guide). energy damage per divine rank.
The wave destroys all wooden buildings and 25% of the Damage is halved for those who make successful saving
stone buildings it comes into contact with. throws (Reflex for acid, cold, electricity, or fire, or Fortitude
At sea, the tidal wave capsizes ships and crushes them to for sonic energy; DC 10 + the deity’s divine rank + the
splinters. deity’s Constitution modifier).
The wave affects a number of miles of coastland up to the Notes: A deity can have this ability multiple times,
deity’s divine rank. choosing a different type of energy each time.
When touching water, the deity can automatically sense Suggested Portfolio Elements: Nature.
the location of anything within 10 feet per divine rank that
is in contact with the same body of water.
Suggested Portfolio Elements: Water. ENERGY STORM []
The deity can create a vortex of swirling energy that
DIVINE WEAPON FOCUS [] protects it and damages those who touch the vortex.
Prerequisite: Divine rank 11.
The deity is particularly adept with one kind of weapon. Benefit: The deity can surround itself with a vortex of
Benefit: This ability works like the Weapon Focus feat energy (acid, cold, electricity, fire, sonic, positive, or
except that the deity receives a bonus of +4 on attacks with negative energy, specified in the deity’s description).
the weapon. The vortex extends from the deity in an emanation with a
Notes: This bonus stacks with the divine rank bonus radius of 10 feet per divine rank.
deities get on attack rolls, and with the Divine Weapon The effect stops attacks with thrown weapons and
Mastery salient divine ability. projectiles.
It also stacks with the Weapon Focus feat. Such attacks fail if made by creatures inside the area, or
A deity can have this ability multiple times, choosing a targeted at creatures within the area, or if their paths take
different kind of weapon each time. them through the area.
Suggested Portfolio Elements: War. Energy storms that use acid, cold, electricity, fire, or sonic
energy deal 1 point of energy damage and 1 point of holy
damage per divine rank each round.
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Positive energy deals 1 point of damage per divine rank to It can affect up to one creature per divine rank at once, but
undead creatures, and heals the same amount of damage on no more than one creature per divine rank each day.
living creatures. All must be within the deity’s line of sight when first
Negative energy deals 1 point of negative energy per divine affected.
rank to living creatures, and heals the same amount of Subjects can attempt Fortitude saves (DC 10 + deity’s
damage on undead creatures. Charisma modifier + deity’s divine rank).
Notes: A deity can have this ability multiple times, Creatures who fail their saves become fatigued (see the
choosing a different type of energy each time. Player’s Handbook) and their speed is reduced by half.
Suggested Portfolio Elements: Fire, storms. Furthermore, any mount or vehicle they ride is likewise
slowed.
The effect lasts one day.
EXTRA DOMAIN [] Suggested Portfolio Elements: Travel.
The deity gains an extra domain.
Prerequisite: Divine rank 6.
Benefit: The deity chooses one domain to add to its list of
FREE MOVE []
domains. The deity can move almost instantaneously.
The deity can grant spells and powers from that domain Prerequisites: Dex 29, Divine Celerity salient divine
and use those spells and powers personally, just as it can the ability.
spells and powers of its other domains. Benefit: The deity can move up to its speed once a round
Notes: A deity can have this ability multiple times, as a free action.
choosing a new domain each time. Suggested Portfolio Elements: Travel.
Suggested Portfolio Elements: Any.
FRIGHTFUL PRESENCE []
EXTRA ENERGY IMMUNITY [] The deity’s attacks strike fear into opponents.
The deity is immune to some form of energy. Prerequisites: Cha 24.
Prerequisites: Divine rank 6, resistance to the energy Benefit: Whenever the deity performs a specific action
type selected. specified in the deity’s description (usually attacking, but
Benefit: The deity gains immunity to acid, cold, sometimes roaring or making another intimidating
electricity, fire, or sonic energy. gesture), foes within a 30-foot-radius burst must make Will
Notes: This ability is effective even if the attacker is a saves (DC 10 + deity’s Charisma modifier + deity’s divine
deity of higher rank. rank).
A deity can have this ability multiple times, choosing a Foes within the burst, but not the deity’s immediate target,
different form of energy each time. become shaken for 3d6 rounds if they fail their saves.
Suggested Portfolio Elements: Any. Creatures the deity attacks when it activates the ability
become panicked for 3d6 rounds if they fail their saves.
Foes who make successful saving throws are unaffected by
EXTRA SENSE ENHANCEMENT [] this ability for one day.
The deity has a sense of sight, hearing, or smell even more Suggested Portfolio Elements: Destruction, war.
acute than normal for a deity.
Prerequisites: Wis 29. GIFT OF LIFE []
Benefit: The deity chooses one sense to enhance.
The ability can extend a sense’s range one mile per divine The deity can restore any previously living mortal creature
rank, or it can allow the sense to ignore one type of physical to life.
or magical blockage. Benefit: The deity restores the dead creature to life, no
For example, the deity could see through solid objects or in matter how long the creature has been dead or what the
magical darkness. condition of the body.
The enhanced sense can penetrate 10 feet of a physical Notes: This ability works like the true resurrection spell,
barrier per rank or 100 feet of a less tangible barrier (such as except that there is no material component and the amount
fog or smoke) per rank. of time the subject has been dead is irrelevant.
Notes: Some deities have specific applications of this This ability can restore a creature to life against its will, but
ability that go beyond the normal senses, such as Ptah’s only with the permission of whatever deity rules the
ability to see ethereal creatures and objects. underworld (Hades, Osiris, Hel) or the divine realm where
A deity can have this ability multiple times, choosing a the mortal’s soul resides.
different sense each time. This ability can resurrect an elemental or outsider and can
Suggested Portfolio Elements: Any. resurrect a creature whose soul is trapped (see Bringing
Back the Dead in Chapter 10 of the Player’s Handbook)
provided the soul is not held by a deity of higher rank than
FOOTSORE [] the one using this ability.
The deity can make living creatures tired. This ability cannot restore life to a creature that has been
Prerequisites: Travel domain. slain by the Hand of Death ability or the Life and Death
Benefit: The deity can sap the energy from living ability of a deity with a higher rank.
creatures so that they feel tired. Suggested Portfolio Elements: Healing, life.
146
GROW CREATURE [] INCREASED SPELL RESISTANCE []
The deity can make a certain type of creature larger. The deity has spell resistance beyond the divine norm.
Benefit: This ability works like the animal growth spell, Benefit: The deity’s spell resistance increases by 20.
except that it can affect up to one creature of the specified Notes: A deity can have this ability multiple times, and its
type per divine rank each day, all of which must be within effects stack.
the deity’s line of sight when first affected. A deity with two applications of this ability improves its
The effect lasts one day. spell resistance by 40.
Notes: A deity can have this ability multiple times, Suggested Portfolio Elements: Magic.
choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.
INDOMITABLE STRENGTH []
The deity is very difficult to best in contests of strength.
HAND OF DEATH [] Prerequisite: Str 40, Strength domain.
The deity can slay any living mortal creature. Benefit: If required to make an opposed roll involving
Benefit: The deity points to any mortal within the deity’s Strength (including grapple checks), the deity receives a
sensory range and snuffs out its life. divine bonus of +25 on its roll.
There must be an unbroken line of effect between the deity This bonus stacks with the normal divine rank bonus.
and the target. Suggested Portfolio Elements: Strength.
Notes: This ability works like the destruction spell, except
that there is no material component.
The mortal is allowed a Fortitude saving throw with a DC of INSTANT COUNTERSPELL []
20 + the deity’s Charisma bonus + the deity’s divine rank. The deity can counterspell as a free action.
Even if the save succeeds, the subject takes 10d6 points of Benefit: When any spell is cast within the deity’s line of
damage, which may kill it anyway. sight, the deity can counterspell it as a free action, provided
If the attack kills the mortal (either through a failed saving that the deity is capable of casting the spell immediately or
throw or through damage), the mortal cannot be raised or has it as a spell-like ability and makes the required
resurrected afterward, except by a deity of equal or higher Spellcraft check.
rank using the Gift of Life, Life and Death, or Mass Life and The use of Instant Counterspell counts against the normal
Death salient divine ability. number of free actions the deity is allowed each round.
Suggested Portfolio Elements: Death. Suggested Portfolio Elements: Magic.
149
This sentience lasts a maximum of one day, and the Use the mortal’s effective ability scores to determine skill
sentient tree or animal obeys the deity’s commands to the modifiers.
best of its ability. Suggested Portfolio Elements: Supreme.
The deity can affect up to one creature per divine rank at
once, but no more than that number each day.
All must be within the deity’s line of sight when first POWER OF LUCK []
affected. The deity can bestow good luck or ill.
Also, the deity can transmute any creature into a plant or Prerequisites: Luck domain.
animal of approximately the same size or up to two size Benefit: The deity can give creatures good or bad fortune.
categories smaller. The deity can affect up to one creature per divine rank at
The subject is allowed a Fortitude save (DC 10 + the deity’s once, but no more than that number each day.
Charisma modifier + the deity’s divine rank) to resist. All must be within the deity’s line of sight when first
Subjects turned into plants become objects. affected.
Subjects turned into animals have the same abilities and Subjects receive a luck bonus of +1 per divine rank or a luck
statistics of the kind of animal the deity chooses. penalty of –1 per divine rank on attack rolls, saves, and
The Alter Reality ability can make either effect permanent. checks for one day.
Note: Ehlonna can use this ability up to one time per day Any creature that attacks the deity automatically suffers the
per divine rank, and its effects last one day. luck penalty, and this does not count against the deity’s
Suggested Portfolio Elements: Nature. daily uses of this ability.
Suggested Portfolio Elements: Fate, gambling, luck.
POSSESS MORTAL []
The deity can infuse some of its energy into a mortal, POWER OF NATURE []
turning the mortal into an extension of the deity. The deity can control the forces of nature.
Prerequisites: Cha 29. Benefit: The deity can perform any of the following in a
Benefit: The deity can possess any mortal in any location radius of one mile per divine rank around the deity, at will,
the deity can sense. as a fullround action.
Unwilling mortals can attempt Will saves (DC 10 + the • Create or quell winds to produce anything from still air to
deity’s Charisma modifier + the deity’s rank). tornado force winds.
Notes: Spells that prevent possession block this ability if • Set the temperature anywhere from –50°F to 120°F.
the mortal is unwilling. • Shake the earth, as the earthquake spell.
Likewise, spells that end possession drive out the deity if • Create rain, sleet, hail, snow, or thunderstorms.
the mortal is unwilling. These effects last as long as the deity concentrates and for
If the mortal is willing, however, the deity cannot be up to 1 minute per divine rank afterward.
blocked or driven out, except by a divine shield or the use The deity can end an effect as a free action.
of the Alter Reality salient divine ability by a deity of See Chapter 3 of the DUNGEON MASTER’s Guide for
higher rank. weather effects.
The possessed mortal effectively becomes an avatar of the Suggested Portfolio Elements: Nature, sea, weather.
deity.
The deity can draw on all the possessed mortal’s memories,
and the deity senses what the mortal senses. POWER OF TRUTH []
Each mortal possessed counts as a remote location where The deity can discern lies and compel creatures to tell the
the deity is sensing and communicating. truth.
A demigod can possess up to two mortals at a time, a lesser Benefit: The deity knows when anyone (other than a
deity can possess up to five mortals at once, an intermediate deity of equal or higher rank) deliberately lies.
deity can possess up to ten, and a greater deity can possess This ability works like the discern lies spell, except that it
up to twenty mortals at once. works continuously and applies to any creature the deity
While the deity is in possession, the mortal’s abilities are can perceive.
unchanged, except as noted below. The deity also can enchant creatures so they become
Type: Same as the deity. truthful.
Hit Points: Same as the mortal, +1 for each rank of the deity. The deity can affect up to one creature per divine rank at
Armor Class: The mortal gains a divine bonus to Armor Class once, but no more than that number each day.
equal to half the deity’s divine rank. All must be within the deity’s line of sight when first
Ability Scores: Strength, Dexterity, and Constitution are affected.
unchanged. The enchanted creatures become unable to utter any
Intelligence, Wisdom, and Charisma become 5 points deliberate falsehoods or evasions of truth for one day.
lower than the deity’s (or remain as the mortal’s scores if The subject is allowed a Will save (DC 10 + the deity’s
they are higher). Charisma modifier + the deity’s divine rank) to resist.
Saves: Fortitude and Reflex same as the mortal; Will Subjects who make successful saves become immune to
adjusted if necessary for the mortal’s new Wisdom score. this ability for one day.
Skills: The mortal can use its own skills and the deity’s Suggested Portfolio Elements: Justice, law, truth.
skills.
If the mortal and the deity have the same skill, use the skill
150 of whichever has more ranks in the skill.
Prerequisites: Divine rank 6, Alter Size salient divine
REJUVENATION [] ability, Alter Form salient divine ability.
If destroyed, the deity simply re-forms. Benefit: The deity can assume the form of another
Prerequisites: Divine rank 11, Divine Fast Healing creature.
salient divine ability. The forms a deity can assume are limited and vary with
Benefit: When the deity suffers an attack that should each deity.
destroy it, it simply disperses and reassembles later. The forms allowed are listed in the deity’s description.
Roll 10d10 to determine the number of days before the The deity can remain in the assumed form indefinitely, but
deity returns. it resumes its own form if slain.
Notes: If the deity is killed in its own realm, subtract the Notes: The deity acquires the physical, natural, and
deity’s divine rank from the number of days it takes to extraordinary abilities of the form it has assumed (but not
return. spell-like or supernatural abilities) while retaining its own
If the deity’s realm is on a divinely morphic Outer Plane, mind.
and the deity is killed there, subtract twice the deity’s Physical abilities include natural size and Strength,
divine rank from the number of days it takes to return. Dexterity, and Constitution scores.
The return always takes at least one day. Natural abilities include armor, natural weapons (such as
This ability is ineffective if the deity is killed by another claws, bite, swoop and rake, and constriction; but not
deity of equal or higher rank. petrification, breath weapons, energy drain, energy effect,
Suggested Portfolio Elements: Death, life, undead. and the like), and similar gross physical qualities (presence
or absence of wings, number of extremities, and so on).
A body with extra limbs does not allow the deity to make
SEE MAGIC [] more attacks (or more advantageous two-weapon attacks)
The deity can see magical auras just by looking at them. than normal.
Prerequisites: Magic domain. Natural abilities also include mundane movement
Benefit: This ability is similar to a detect magic spell, capabilities, such as walking, swimming, and flight with
except that it covers the whole area the deity can see, and wings.
the deity immediately knows the number of auras present The deity’s speed is that of the assumed form or the deity’s
along with their locations and strengths. normal speed, whichever is higher.
The deity needs to make a Spellcraft check to identify the In general, any part of the body or piece of equipment that
school of each aura, but most deities with this ability can is separated from the whole reverts to its original form.
use Spellcraft as a free action. However, if the assumed form has an extraordinary ability
Suggested Portfolio Elements: Magic. that allows it to produce a substance or shed part of its
body, then this ability also grants that ability.
For example, a deity who shifts form into a viper has a
SHAPECHANGE [] poisonous bite.
The deity can assume the form of any living, corporeal The deity retains its Intelligence, Wisdom, and Charisma
creature (but not the form of another deity). scores, level and class, hit points (despite any change in its
This is an extraordinary ability. Constitution score), alignment, base attack bonus, and base
Prerequisites: Divine rank 11, Alter Size salient divine saves.
ability, Alter Form salient divine ability. (New Strength, Dexterity, and Constitution scores may
Benefit: The deity can assume the form of an animal, affect final attack and save bonuses).
beast, dragon, fey, giant, humanoid, magical beast, The deity retains its outsider type, extraordinary abilities,
monstrous humanoid, or plant. spells, and spell-like abilities, but not its supernatural
The assumed form must be both living and corporeal. abilities.
The deity can remain in the assumed form indefinitely, but The deity also retains its divine Armor Class bonus and
it resumes its own form if slain. divine qualities and abilities, provided they are not
Notes: This ability works like the Shift Form salient supernatural.
divine ability, except that the deity is not limited to a set The deity can cast spells for which it has components.
number of forms and as noted here. It needs a voice like that of a humanoid for verbal
The deity can use its Alter Size ability simultaneously with components and hands like those of a humanoid for
this one to become as small as a grain of sand or as large as somatic components, Likewise, the deity needs hands to
1,600 feet in the assumed form’s greatest dimension. use many of its powers, such as creating objects related to
The deity can use this ability to create disguises, gaining a its portfolio.
bonus of +20 on its Disguise checks. When the shape shift occurs, the deity’s equipment, if any,
Suggested Portfolio Elements: Nature, secrets, transforms to match the new form.
thieves. If the new form is a creature that does not use equipment
(aberration, animal, beast, magical beast, construct, dragon,
elemental, ooze, some outsiders, plant, some undead
SHIFT FORM [] creatures, some shapechangers, or vermin), the equipment
melds into the new form and becomes nonfunctional.
The deity can assume the forms of creatures related to its Material components and focuses melded in this way
portfolio.
cannot be used to cast spells.
This is an extraordinary ability.
If the new form uses equipment (fey, giant, humanoid,
some outsiders, many shapechangers, many undead 151
creatures), the deity’s equipment changes to match the new
form and retains its properties. SUNDER AND DISJOIN []
This ability cannot confer class levels or class abilities. The deity can destroy weapons and items used against it in
The deity can change physical qualities such as hair color, combat.
hair texture, skin color, and gender. Benefit: If any weapon or item is used against the deity in
The deity can use this ability to create disguises, gaining a combat, the deity can destroy it with a touch.
bonus of +15 on its Disguise checks. Treat a successful touch as a combination of a disintegrate
The deity can use its Alter Size ability simultaneously with spell and a Mordenkainen’s disjunction spell, both targeted
this one to become as small as a grain of sand or as large as exclusively at the touched item.
1,600 feet in the assumed form’s greatest dimension. The save DC for both effects is 19 + the deity’s Charisma
Suggested Portfolio Elements: Nature. modifier.
An item remains vulnerable to this ability for up to one day
after being used against the deity.
SPEAK WITH CREATURES [] Suggested Portfolio Elements: Victory, war.
The deity can converse with certain types of creatures, as
specified in the deity’s description.
Benefit: The deity has the supernatural ability to SUPREME INITIATIVE []
converse with the specified creature. The deity always goes first in the initiative order.
This ability works like a permanent speak with animals or This is an extraordinary ability.
speak with plants spell, or like a tongues spell that only allows Prerequisites: Dex 29, Improved Initiative.
the deity to converse with the specified type of creature. Benefit: The deity goes first in the initiative order, no
Notes: A deity can have this ability multiple times, matter what its initiative result is or what initiative result
choosing a different type of creature each time. anyone else in an encounter or battle has.
Suggested Portfolio Elements: Nature. Notes: Determine initiative normally among any beings
who don’t have this ability, placing them in order after the
deity.
SPONTANEOUS WIZARD SPELLS [] The deity can choose to delay or ready an action, just any
The deity can spontaneously cast any wizard spell available other being can, and doing so changes the deity’s initiative
to it. as noted in Chapter 8 of the Player ‘s Handbook.
Prerequisites: Divine rank 6, Wizard level 1st, Int 29, The deity also can refocus, thereby resuming its position at
Spell Mastery, Arcane Mastery salient divine ability. the beginning of the initiative order.
Benefit: This ability works like a cleric’s ability to cast If two or more deities who have this ability are in the same
cure spells spontaneously, except that it applies to wizard battle, the deity with the highest divine rank gets the first
spells. position in the initiative order, the deity with the second
The deity must have a sufficient Intelligence score and highest rank gets the second position, and so on.
wizard levels to cast the spell. Other beings then go in order after the last deity with the
Notes: The deity still needs a spellbook for its wizard Supreme Initiative ability.
spells unless it also has the Divine Spellcasting ability. If two deities with this ability and the same divine rank are
Suggested Portfolio Elements: Knowledge, magic. in a battle, make an initiative check for each deity, and the
deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.
STRIDE []
The deity can move rapidly over long distances, can make TRUE KNOWLEDGE []
living creatures travel faster, and can jump extraordinary
distances. The deity’s mastery of knowledge is nearly complete.
Prerequisites: Travel domain. Prerequisites: Divine rank 11, Int 40, bardic knowledge
Benefit: The deity’s movement is doubled on the local or or lore class feature and 10th level in the class that grants
overland scales (see the Player’s Handbook). the ability, Knowledge domain.
Also, having this ability means that the deity’s height does Benefit: The deity never fails a bardic knowledge or lore
not limit the distance it can jump. check, no matter how obscure the knowledge involved.
In addition, the deity can impart extra overland speed to The deity speaks and understands all languages.
living creatures. The deity can use legend lore and analyze dweomer as free
The deity can affect up to one creature per divine rank at actions at will.
once, but no more than that number each day. These actions count against the deity’s maximum number
All must be within the deity’s line of sight when first of free actions per round.
affected. Suggested Portfolio Elements: Knowledge.
Creatures who receive this boon double their speeds on the
local or overland scales.
Suggested Portfolio Elements: Travel.
TRUE SHAPECHANGE []
The deity can assume the form of any creature or object, but
not the form of another deity.
This is an extraordinary ability.
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Prerequisites: Divine rank 16, Alter Size salient divine Suggested Portfolio Elements: Chaos.
ability, Alter Form salient divine ability, Shapechange
salient divine ability.
Benefit: The deity can assume the form of any object or WOUND ENEMY []
creature. Any weapon the deity wields causes a bleeding wound
The deity can remain in the assumed form indefinitely, but when it hits.
it resumes its own form if slain. Prerequisites: Base attack bonus +20.
Notes: This ability works like the Shift Form salient Benefit: The affected weapon deals damage to a creature
divine ability, except as noted below. such that a wound it causes deals 1d6 points of damage per
The deity can take any form, living or unliving, corporal or round thereafter in addition to the normal damage from
incorporeal. the weapon.
The deity gains the supernatural abilities of the assumed Multiple wounds from the weapon result in cumulative
form. bleeding loss (two wounds for 2d6 points of damage per
The deity can use this ability to create disguises, gaining a round, and so on).
bonus of +20 on its Disguise checks. The bleeding can only be stopped by a successful Heal
The deity can use its Alter Size ability simultaneously with check (DC 15 + the deity’s rank) or the application of any
this one to become as small as a grain of sand or as large as cure spell or other healing spell (heal, healing circle, and so
1,600 feet in the assumed form’s greatest dimension. on).
Suggested Portfolio Elements: Nature, secrets, Notes: The ability functions only when the deity
thieves. personally attacks with a physical weapon.
The ability works with a ranged weapon, but not if
someone else uses the weapon.
UNDEAD MASTERY [] The deity can apply to the ability to any weapon or natural
The deity has absolute dominion over the undead. weapon, but not to a spell, spell-like ability, supernatural
Prerequisites: Divine rank 14, Cleric level 17th. ability, or divine ability.
Benefit: The deity can automatically command or destroy A deity can have this ability multiple times, and its effects
any undead creature, as desired, as a free action, though this stack.
counts against the normal limit of free actions per round. For example, a single wound would bleed for 3d6 points of
The deity can do this as often as desired, but it can damage each round if the deity had this ability three times.
command no more than one undead creature per divine Suggested Portfolio Elements: Death, pain, war.
rank (regardless of the creatures’ Hit Dice) at any one time.
Suggested Portfolio Elements: Death, life, undead.
UNDEAD QUALITIES []
The deity, though alive, shares the qualities of the undead.
Benefit: Like undead, the deity is immune to poison,
sleep, paralysis, stunning, disease, death effects, and
necromantic effects, and it ignores mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale
effects).
The deity is not subject to critical hits, subdual damage,
ability damage, ability drain, or energy drain.
The deity is immune to any effect requiring a Fortitude
save, unless it affects objects.
Some deities, such as Nerull or Toldoth, have this ability
because they resemble undead.
Osiris has undead qualities because he has died and now
lives in the underworld.
Suggested Portfolio Elements: Death, undead.
WAVE OF CHAOS []
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force that
extends from the deity in a spread with a radius of 10 feet
per divine rank.
Creatures within the spread must make Will saves (DC 10 +
the deity’s Charisma modifier + the deity’s divine rank) or
be forced to act unpredictably.
This ability works like a confusion spell cast by a sorcerer of
level 10 + the deity’s divine rank.
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DRACONOMICON
(3.5)
MAIN SECTION FEATS Special: This feat is effective against the Large and in
Charge feat.
The bonus from this feat does not stack with the Clever
Wrestling feat.
CLEVER WRESTLING [GENERAL]
You have a better than normal chance to escape or wriggle
free from a big creature’s grapple or pin. DEFT STRIKE [GENERAL]
Prerequisites: Improved Unarmed Strike, size Small or You can place attacks at weak points in your opponent’s
Medium. defenses.
Benefit: When your opponent is larger than Medium, Prerequisites: Int 13, Combat Expertise, Spot 10 ranks,
you gain a circumstance bonus on your grapple check to sneak attack +1d6.
escape a grapple or pin. Benefit: As a standard action, you can attempt to find a
The size of the bonus depends on your opponent’s size: weak point in a visible target’s armor.
Opponent Size Bonus Colossal +8 Gargantuan +6 Huge +4 This requires a Spot check against a DC equal to your
Large +2. target’s Armor Class.
If you succeed, your next attack against that target (which
must be made no later than your next turn) ignores the
CLOSE-QUARTERS FIGHTING target’s armor bonus and natural armor bonus to AC
[GENERAL] (including any enhancement bonuses to armor or natural
armor).
You are skilled at fighting at very close range and in
Other AC bonuses still apply normally.
evading grappling attempts.
If you use a ranged weapon to deliver the attack, your
Prerequisite: Base attack bonus +3. opponent must be within 30 feet of you in order for you to
Benefit: You can make an attack of opportunity when benefit from this feat.
someone tries to grapple you, provided that you are not flat-
footed or already grappled, even if the attacker has the
improved grab ability. DRAGON COHORT [GENERAL]
Any damage you deal with your attack of opportunity
You gain the service of a loyal dragon ally.
applies as a bonus to the ensuing grapple check you make
Prerequisites: Character level 9th, Speak Language
to avoid becoming grappled.
(Draconic).
This feat does not grant you an additional attack of
opportunity in a round, so the feat does not help you if you Benefit: You gain a cohort selected from Table 3–14:
have no attacks of opportunity available. Dragon Cohorts (page 139), just as you would by selecting
the Leadership feat.
Normal: A creature with the improved grab ability does
However, you may treat the dragon’s ECL as if it were 3
not provoke an attack of opportunity when beginning a
lower than indicated.
grapple.
See Dragons as Cohorts, page 138, for more information.
REND [MONSTROUS]
You can rend opponents you hit with your claws.
Prerequisites: Two claw attacks, Str 13, Power Attack,
Snatch, size Huge or larger.
Benefit: If you strike the same opponent with two claw
attacks, you automatically deal extra damage equal to that of
two claw attacks plus 1-1/2 times your Strength bonus.
You cannot grab an opponent at the same time you rend
that opponent.
Normal: Without this feat, you can attack with just one
natural weapon and do not have a chance to knock down
the opponent.
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SHAPE BREATH [METABREATH]
You can make the area of your breath weapon a cone or a
line, as you see fit.
Prerequisites: Con 13, breath weapon, size Small or
larger.
Benefit: If you have a line-shaped breath weapon, you can
opt to shape it into a cone.
Likewise, if you have a cone-shaped breath weapon, you can
shape it into a line.
When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.
Normal: Without this feat, the shape of your breath
weapon is fixed.
SPELLCASTING HARRIER [EPIC]
SHOCK WAVE [MONSTROUS] Spellcasters you threaten find it difficult to cast defensively.
You can strike the ground with your tail so hard it knocks Prerequisite: Combat Reflexes.
other creatures down. Benefit: Any spellcaster you threaten in melee provokes
Prerequisites: Str 13, dragon, size Large or larger, Power an attack of opportunity if he or she tries to cast
Attack. defensively.
Benefit: You may, as a full-round action, strike a solid You get a +4 bonus on this attack roll.
surface with your tail and create a shock wave that radiates
out from your space and continues for a number of feet
equal to 5 × your racial Hit Dice. SPREADING BREATH
Make a bull rush attack by rolling once regardless of how [METABREATH]
many creatures are in the radius.
Every creature in the radius makes a Strength check and You can convert your breath weapon into a spread effect.
compares it to your roll. Prerequisites: Con 15, breath weapon, Shape Breath,
Those who fail their opposed checks are knocked down. size Small or larger.
Special: Structures and unattended objects at least Benefit: You can modify your breath weapon so that it
partially within the shock wave take damage equal to 1d6 + fills a spread centered on your head instead of taking its
your Strength bonus. normal shape.
The radius of the spread depends on your size, as shown
below.
SNATCH AND SWALLOW
[MONSTROUS]
You can swallow creatures you have grabbed with your bite
attack.
Prerequisites: Con 19, dragon, Snatch, Improved
Snatch, size Huge or larger.
Benefit: If you begin your turn with an opponent held in
your mouth, you can attempt a new grapple check (as
though attempting to pin the opponent).
If you succeed, your opponent takes bite damage and is
swallowed.
A swallowed creature is considered grappled, while you are When you use this feat, add +2 to the number of rounds
not. you must wait before using your breath weapon again.
A swallowed creature can try to cut its way free with any
light piercing or slashing weapon (the amount of damage
required to get free is noted on the table below), or it can SPLIT BREATH [METABREATH]
just try to escape the grapple. You can split your breath weapon into a pair of weaker
If the swallowed creature chooses the latter course, success effects.
puts it back in your mouth.
Prerequisites: Con 13, breath weapon, Shape Breath,
Any damage a swallowed creature deals is deducted from
size Small or larger.
your hit points.
Benefit: Your breath weapon retains its size and shape,
If a creature cuts itself free, muscular action closes the hole,
but splits into two areas that you aim separately.
so that if you swallow someone again, that creature must
Each portion deals half the damage the breath weapon
cut itself free again.
normally deals or lasts half as long as the effect normally
Swallowed creatures take damage in each round they
lasts.
remain swallowed, as shown below.
162
For example, an old silver dragon that uses this feat on its Benefit: When you use your breath weapon, in addition
cold breath weapon produces two 50-foot cones of cold that to its normal effects, creatures in the area are affected as
deal 8d8 points of cold damage each. through struck by wind effects.
If the same dragon used this feat on its paralyzing gas The force of the wind depends on your size, as indicated
breath weapon, it would produce two cones of gas, each of below.
which could paralyze a creature for 1d3+4 rounds. For the effects of high winds, see Table 3–24 on page 95 of
You can aim the split breath effects so that their areas the Dungeon Master’s Guide.
overlap.
Creatures caught in the area of overlap are struck by both
weapons and are affected twice, subject to all the normal
rules for stacking magical effects.
When you use this feat, add +1 to the number of rounds
you must wait before using your breath weapon again.
SUPPRESS WEAKNESS
[MONSTROUS] Because your breath weapon has an instantaneous duration,
Your vulnerability to an energy type is reduced. creatures ignore the checked effect unless they are airborne
Prerequisites: Vulnerability to energy, Iron Will. (in which case they are blown back 1d6×5 feet).
Benefit: You can partially suppress your vulnerability to a When you use this feat, add +1 to the number of rounds
type of element or energy. you must wait before using your breath weapon again.
When subjected to an attack based on that type of energy,
you take one-quarter again as much (+25%) damage,
regardless of whether a saving throw is allowed, or if the WHIRLWIND TAIL SWEEP
save is a success or failure. [MONSTROUS]
Normal: A creature vulnerable to an element or energy
type takes half again as much (+50%) damage as normal You can sweep your tail in a circular arc.
from that energy type. Prerequisite: Tail sweep attack.
Benefit: Your tail sweep attack affects a circle with a
radius equal to your tail slap’s reach.
TAIL CONSTRICT [MONSTROUS] Normal: Your tail sweep attack affects a semicircle.
You can make constriction attacks with your tail.
Prerequisites: Dragon, Snatch, Improved Snatch. WINGSTORM [MONSTROUS]
Benefit: You can grab and constrict creatures you hit with
your tail slap attack. You can flatten targets with blasts of air from your wings.
This works just like a snatch attack, except that it can be Prerequisites: Str 13, dragon, fly speed 20, Hover,
used against any creature smaller than you. Power Attack, size Large or larger.
If you successfully grab an opponent with your tail, you Benefit: As a full-round action, you can hover in place
deal bludgeoning damage equal to your tail slap damage and use your wings to create a blast of air in a cylinder with
plus 1-1/2 times your Strength modifier. a radius and height of 10 feet times your age category.
Each round you hold your opponent, you deal constriction The wind blows from the center of your body toward the
damage. outside edge at the bottom of the cylinder.
You cannot make tail slap or tail sweep attacks while The force of the wind depends on your size, as indicated
constricting an opponent with your tail. below.
For the effects of high winds, see Table 3–24 on page 95 of
the Dungeon Master’s Guide.
TAIL SWEEP KNOCKDOWN
[MONSTROUS]
Your tail sweep attack knocks opponents prone.
Prerequisite: Tail sweep attack.
Benefit: Creatures who fail their saving throws against
your tail sweep attack are knocked prone in addition to
taking full damage.
TEMPEST BREATH [METABREATH] Because the blast of air only lasts for your turn, creatures
You can make your breath weapon strike with the force of a ignore the checked effect unless they are airborne (in
windstorm. which case they are blown back 1d6×5 feet).
Prerequisites: Str 13, breath weapon, Power Attack, size Special: You can elect to keep the wind in effect for
Large or larger. longer than your current turn.
If you do, the wind lasts until your next turn (and you can
opt to continue the effect during your next turn).
163
Anyone in or entering the cylinder is affected.
Because you are producing a continuous blast of air, the
checked effect works normally while the wind lasts
(checked creatures cannot move forward against the force
of the wind, or they are blown back 1d6×5 feet if airborne).
SIDEBAR FEATS
LEADERSHIP FEAT OPTIONS
164
BLUE DRAGON LINEAGE
DRAGON MAGIC [DRACONIC]
You have learned to harness the powers of your blue dragon
ancestry and can hurl orbs of lightning.
(3.5) Prerequisite: Draconic Heritage (blue), sorcerer level
3rd.
Benefit: As a standard action, you can convert an arcane
MAIN SECTION FEATS spell slot into a number of orbs of lightning equal to the
spell’s level, which immediately fly toward the targets you
designate.
ARMOR OF SCALES [CEREMONY] Each orb has a range of 30 feet and requires a ranged touch
You imbue a target with the protection of a dragon’s hide. attack to hit.
Prerequisite: Dragonblood subtype, Knowledge On a successful hit, each orb deals a number of points of
(religion) 4 ranks. electricity damage equal to 1d6 + your Cha modifier.
You can direct any number of orbs at any target within
Benefit: You gain access to ceremonies based on your
ranks in Knowledge (religion). range, all of them at the same target if desired.
Each ceremony provides up to four participants with a
minor natural armor bonus. BRASS DRAGON LINEAGE
The ceremony takes 30 minutes and requires you to mark
defensive runes upon the arms and torso of each participant [DRACONIC]
with ash from a burned wooden shield of particular quality You have unlocked the power of your brass dragon ancestry
(see below). and can put foes to sleep with ease.
The effect of each ceremony lasts for 24 hours. Prerequisite: Draconic Heritage (brass), sorcerer level
The natural armor bonus gained from this ceremony feat 3rd.
doesn’t stack with a creature’s existing natural armor bonus; Benefit: As a full-round action, you can spend an arcane
use only the higher value. spell slot to cause a living creature within 30 feet to fall
Wyrmling Scales (4 ranks): Each participant gains a +1 natural asleep for 1 round.
armor bonus. A successful Will save (DC 10 + the spell slot’s level + your
This ceremony requires the ashes from a wooden shield of Cha modifier) negates the effect.
any size. If the creature’s Hit Dice equals or exceeds three times the
Adult Scales (12 ranks): Each participant gains a +2 natural spell slot’s level, the effect automatically fails.
armor bonus.
This ceremony requires the ashes from a masterwork
wooden shield of any size. BRONZE DRAGON LINEAGE
Wyrm Scales (18 ranks): Each participant gains a +3 natural
armor bonus. [DRACONIC]
This ceremony requires the ashes from a +1 (or higher) You have tapped into your bronze dragon blood and can
wooden shield of any size. channel arcane energy to repel foes.
Prerequisite: Draconic Heritage (bronze), sorcerer level
3rd.
BLACK DRAGON LINEAGE Benefit: As a swift action, you can spend an arcane spell
[DRACONIC] slot to force nearby enemies to move away from you.
Each opponent within 30 feet of you must begin its next
You have attuned yourself to your black dragon ancestry turn by moving at least 5 feet (1 square) away from you.
and can poison foes with your touch. The direction of movement doesn’t matter, as long as it
Prerequisite: Draconic Heritage (black), sorcerer level takes the foe farther from you than the square in which it
3rd. started.
Benefit: As a standard action, you can convert an arcane Unless the enemy designates the movement as a 5-foot
spell slot into a dangerous poison that you deliver by touch. step, this movement provokes attacks of opportunity as
At any tune before the end of the same turn in which you normal.
activate this ability, you can make a melee touch attack as a A successful Will save (DC 10 + the spell slot’s level + your
swift action. Cha modifier) negates this effect.
The poison renders the target fatigued and deals ids points This is a mind-affecting enchantment (compulsion) effect.
of damage per level of the spell slot converted; 10 rounds
later, the same effect repeats.
Each time, a successful Fortitude save (DC 10 + the spell COPPER DRAGON LINEAGE
slot’s level + your Cha modifier) negates the fatigue and
halves the damage. [DRACONIC]
You have learned to channel the powers of your copper
dragon ancestry to hinder your enemies’ mobility.
Prerequisite: Draconic Heritage (copper), sorcerer level
3rd. 165
Benefit: As a standard action, you can spend an arcane When you declare your draconic heritage, you gain a bonus
spell slot to create a 20-foot-radius burst of magical energy on saving throws against magic sleep and paralysis effects,
centered on you. as well as on saves against spells and abilities with a
All enemies in that area are slowed (as the slow spell) for a descriptor that matches the corresponding energy type.
number of rounds equal to the level of the spell slot unless This bonus equals the number of draconic feats you have.
they succeed on a Fortitude save (DC 10 + the spell slot’s In addition, you gain the corresponding skill as a sorcerer
level + your Cha modifier). class skill.
DRACONIC AURA []
You can tap into the raw power of dragons to create a
variety of potent auras around you.
Prerequisite: Character level 3rd.
Benefit: When you select this feat, choose a draconic aura
(see page 86).
You can project this aura as a swift action.
Its benefit applies to you and to all allies within 30 feet.
The bonus of your draconic aura is +1.
The aura remains in effect until you dismiss it (a free
action), you are rendered unconscious or dead, or you DRACONIC KNOWLEDGE
activate another draconic aura in its place.
Special: If you are of the dragonblood subtype, the bonus [DRACONIC]
of your draconic aura improves with your class level. Your draconic blood lets you access ancient draconic
The aura grants a +2 bonus at 7th level, a +3 bonus at 14th knowledge.
level, and a +4 bonus at 20th level. Prerequisite: Draconic Heritage, sorcerer level 1st.
You can select this feat more than once. Benefit: You gain a bonus on Knowledge checks equal to
Each time you select it, you gain the ability to project the number of draconic feats you have.
another aura of your choice (but not more than one aura at All Knowledge skills are class skills for all your classes.
a time).
DRACONIC SENSES [DRACONIC]
DRACONIC HERITAGE [DRACONIC] Your draconic blood grants you great sensory powers.
You have a greater connection with your draconic Prerequisite: Cha 11, dragonblood subtype.
bloodline than others of your kind. Benefit: You gain low-light vision and a bonus on Listen,
Prerequisite: Sorcerer level 1st. Search, and Spot checks equal to the number of draconic
Benefit: You gain the dragonblood subtype. feats you have.
Choose one kind of dragon from the list in the. If you have three or more draconic feats, you also gain
table below. darkvision out to 60 feet.
This is your draconic heritage, which cannot later be If you have four or more draconic feats, you also gain
changed unless you undergo the Rite of Draconic Affinity blindsense out to 20 feet.
(see page 59 of Races of the Dragon).
Half-dragons must choose the same dragon kind as their
dragon parent.
166
This choice is made when first activating the ability, and
DRACONIC VIGOR [DRACONIC] the choice applies to all allies affected.
You gain some of the vitality of your draconic ancestry Each ally so inspired loses the standard morale bonus on
when casting spells. weapon attack rolls and damage rolls.
Prerequisite: Draconic Heritage, sorcerer level 1st. Instead, he deals an extra 1d6 points of fire damage with his
Benefit: Whenever you cast an arcane spell, you heal a weapons for every point of morale bonus that your inspire
number of points of damage equal to the spell’s level. courage ability would normally add to the attack roll.
For example, an 8th-level bard using this ability would add
2d6 points of fire damage to his allies’ attacks.
DRAGONFIRE ASSAULT [DRACONIC] Special: If you have the Draconic Heritage feat or if you
You can augment your most powerful melee attacks with are a half-dragon, the extra damage is of the energy type
draconic power. (acid, cold, electricity, fire, or sonic) that corresponds to
Prerequisite: Str 13, Cha 11, dragonblood subtype, your heritage or your draconic parent instead.
Power Attack. If your feat or your parent is not associated with one of
Benefit: When you use Power Attack to increase the these energy types, this feat has no effect for you.
damage dealt from your attack, you can choose for the extra
damage to be of the fire type instead of its normal type.
Make this choice for each attack after it is resolved but DRAGONFIRE STRIKE [DRACONIC]
before damage is dealt. You can call upon your innate draconic power to augment
This is a supernatural ability. certain weapon attacks.
Special: If you have the Draconic Heritage feat or if you Prerequisite: Cha 11, dragonblood subtype, and one of
are a half-dragon, the extra damage is of the energy type these class features: sneak attack, sudden strike, or
(acid, cold, electricity, fire, or sonic) that corresponds to skirmish.
your heritage or your draconic parent instead. Benefit: When you gain extra damage from a sneak
If your feat or your parent is not associated with one of attack, sudden strike, or skirmish, you can choose for the
these energy types, this feat has no effect for you. extra damage to be fire damage.
If you apply this effect, increase the extra damage dealt by
1d6 points.
DRAGONFIRE CHANNELING Make this choice for each attack after it is resolved but
[DIVINE, DRACONIC] before damage is dealt.
This is a supernatural ability.
You channel draconic fire through your holy symbol. Special: If you have the Draconic Heritage feat or if you
Prerequisite: Cha 11, dragonblood subtype, ability to are a half-dragon, the extra damage is of the energy type
turn or rebuke undead or elementals. (acid, cold, electricity, fire, or sonic) that corresponds to
Benefit: You can spend a turn or rebuke undead attempt your heritage or your draconic parent instead.
or a turn or rebuke elementals attempt as a standard action If your feat or your parent is not associated with one of
to create a 15-foot cone of fire that deals 1d6 points of these energy types, this feat has no effect for you.
damage per 2 cleric levels (minimum 1d6 points).
A successful Reflex save (DC 10 + 1/2 your cleric level +
your Cha modifier) halves this damage. DRAGONTOUCHED []
Half of this damage is fire, while the remainder is sacred You have a trace of draconic power, a result of dragons in
damage (to which resistance or immunity to fire does not your ancestry or a spiritual connection between you and
apply). the forces of dragonkind.
If your effective cleric level for the purpose of turning or Prerequisite: Cha 11.
rebuking is higher than your actual cleric level (for Benefit: You gain the dragonblood subtype.
instance, if you are a paladin), use that value instead. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot
Special: If you have the Draconic Heritage feat or if you checks, and a +1 bonus on saving throws against paralysis
are a half-dragon, the extra damage is of the energy type and sleep effects.
(acid, cold, electricity, fire, or sonic) that corresponds to In addition, you can select draconic feats as if you were a
your heritage or your draconic parent instead. sorcerer of your character level.
If your feat or your parent is not associated with one of
these energy types, this feat has no effect for you.
GOLD DRAGON LINEAGE
DRAGONFIRE INSPIRATION [DRACONIC]
[DRACONIC] You can harness the legacy of your gold dragon ancestry to
protect your allies.
You can channel the power of your draconic ancestry into Prerequisite: Draconic Heritage (gold), sorcerer level
the attacks of your allies. 3rd.
Prerequisite: Cha 11, dragonblood subtype, bardic. Benefit: As a swift action, you can spend an arcane spell
Benefit: When you use your bardic music to inspire slot to create a lucky aura that protects your allies.
courage, you can choose to imbue your allies with All allies within 30 feet (including you) gain a luck bonus
dragonfire. equal to the spell slots level that they can apply on any one
saving throw as an immediate action. 167
This bonus must be used within a number of rounds equal Benefit: Add Bluff, Disguise, Speak Language, and
to your Charisma bonus (minimum 1 round), or it is lost. Sleight of Hand to your list of cleric, class skills.
An affected ally need not remain within 30 feet of you to If you are a spellscale (see Races of the Dragon), you also gain
use this bonus. a +2 competence bonus on Bluff, Disguise, and Sleight of
No character can have more than one luck bonus from this Hand checks.
feat at a time. In addition, you add the following spells to your cleric spell
If the feat is used a second time while the first use is still list.
active, the new duration replaces the previous one unless 1st Expeditious Retreat: Your speed increases by 30 ft.
the character chooses to retain the previous duration (for 2nd Soul of Anarchy: You gain +5 on Escape Artist
instance, if it were from a higher-level spell slot). checks and grapple checks to avoid being
grappled, your natural weapons are chaotic, and
you are treated as being chaotic for adjudicating
GREEN DRAGON LINEAGE effects.
[DRACONIC] 4th Invisibility, Greater: As invisibility, but subject can
attack and stay invisible.
Your link to your green dragon ancestors allows you to 6th Shadow Walk: Step into shadow to travel rapidly.
weaken the wills of others.
Prerequisite: Draconic Heritage (green), sorcerer level
3rd. INITIATE OF ASTILABOR [INITIATE]
Benefit: As a standard action, you can spend an arcane You share your deity’s desire to acquire and protect
spell slot to impose a penalty on the next Will save made by treasure, and she has recognized this by granting you an
one living creature within 30 feet. edge in achieving these goals.
The penalty is equal to the spell slot’s level and lasts until Prerequisite: Cleric level 3rd, dragonblood subtype,
the creature attempts a Will save against an effect that is deity Astilabor.
not harmless or until the end of your next turn, whichever Benefit: Add Disable Device, Open Lock, and Search to
comes first. your list of cleric class skills.
Multiple uses of this ability don’t stack. In addition, you add the following spells to your cleric spell
This is a mind-affecting enchantment (compulsion). list.
1st Hoard Gullet: Gain a second stomach to store
HEART OF DRAGONS [CEREMONY] objects in, similar to a bag of holding.
2nd Knock: Open locked or magically sealed door.
You imbue your allies with draconic power. 3rd Nondetection: Hides subject from divination and
Prerequisite: Dragonblood subtype, any draconic feat, scrying.
Knowledge (religion) 3 ranks. 7th Sequester: Subject is invisible to sight and scrying;
Benefit: You gain access to ceremonies based on your render creature comatose.
ranks in Knowledge (religion).
Each ceremony allows you to imbue up to four participants
with a tiny fraction of draconic might by chanting a liturgy INITIATE OF BAHAMUT [INITIATE]
invoking the power of dragons and sprinkling diamond The Platinum Dragon has entrusted you with great power
dust over them. in the battle against evil.
Each ceremony requires 10 minutes of time, and its effects Prerequisite: Cleric level 3rd.
last for 24 hours. dragonblood subtype, deity Baharnut.
Blood of Dragons (3 ranks): Each participant in the ceremony Benefit: Once per day, you can smite evil (as the paladin
is treated as having one more draconic feat than he actually class feature, PH 44), using your cleric level as your paladin
has for the purpose of determining the power of his level.
draconic feats. If you have the ability to smite evil from another class.
This ceremony requires diamond dust worth 50 gp. your cleric levels and levels in that class stack for the
Soul of Dragons (8 ranks): Each participant in the ceremony purpose of determining the extra damage dealt by your
gains the benefit of one draconic feat for which he meets smite evil ability.
the prerequisite. If you are a dragonborn (see Races of the Dragon), you can
The benefit doesn’t allow a character to meet any other instead smite evil twice per day.
requirement or prerequisite (such as qualifying for another In addition, you add the following spells to your cleric spell
feat). list.
This ceremony requires diamond dust worth 500 gp. 1st Feather Fall: Objects or creatures fall slowly.
3rd Wingblast: Create wings that can transform into a
INITIATE OF AASTERINIAN gust of wind or obscuring mist.
5th Lord of the Sky: Gain flight and one use of
•[INITIATE] lightning bolt; slow airborne creatures.
You live for the moment, reveling in new experiences 7th Aspect of the Platinum Dragon: Take the form of
without fear of consequence. an aspect of Baharnut.
Prerequisite: Cleric level 3rd, dragonblood subtype,
deity Aasterinian.
168
6th Heroism, Greater: Cain +4 bonus on attack rolls,
INITIATE OF FALAZURE [INITIATE] saves, skill checks; immunity to fear; temporary
Your celebration of death and decay has opened up new hp.
magical secrets involving the living and undead. 8th Mind of the Labyrinth: Confuse enemies who try
Prerequisite: Cleric level 3rd, dragonblood subtype, to affect your mind; dominate one such attacker.
deity Falaazure.
Benefit: When you cast an inflict spell on an undead
creature, you add the spell’s level to the damage healed by INITIATE OF IO [INITIATE]
the spell. Your deity has entrusted you with the responsibility of
In addition, you add the following spells to your cleric spell tending to dragonkind.
list. Prerequisite: Cleric level 3rd, dragonblood subtype,
1st Rot of Ages: Cloud of rotting debris sickens or deity Io.
nauseates one creature, provides concealment for Benefit: You gain a +2 competence bonus on saves
others. against effects created by dragons and creatures of the
3rd Vampiric Touch: Touch deals 1d6 damage per 2 dragonblood subtype.
levels; caster gains damage as hp. This includes spells, spell-like abilities, supernatural
5th Waves of Fatigue: Several targets become fatigued. abilities, or any other effect with a saving throw DC.
7th Waves of Exhaustion: Several targets become (If you have the draconic or half-dragon template, this
exhausted. bonus improves to +4).
You can treat your cleric levels as sorcerer levels for the
purpose of qualifying for draconic feats.
INITIATE OF GARYX [INITIATE] In addition, you add the following spells to your cleric spell
You channel the cleansing (ire of destruction, as wielded by list.
your deity. 1st Detect Dragonblood: Detect dragons and
Prerequisite: Cleric level 5th, dragonblood subtype, dragonblood creatures within 60 ft.
deity Garyx. 2nd Dragoneye Rune: Create an invisible draconic
Benefit: Once per day, you can apply the effect of the mark on an object or creature.
Empower Spell metamagic feat to any fire spell you cast 2nd Magic of the Dragonheart: Enhance the benefits
without adjusting the spell’s level or casting time. of your draconic feats.
The maximum level of spell that you can affect with this 7th Kiss of Draconic Defiance: Hinder nearby
ability is equal to one-third your caster level. spellcasters; counter one spell automatically.
In addition, you add the following spells to your cleric spell
list.
2nd Flaming Sphere: Create rolling ball of fire that INITIATE OF LENDYS [INITIATE]
deals 2d6 damage and lasts 1 round/level. Your dedication to justice grants you the ability to ferret
4th Ferocity of Sanguine Rage: Gain bonus on melee out and punish wrongdoers.
damage rolls and one use of true strike. Prerequisite: Cleric level 3rd, dragonblood subtype,
6th Dragonshape, Lesser: Take the form of a Large red deity Lendys.
dragon. Benefit: Add Gather Information and Sense Motive to
7th Haze of Smoldering Stone: Volcanic stones deal your list of cleric class skills.
4d6 bludgeoning and 8d6 fire damage in a 60-foot You gain a +1 competence bonus on Gather Information
cone. and Sense Motive checks.
In addition, you add the following spells to your cleric spell
list.
INITIATE OF HLAL [INITIATE] 2nd Detect Thoughts: Allows “listening” to surface
Fueled by faith in your deity, your audacity and bravery thoughts.
truly know no bounds. 2nd Soul of Order: Cain +2 on Will saves to resist
Prerequisite: Cleric level 5th, dragonblood subtype, enchantments, your natural weapons are lawful,
deity Hlal. and you are treated as being lawful for
Benefit: Three times per day, you can add your caster adjudicating effects.
level as a bonus on any Escape Artist check or any grapple 4th Geas, Lesser: Command subject of 7 or fewer Hit
check made to avoid or escape a grapple. Dice.
You must choose to use this ability before you roll the 5th Hold Monster: As hold person, but any creature.
check. 7th Justice of the Wyrm King: Create a field of arcane
if you have the bardic music class feature, you can use your force that deals 4d6 damage to melee attackers.
bardic music one additional time per day.
In addition, you add the following spells to your cleric spell
list. INITIATE OF TAMARA [INITIATE]
2nd Tasha’s Hideous Laughter: Subject loses actions You wield the twin powers of mercy and death in service to
for 1 round/level. your draconic patron.
3rd Dragonshape, Least: Take the form of a Prerequisite: Cleric level 3rd, dragonblood subtype,
pseudodragon. deity Tamara.
169
Benefit: When you cast a cure spell on a good-aligned Prerequisite: Draconic Heritage (silver), sorcerer level
creature, you add the spell’s level to the damage healed. 3rd.
For example, if you cast cure moderate wounds, it heals the Benefit: As a standard action, you can convert an arcane
standard 2d8 + caster level points of damage, plus an extra 2 spell slot into a paralyzing blast.
points of damage. All adjacent enemies are paralyzed for 1 round.
In addition, you add the following spells to your cleric spell A successful Fortitude save (DC 10 + the spell slot’s level +
list. your Cha modifier) negates the effect.
0 Disrupt Undead: Deal 1d6 damage to undead.
1st Chill Touch: One touch/level deals 1d6 damage
and possibly 1 Str damage. SLAYER OF DRAGONS [CEREMONY]
5th Undying Vigor of the Dragonlords: Heal yourself You protect your allies from the ravages they are sure to
of 5d6 or more points of damage. face while hunting dragons.
6th Call of the Twilight Defender: Summon a twilight Prerequisite: Knowledge (religion) 4 ranks, must not be
guardian to fight for you. of the dragonblood subtype, must not have any draconic
7th Sunbeam: Beam blinds and deals 4d6 damage. feats.
Benefit: You gain access to ceremonies based on your
ranks in Knowledge (religion).
INITIATE OF TIAMAT [INITIATE] Each ceremony allows you to provide up to five allies with
Your homage to the creator of evil dragonkind has been defenses against dragons.
rewarded with physical and mental power. Each ceremony takes 1 minute and requires a torch
Prerequisite: Cleric level 5th, dragonblood subtype, prepared with special herbs and incenses worth a certain
deity Tiamat. minimum gold piece value (see below).
Benefit: Add Intimidate to your list of cleric class skills. All participants stand in a circle facing inward and together
When you make a melee attack against a creature that is hold the torch.
shaken, frightened, or panicked, you deal an extra 1d6 The effect of each ceremony lasts for 24 hours.
points of damage. Stand Together (4 ranks): You draw forth the courage of all
In addition, you add the following spells to your cleric spell the would-be hunters so that all might share it.
list. When facing a creature that has frightful presence, each
1st Charm Person: Make one person your friend. participant can treat his Hit Dice (for the purpose of
4th Curse of the Elemental Lords: Bestow a curse on determining the frightful presence’s effectiveness) as 1
enemies, making them more susceptible to your higher for each other participant in the ceremony who is
energy damage. within 60 feet of him.
5th Dominate Person: Control humanoid This ritual requires special herbs and incenses worth 20 gp.
telepathically. Stand Apart (8 ranks): You chant a litany of freedom,
7th Glorious Master of the Elements: Channel acid, snuffing the torch in water at the end of the ceremony.
cold, electricity, or fire damage into ranged touch All participants gain a +2 bonus on saves against breath
attacks. weapons as long as at least one other participant in the
8th Aspect of the Chromatic Dragon: Take the form of ceremony is within 60 feet but not in the area of the same
an aspect of Tiamat. breath weapon.
This ritual requires special herbs and incenses worth 100
gp.
RED DRAGON LINEAGE [DRACONIC] Stand Alone (13 ranks): You chant a litany of devotion as each
The fiery blood of red dragons runs within your veins, participant passes a hand over the torch flame.
allowing you to produce flames from thin air. If at anytime during the next 24 hours, any participant is
Prerequisite: Draconic Heritage (red), sorcerer level reduced to –1 or fewer hit points by the attack, breath
3rd. weapon, spell, or other ability of a dragon, all other
Benefit: As a standard action, you can spend an arcane participants gain a +2 morale bonus on attack rolls and
spell slot to create a 15-foot cone-shaped burst of fire. damage rolls against dragons, as well as on saving throws
This effect deals ids points of fire damage per level of the against the attacks of dragons.
spell. These bonuses last for the next 10 rounds or until the
A successful Reflex save (DC 10 + the spell slot’s level + wounded character is restored to 0 or more hit points,
your Cha modifier) halves the damage. whichever comes first.
Any character who fails the save also takes another 1d8 If at least half of the participants in the ritual have been
points of fire damage per spell level in the following round defeated in this manner, the bonus increases to +5-This
as the flames continue to burn. ritual requires special herbs and incenses worth 500 gp.
This extra damage can be avoided in the same manner as
can the extra damage from alchemist’s fire (PH 128).
WHITE DRAGON LINEAGE
SILVER DRAGON LINEAGE [DRACONIC]
Your veins run with the savage blood of white dragons,
[DRACONIC] allowing you to whip yourself into a rage-like state.
You are the descendant of silver dragons and can harness Prerequisite: Draconic Heritage (white), sorcerer level
3rd.
170 your ancestors’ power to paralyze your opponents.
Benefit: As a swift action, you can spend an arcane spell
slot to enter a state similar to that of a barbarian’s rage.
You gain temporary hit points and resistance to cold equal
to 5 × the spell’s level.
Unlike rage, this state doesn’t restrict you from casting
spells or performing any other actions, though you can’t
activate the ability again while it is already active.
The effect lasts for a number of rounds equal to 1 + your
Charisma bonus.
171
FAVORED IN GUILD BENEFIT
DRAGONS OF (BLOOD OF MORUEME) []
If you have the Favored in Guild feat, you become a scion of
Morueme.
FAERÛN (3.5) Scions gain access to a variety of goods and services that
make their adventuring exploits easier, particularly for
tasks done in the service of the Blood of Morueme.
SIDEBAR FEATS Training, spell access, and shares of the spoils brought in by
the Morueme clan’s actions are all available, as long as the
member continues to contribute to the clan’s hoards.
BREATH OF UNLIFE [METABREATH] Scions of Morueme also have access to free spellcasting
within the clan.
Your breath weapon contains the chill of undeath.
Once per month, any scion of Morueme can request a
Prerequisite: Cha 13, energy breath weapon, undead.
single spell from a caster of up to two levels higher than the
Benefit: Your energy breath weapon deals half damage of requester.
the normal type and half negative energy damage against Thus a 5th-level scion of Morueme could request a single
living creatures. spell from a 7th-level caster.
Your energy breath weapon deals normal energy damage If any expensive material components are needed to cast
against undead. the spell, the requester must provide those (or the coins to
In addition, you can take other metabreath feats (see purchase them).
Draconomicon) as if you had a Constitution score equal to Spells with XP components are not available through this
your Charisma score. service.
Once per month, as part of the preparation for a mission, a
CREATE SPECTRAL SPAWN [] scion of Morueme receives disposable magic equipment
(scrolls, potions, and wands) equal to 10% of the scion’s
You have the ability to create undead spawn with ties to the expected character wealth (see page 135 of the Dungeon
Plane of Shadow with your energy drain ability. Master’s Guide) from the leadership.
Prerequisite: Energy drain special ability. This benefit most often takes the form of curative magic,
Benefits: Creatures slain with your energy drain ability specialized spells needed for unusually tricky or difficult
arise as spawn under your control with the spectral creature missions, or extra firepower for raids.
template. Occasionally, scions can receive permanent magic
They remain under your control until your death. equipment on loan (usually, with defensive or unusual
properties, such as nondetection, but they are expected to
EPIC SPELLCASTING [EPIC] return these items upon completion of the mission.
You can create and cast spells that transcend the most
powerful existing spells. FAVORED IN GUILD BENEFIT
Prerequisite: Spellcraft 24 ranks. Knowledge (arcana) 24
ranks, ability to cast 9th-level arcane spells.
(CHURCH OF TCHAZZAR) []
OR If you have the Favored in Guild feat, you gain special
Spellcraft 24 ranks. Knowledge (religion) 24 ranks, ability treatment in the church.
to cast 9th-level divine spells. This special status allows followers to keep magic items and
OR information they find on adventures.
Spellcraft 24 ranks. Knowledge (nature) 24 ranks, ability to Those who gain Tchazzar’s favor are given a pendent
cast 9th-level divine spells. known as the eye of Tchazzar.
Benefit: You can develop and cast epic spells. Followers who have not gained Tchazzar’s favor are
If you are an arcane spellcaster, you can cast a number of required to show the dragon any treasure they retrieve.
epic spells per day equal to your ranks in Knowledge Tchazzar chooses which items he wants to add to his hoard
(arcana) divided by 10. and allows them to keep anything else.
If you are a divine spellcaster, you can cast a number of epic
spells per day equal to your ranks in Knowledge (religion)
or Knowledge (nature) divided by 10. FAVORED IN GUILD BENEFIT (CULT
Special: If you meet more than one set of prerequisites, OF THE DRAGON) []
the limit on the number of spells you can cast per day is
cumulative. The Dragon Cult offers little besides protection and
For example, if you are a wizard/cleric, you can cast a kinship to those without the abilities to bring undeath to a
number of arcane epic spells per day equal to your number dragon.
of ranks in Knowledge (arcana) divided by 10, plus a Wizards (including specialists) receive one bonus
number of divine epic spells per day equal to your number necromancy spell (of any level they can cast) to add to their
of ranks in Knowledge (religion) or Knowledge (nature) spellbooks at each new wizard level, if they can cast spells
divided by 10. from the school of necromancy.
A wizard attempting to attract a draconic cohort receives a
172 +2 bonus to his Leadership score for that purpose.
A wizard attempting to attract a draconic familiar acts as if Benefit: You can name a dragon quasi-deity as your
he were two levels higher for purposes of the Improved patron deity and still receive your cleric, ranger, or
Familiar feat. blackguard spells normally.
In addition, you can call upon your draconic patron to add a
+1 luck bonus on any one attack roll, saving throw, ability
FAVORED IN GUILD BENEFIT check, skill check, or level check.
(JAEZRED CHAULSSIN) [] Special: You can take this feat only once.
Choosing this feat changes your patron deity from your
Thanks to your training with the Jaezred Chaulssin, you previous deity to a dragon quasi-deity of your choice, and
gain a +4 bonus to the Fortitude DC required to avoid the you take no penalties for making this change.
kill effect of your death attack. If you later choose a different patron deity, you lose the
benefit of this feat, but your new patron can grant you
FAVORED IN GUILD BENEFIT spells just as he or she would for any other cleric.
Tchazzar is currently the only dragon quasi-deity (dragon
(TALONS OF JUSTICE) [] with 12 levels of the dragon ascendant class) active in
None. Faerûn.
INITIATE OF TCHAZZAR []
You have been initiated into the greatest mysteries of-
Tchazzar’s church.
Prerequisites: Cleric or blackguard 3rd or ranger 5th,
Servant of a Dragon Ascendant [Tchazzar].
Benefit: You receive a +2 bonus on saving throws against
dragon breath weapons and frightful presence.
In addition, you add the following spells to your
blackguard, cleric, or ranger spell list:
0—flare
2nd—flame blade, Palarandusk’s fire breath
3rd—fireball, magic vestment
4th—fire shield
SERVANT OF A DRAGON
ASCENDANT []
You formally supplicate yourself to an immortal dragon
quasi-deity.
Prerequisites: Cleric level 1st, druid level 1st, ranger
level 4th, or blackguard level 1st; dragon with 12 levels of
the dragon ascendant prestige class as patron deity.
173
CLEVER OPPORTUNIST []
DROW OF THE When an unwary opponent gives you an opportunity, you
use it to change positions with your foe.
Prerequisite: Combat Reflexes.
UNDERDARK (3.5) Benefit: If you hit a creature of your size or smaller with
an attack of opportunity, you can spend an immediate
action to exchange places with that creature.
Both you and the target must be able to move into and
MAIN SECTION FEATS legally occupy the new space in order for this feat to
function.
For example, an incorporeal character inside a solid object
AT HOME IN THE DEEP [] couldn’t exchange places with a corporeal character, nor
Your innate power over the darkness extends to your could a nonflying creature exchange places with an
senses. airborne flying creature.
Prerequisite: Darkness as a spell-like ability darkvision. Special: A fighter can select Clever Opportunist as a
Benefit: You can see through the shadowy illumination fighter bonus feat.
created by a darkness spell as if the spell weren’t there.
This ability doesn’t apply to other spells that have the
darkness descriptor. COERCIVE SPELL [METAMAGIC]
Living foes damaged by your spell become more pliable and
vulnerable to your commands.
BLEND INTO SHADOWS [] Benefit: You can alter a spell that deals damage to foes so
You can draw from nearby magical shadow to cloak that any living creature dealt damage by the spell takes a –2
yourself in darkness. penalty on Will saves for 3 rounds.
Prerequisite: Darkness as a spell-like ability. Penalties from multiple coercive spells do not stack.
Benefit: As a swift action, you can spend a use of your A coercive spell uses up a spell slot one level higher than
darkness spell-like ability to make a Hide check, even while the spell’s actual level.
being observed and without cover or concealment.
You must be within 10 feet of an area of magical darkness.
You also gain one additional daily use of your darkness spell- CONSTANT GUARDIAN []
like ability. By paying careful attention to nearby allies and reducing
the accuracy of your attacks, you help protect your
companions.
CAUTIOUS ATTACK [] Benefit: Once during you turn as a free action, you can
When you take your time in combat, you quickly assess the take a –2 penalty on your attack rolls to grant a single ally
flow of battle to respond rapidly to threats. within 10 feet a +2 dodge bonus to Armor Class.
Prerequisite: Wis 13, Dodge. This effect lasts until the start of your next turn or until you
Benefit: Whenever you ready a standard action to attack, are more than 10 feet from the chosen ally, whichever
you gain a +1 dodge bonus to AC. comes first.
This bonus lasts until you take the readied action, or until Special: A fighter can select Constant Guardian as a
the start of your next turn, whichever comes first. fighter bonus feat.
178
In addition, you gain a+4 competence bonus on saving If you have 11 or fewer HD, you immediately transform
throws against ingested poisons. into a chwidencha (see page 108), becoming a scuttling
Special: To fulfill your vow, you must consume an thing with no memory of your former self.
intoxicating, stimulating, depressing, or hallucinogenic If you have 12 or more HD, you immediately become a
substance at least once per day. drider.
If you intentionally abstain, you immediately and In both cases, you automatically lose the benefit of this feat
irrevocably lose the benefit of this feat. and may not select a new one to replace it.
You may not take another feat to replace it. If you break your vow because of magical compulsion, or
If you break your vow as a result of magical compulsion, or otherwise unintentionally, you lose the benefit of this feat
otherwise unintentionally, you lose the benefit of this feat until you perform a suitable penance and receive an
until you perform a suitable penance and receive an atonement spell.
atonement spell.
VOW OF VENGEANCE [VILE]
VOW OF THE SPIDER QUEEN [VILE] Filled with hate, you have made an unspeakable vow to visit
You have taken an unspeakable vow to further the interests vengeance on those whom you believe wronged you and
of the Spider Queen at all costs. your people.
Prerequisite: Caster level 6th, rebuke undead, Whether the affront is real or imagined, you settle for
Unspeakable Vow, Verminfriend. nothing less than the extermination of your enemy.
Benefit: This unspeakable vow grants a variety of Prerequisite: Unspeakable Vow.
supernatural benefits, but at a terrible price. Benefit: Choose one creature type or subtype from those
You gain immunity to poison. given on Table 3–14: Ranger Favored Enemies, PH 47.
When using the Verminfriend feat, you gain a +5 insight You gain a +2 profane bonus on damage rolls against these
bonus on the Charisma check, and you can prevent any creatures, as well as a +4 profane bonus on rolls to confirm
single vermin within 30 feet from attacking you. critical threats against them.
If you succeed, the affected vermin cannot attack you for 24 Special: To fulfill your vow, you must kill at least one
hours. creature of the selected type each month.
Also, you can expend a rebuke undead attempt to rebuke or When facing these creatures, you cannot retreat and you
command vermin. must fight until you or all the creatures of your chosen foe
This ability functions like rebuke undead, except that it are killed.
affects vermin. You can take prisoners, but they must die within 1 week of
Finally, you develop horrid glands in your mouth that allow capture.
you to spit a wad of toxic fluid. If you intentionally break any portion of this vow, you
Your glands produce enough poison to spit a number of immediately and irrevocably lose the benefit of this feat.
times per day equal to 3 + your Con bonus (if any). You may not take another feat to replace it.
Treat this as a ranged touch attack with a range increment If you break your vow as a result of magical compulsion, or
of 10 feet. otherwise unintentionally, you lose the benefit of this feat
A direct hit deals 1d6 points of acid damage and forces the until you perform a suitable penance and receive an
target to succeed on a Fortitude save (DC 10 + 1/2 your atonement spell.
level + your Con modifier) or take 1d4 points of Strength
damage.
Ten rounds later, the target must succeed on a second save VRIL FEATS
against the same DC or take an additional 1d4 points of
Strength damage.
Every creature within 5 feet of the target takes 1 point of DAZING SHRIEK []
acid damage from the splash. Your shriek dazes enemies in addition to dealing damage.
Special: To fulfill your vow, you must not cause harm to Prerequisite: Vril, base attack bonus +3.
any vermin. Benefit: Creatures that take damage from your shriek
You may not deal lethal damage or ability damage to such must succeed on a Fortitude save (DC 10 +1/2 your
creatures through spells or weapons, though you can deal character level + your Con modifier) or be dazed for 1
nonlethal damage. round.
You may not target them with death effects, disintegrate, or
other spells that have the immediate potential to cause
death or great harm. GREAT SHRIEK []
You also may not use nondamaging spells to incapacitate or You can daze and deafen opponents with your piercing
weaken vermin so your allies can kill them. shriek.
In addition, once per week, you must perform a horrid Prerequisite: Vril, Dazing Shriek, base attack Bonus +9.
ritual that involves opening yourself to the maddening Benefit: Creatures that take damage from your shriek
presence of the Spider Queen. must succeed on a Fortitude save (DC 10+ 1/2 your
The ritual takes 8 hours, and at the end of this time you take character level + your Con modifier) or be dazed for 1d4
1d8 points of Wisdom damage. rounds and deafened for 1 minute.
Wisdom damage can be healed normally.
If you intentionally break this vow or fail to perform the
profane ritual, Lolth finds you wanting. 179
You must declare this attempt before you roll your attack,
IMPROVED SKINSHIFT [] and the attempt is wasted for the round if the attack misses.
Your can better protect yourself against certain types of If the attack hits, your summoned creatures gain a +2
weapons. morale bonus on attack rolls and damage rolls against that
Prerequisite: Vril, character level 5th. enemy until the start of your next turn.
Benefit: The damage reduction you gain from your
skinshift ability increases to 10.
EILSERVS SCHOOL [STYLE]
You have learned the fighting techniques of House
SUDDEN SHRIEK [] Eilservs, which utilize magic staffs in combat.
You can use your shriek ability quickly when performing Prerequisite: Spellcraft 2 ranks, Two-Weapon Fighting,
other actions. Weapon Focus (quarterstaff), base attack bonus +6.
Prerequisite: Vril, base attack bonus +2. Benefit: When you strike a creature with a magic staff,
Benefit: You can use your shriek ability as a swift action. you gain a bonus on damage rolls equal to +1 per 10 charges
Normal: Using your shriek ability usually requires a remaining in the staff (rounded up).
standard action. if you strike a foe with both ends of a magic staff in the
same round, you can immediately activate one of the spells
from the staff as a swift action.
VRIL DROW SLAYER [] The spell must target or be centered either on you or the
You despise drow and have learned how to fight them and target struck (or on any corner of your or your target’s
their ilk more effectively. space, in the case of an area spell).
Prerequisite: Vril, base attack bonus +4. This feat doesn’t let you activate a magic staff that you
Benefit: You are no longer take a –4 penalty on Fortitude wouldn’t otherwise be able to activate.
saves against drow and spiderkind poison. Staffs without charges (such as a simple +1 quarterstaff) gain
In addition, you gain a+1 morale bonus on attack rolls no benefit from this feat.
against drow and creatures related to drow (including Normal: Activating a spell trigger item is a standard
driders, szarkai, and scorrow [Secrets of Xen’drik]) and action.
spiderkind, and a +4 dodge bonus to Armor Class against
these creatures.
INLINDL SCHOOL [STYLE]
You have learned House Inlindl’s fighting techniques,
WEAPON STYLE FEATS which focus on using light weapons and shields.
Prerequisite: Int 13, Combat Expertise, Shield
Proficiency, Weapon Finesse.
ALEVAL SCHOOL [STYLE] Benefit: At the start of your turn, you can choose to
You have learned House Aleval’s fighting techniques, sacrifice your shield bonus to AC in exchange for a bonus
allowing you to deal damage that weakens your enemy’s on melee attack rolls equal to one-half that bonus.
physical or mental state. This bonus applies only on attacks made with light
Prerequisite: Spellcraft 2 ranks, Weapon Finesse, base weapons (or other weapons to which Weapon Finesse
attack bonus +4, sneak attack +2d6 or sudden strike +2d6. applies).
Benefit: When you deal sneak attack or sudden strike This effect lasts until the start of your next turn.
damage, you can sacrifice 1d6 points of this extra damage to
bestow a –2 penalty on one of the target’s three saving
throws (your choice) for 1 round. SHI’QUOS SCHOOL [STYLE]
You can use this feat once per round. You have learned the mobile fighting style of House
Shi’Quos.
Prerequisite: Dex 13, Dodge, Mobility, Spring Attack,
DESPANA SCHOOL [STYLE] base attack bonus +6.
You have learned House Despana’s fighting techniques, Benefits: If you deal damage with a charge attack or
which involve teaming up against an enemy with Spring Attack against an opponent at a lower elevation than
summoned creatures. you, the target also falls prone unless it succeeds on a
Prerequisite: Power Attack, Weapon Focus (light mace, Reflex save (DC 10 + 1/2 your level + your Dex modifier).
heavy mace, or warmace), base attack bonus +5, ability to
cast any summon monster spell.
Benefit: As long as you and a monster you summoned STEAL AND STRIKE [STYLE]
threaten the same foe, you are considered to be flanking You are a master of the style of fighting that involves using
that foe even if you don’t have an ally on the foe’s opposite a rapier and a kukri at the same time.
side. With it, you can rob an opponent of its weapon and strike
In addition, once per round you can declare that a melee swiftly when it is vulnerable.
attack you make with a mace, heavy mace, or warmace Prerequisite: Combat Expertise, Improved Disarm,
against a flanked enemy is intended to open the enemy’s Two-Weapon Fighting, Weapon Focus (kukri), Weapon
defenses. Focus (rapier).
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Benefit: If you successfully disarm an opponent with Prerequisite: Half-elf with drow ancestry.
your rapier, you can make a free attack with your kukri at Benefit: You have a +2 racial bonus on Will saves against
your highest base attack bonus. spells and spell-like abilities.
You can use this feat once per round. You have darkvision out to 60 feet.
You receive Exotic Weapon Proficiency (hand crossbow), as
well as, Undercommon and the drow dialect of Elven as
TORMTOR SCHOOL [STYLE] automatic languages.
You have learned House Tormtor’s fighting technique from If you have an Intelligence score of 13 or higher, you also
its weapon masters. gain the following spell-like abilities, each usable once per
Prerequisite: Point Blank Shot, Weapon Focus (javelin), day: dancing lights, darkness, and faerie fire.
base attack bonus +6. Your caster level equals your class level.
Benefit: If you deal damage on a melee attack with a Normal: A half-elf with drow ancestry normally just
javelin, you can then throw that javelin at any other target receives the half-elf racial traits as described in the Player’s
within 30 feet as a swift action (using your highest base Handbook.
ranged attack bonus). Special: Taking this feat also causes you to have light
You take no penalty when making a melee attack with a sensitivity: You are dazzled (–1 circumstance penalty on
javelin. attack rolls, saves, and checks) in bright sunlight or within
You gain a +1 bonus on damage rolls with javelins. the radius of a daylight spell.
SIDEBAR FEATS
DROW LEGACY []
The drow blood in your veins runs true and grants you
some abilities from that heritage.
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Regardless of the character’s Leadership score, he can’t
recruit a cohort of his level or higher.
DUNGEON A 6th-level paladin with a +3 Charisma bonus, for example,
can still only recruit a cohort of 5th level or lower.
Number of Followers by Level: The character can
MASTER’S GUIDE lead up to the indicated number of characters of each level.
For example, a character with a Leadership score of 14 can
lead up to fifteen 1st-level followers and one 2nd-level
3.0 (3.0) follower.
SIDEBAR FEATS
LEADERSHIP []
You are the sort of person others want to follow, and you
have done some work attempting to recruit cohorts and
followers.
Prerequisites: The character must be at least 6th level.
Benefits: Having this feat enables the character to attract
loyal companions and devoted followers, subordinates who
assist her.
See Table 2–25: Leadership for what sort of cohort and how
many followers the character can recruit.
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Normal: Without this feat, you may only take the shape
of a Small, Medium, or Large air, earth, fire, or water
DUNGEON elemental.
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(For instance, a 5th-level ranger/22nd-level sorcerer
couldn’t add a ranger spell slot, because she can’t cast the SPELL KNOWLEDGE [EPIC]
maximum normal spell level for ranger. You add two additional arcane spells to your repertoire.
She must add the spell slot to her sorcerer spells). Prerequisites: Ability to cast spells of the maximum
Special: You can gain this feat multiple times. normal spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up
to the maximum level you can cast.
IMPROVED STUNNING FIST [EPIC] This feat does not grant any additional spell slots.
Prerequisite: Dex 19, Wis 19, Improved Unarmed Special: You can gain this feat multiple times.
Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
This feat may be taken multiple times. TERRIFYING RAGE [EPIC]
Its effects stack. While in a rage, you panic your opponents.
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you
LASTING INSPIRATION [EPIC] must make a Will save opposed by your Intimidate check
Your songs continue to inspire allies long after your words or become panicked (if it has HD less than your character
have faded. level) or shaken (if it has HD equal to or up to twice your
Prerequisite: Perform (any one) 25 ranks, bardic music character level) for 4d6 rounds.
class feature. An enemy with Hit Dice greater than twice your character
Benefit: The effects of your bardic music inspiration level is not affected by this feat.
abilities last for ten times as long as normal after you stop
singing.
This has no effect on inspiration abilities that have no SIDEBAR FEATS
duration after you stop singing (such as inspire
competence).
IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a
OVERWHELMING CRITICAL [EPIC] nonstandard list, but only when they could normally
Choose one type of melee weapon, such as longsword or acquire a new familiar (see page 52 of the Player’s Handbook).
greataxe. Prerequisites: Ability to acquire a new familiar,
With that weapon, you do more damage on a critical hit. compatible alignment, sufficiently high level (see below).
Prerequisites: Str 23, Cleave, Great Cleave, Improved Benefit: When choosing a familiar, the creatures listed
Critical (weapon to be chosen), Power Attack, Weapon below are also available to the spellcaster.
Focus (weapon to be chosen). The spellcaster may choose a familiar with an alignment up
Benefit: When using the weapon you have selected, you to one step away on each of the alignment axes (lawful
deal an extra 1d6 points of damage on a successful critical through chaotic, good through evil).
hit. For example, a chaotic good spellcaster could acquire a
If the weapon’s critical multiplier is ×3, add an extra 2d6 neutral familiar.
points of damage instead, and if the multiplier is 4, add an A lawful neutral spellcaster could acquire a neutral good
extra 3d6 points of damage instead. familiar.
(Creatures immune to critical hits can’t be affected by this
feat).
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new type of
weapon.
LEADERSHIP [GENERAL]
A character with this feat is the sort of individual others
want to follow, and he or she has done some work
attempting to recruit cohorts and followers.
Prerequisites: A character must be at least 6th level to
take this feat.
Benefits: Having this feat enables the character to attract
loyal companions and devoted followers, subordinates who
assist her.
See the table below for what sort of cohort and how many
followers the character can recruit.
Leadership Modifiers: Several factors can affect a
character’s Leadership score, causing it to vary from the
base score (character level + Cha modifier).
A character’s reputation (from the point of view of the
cohort or follower he is trying to attract) raises or lowers his
Leadership score:
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TATTOO FOCUS [SPECIAL]
You bear the powerful magical tattoos of a Red Wizard of
Thay.
Prerequisite: Specialized in a school of magic.
Region: Thay.
Benefit: Add +1 to the DC for all saving throws against
spells from your specialized school.
You get a +1 bonus on caster level checks (1d20 + caster
level) to overcome a creature’s spell resistance when casting
spells from that school.
Special: Only characters with the Tattoo Focus feat can
participate in Red Wizard circle magic (see below).
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Whenever you are adjacent to another member, each of you
gains a +1 competence bonus to Armor Class.
DUNGEON Naturalist: A naturalist guild uses a complex and constantly
evolving set of trailglyphs and blazes to keep its members
informed of dangers, shelter, good hunting, and other
MASTER’S GUIDE 2 hazards or hidden benefits in the wilderness.
You gain a +2 competence bonus on any Survival check
made to keep from getting lost or to avoid a natural hazard,
(3.5) such as quicksand.
In addition, you can choose a particular type of creature
from the following list: animal, fey, giant, monstrous
humanoid, plant, or vermin.
SIDEBAR FEATS You gain a +5 competence bonus on any Knowledge
(nature) check you make concerning your chosen creature
type.
APPRENTICE [] Performer: While in a city that has a guildhouse, you can
A character with this feat has apprenticed himself to a substitute a Perform or Profession check for a Diplomacy or
master in order to speed his learning and bolster his skills. Gather Information check by offering your service for free.
This feat must be taken at 1st level. In addition, you gain twice the normal income when using
Once you start gaining experience, your methods of the Perform or Profession skill to earn money.
learning are already too ingrained for you to be able to gain Psionic: The guild subsidizes the creation of psionic items,
the benefits of a mentor-apprentice relationship. reducing your raw material costs by 5%.
Prerequisite: 1st level only. Religious: Your faith is bolstered by active membership in
Benefits: When you select this feat, you gain all the the guild.
benefits described in this section for being an apprentice. Once per character level, you can deem a particularly
insidious mind-affecting ability possessed by an enemy to
be a test of faith, thereby gaining a one-time +5 bonus on
BUSINESS SAVVY [] your Will saving throw.
You are particularly gifted when it comes to setting up and Scholastic: Once per character level, you can take 20 on any
maintaining profitable businesses. Knowledge skill in which you have at least 1 rank.
Prerequisite: Negotiator. Using this ability takes 1 hour, and you can do so only
Benefits: You gain a +2 bonus on all profit checks. while you are in your guildhouse, since you must research
In addition, you get a +1 luck bonus on all attack rolls, the desired information in the guild’s holdings from other
saving throws, and checks when resolving any business- guild members to accomplish the task.
related events. Normal: To receive general benefits from your guild, you
must pay your monthly dues.
You do not gain any guild fringe benefits.
FAVORED IN GUILD []
You are an active and valued member of your guild. GUILDMASTER []
Prerequisite: Membership in a guild.
Benefit: Select one of your guild’s associated skills. You are one of the leaders of your guild.
As long as you remain a member of that guild, you gain a +2 Prerequisites: Favored in Guild, Leadership, at least one
competence bonus on all checks made with that skill. guildmaster-associated feat (see the table below); your
As a fringe benefit, you also gain an ability relating to your followers and cohorts must also qualify to join the guild;
guild’s type, as described below. and at least one of your guild-associated skills must be a
Arcane: The guild subsidizes the creation of magic items, class skill for you and must be at maximum rank.
reducing your raw material costs by 5%. Benefits: You gain a +2 competence bonus on each of
Criminal: The guild opens up new options for black your guild-associated skills.
marketeering. In addition, because of your enhanced status, you no longer
Once every character level, you can purchase any product need to pay guild dues.
or service for 75% of its actual price in any city in which If your guild is a standard or expansive one, you can expect
your guild maintains a guildhouse. special treatment—specifically, free lodging, free food, an
Government: You gain a +1 bonus on Diplomacy and office, and a simple workshop, laboratory, or other space
Intimidate checks when dealing with members of any that contains any basic tools of your guild’s trade—at any
guild, including your own. guildhouse.
Mercantile: You can charge a little bit more for the goods Furthermore, as a guildmaster, you have some degree of
and services you sell, since membership in the guild authority over other guild members.
implies quality. Once per day, you can exchange the primary cohort you
Once per character level, you can sell a good or service for gained from your Leadership feat for a different cohort
100% markup over its regular price in any city where the from your guild.
organization maintains a guildhouse. Otherwise, the standard rules for choosing a cohort apply.
Mercenary: Members of the same mercenary guild tend to The DM determines the actual pool of cohorts available to
use combat tactics that mesh well with each other. you, but the new cohort is usually from the list of associated
187
classes provided in the description of each guild type (see Special: You must keep at least one of your guild-
Guild Types, page 223). associated class skills at maximum rank as you attain new
Special: Guildmasters are expected to spend at least 8 levels.
consecutive hours per week dealing with administrative A guildmaster who fails to meet this requirement loses the
matters and interacting with other guild members. benefits of this feat until he gains the necessary ranks.
A guildmaster who fails to meet this requirement loses the Special: As a nonstandard award for completing a
benefits of this feat for the following week. particularly dangerous and lengthy mission of great
importance to a PC’s guild, the DM can award this feat as a
bonus feat to anyone who qualifies for it.
MENTOR []
A character who takes this feat has offered his knowledge
and skill to a lower-level NPC and takes that NPC on as an
apprentice.
Prerequisites: 8 ranks in at least two of the four skills
associated with your mentor category; Apprentice; you
must have graduated from an apprenticeship.
Benefits: When you select this feat, you gain all the
benefits described in this section for being a mentor.
TRUEBOND []
Your bond to your chosen item becomes stronger.
Prerequisite: Character level 6th, completion of a
bonding ritual.
Benefit: You gain a special ability from the bond you have
established with your chosen item, as noted in the ritual
description for the last bonding ritual you completed.
This special ability applies
only while the bonded item is in your immediate
possession (held or carried on your body).
In addition, you can use locate object as a spell-like ability at
will (caster level equals your character level), but only to
locate the bonded item.
188
On a successful check, you stop in his space (rather than
move past him) and attack as part of your full-round action.
DUNGEONSCAPE If the check fails, you provoke an attack of opportunity, and
the rest of your full-round action is wasted.
If your melee attack hits, you move your foe 5 feet in a
(3.5) direction of your choice.
You now occupy the space that he occupied (or one of the
spaces of your choice).
If your melee attack misses, you return to the space you
MAIN SECTION FEATS occupied when you started this maneuver.
Wall Leaper: If you drop from a wall while climbing and
land adjacent to a creature, you can make one attack as a
COMBAT TINKERING [] standard action.
You can disarm traps or pick locks quickly and efficiently, This attack counts as a charge, and you gain a bonus on
even under the pressure of combat. your damage roll equal to the number of points of falling
Benefit: You gain a +4 bonus on Concentration checks to damage that you take.
avoid being distracted in combat while making Disable Special: A fighter can select Gnome Tunnel Acrobatics as
Device or Open Lock checks. one of his fighter bonus feats (PH 38).
You also gain a +4 bonus when attempting to quicken a
Disable Device or Open Lock check (see the Quickened
Skill Checks sidebar). HAMMER AND PITON [STYLE]
Normal: You must make a Concentration check You can drive pitons into your foes, giving you a useful
whenever you are damaged or otherwise distracted while perch from which to strike.
attempting to use the Disable Device or Open Lock skills. Prerequisites: Strength 15, Climb 3 ranks.
The DC to open a lock or disable a device is increased by 20 Benefit: While wielding a one-handed bludgeoning
if you attempt to complete the task in a shorter amount of melee weapon in your primary hand and a climbing piton
time. or spike in the other, you can make a touch attack with the
Special: This feat is particularly useful against encounter piton as a standard action.
traps (see page 120). This attack deals 1d4 points of damage + your Strength
modifier.
The target must be size Large or bigger.
GNOME TUNNEL ACROBATICS If the target is at least one size category larger than you, you
[TACTICAL] can make a special Climb check (DC equal to the target’s
Armor Class) to enter his space as a move action.
Goblin raiding parties whisper of the crazed but effective You must make the check on the same turn in which you
tactics that gnome tunnel guards use to defend their struck your foe with the piton.
homes. If the check succeeds, you enter and remain in the target’s
The gnomes excel at using acrobatics to penetrate enemy space without provoking an attack of opportunity from the
ranks or launch devastating attacks from above. target.
Prerequisites: Gnome; or base attack bonus +4, You lose your Dexterity bonus to Armor Class, but if your
Knowledge (dungeoneering) 2 ranks, and Tumble 9 ranks. foe moves, you remain in his space as he moves, if any
Benefit: The Gnome Tunnel Acrobatics feat enables the attack against you deals 10 or more points of damage, you
use of certain tactical maneuvers, described below. must make a Climb check (DC equal to the number of
Combat Puppeteer: You slip between your foes in a blur of points of damage) to remain in place.
movement, confusing them and causing them to strike at If the check fails, you must leave your foe’s space and enter
each other by mistake. the nearest clear space.
If you use the Tumble skill to avoid an opponent’s attack of Special: A fighter can select Hammer and Piton as one of
opportunity, you can use this maneuver on the following his fighter bonus feats (PH 38).
round.
You must make a double move and attempt a Tumble check
at a –5 penalty to avoid a foe’s attack of opportunity. QUICK RECONNOITER []
If your check succeeds, your foe makes an attack of You are skilled at scanning an area or object quickly and
opportunity but targets a creature of your choice within its thoroughly.
reach rather than you. Prerequisite: Listen 5 ranks, Spot 5 ranks.
You can use this maneuver against one creature per round. Benefit: You can make one Spot check and one Listen
Tunnel Scrambler: Using a series of deft tumbles and check each round as a free action.
somersaults, you crowd your opponent and force him to You also gain a +2 bonus on initiative checks.
move. Normal: Using Spot or Listen in a reactive fashion is a
If you make a successful melee attack against an opponent free action, but actively trying to make a Spot check or a
who has walls adjacent to at least two sides of his space, you Listen check requires a move action.
can make a special Tumble check on your next turn.
This check requires a full-round action.
As part of this action, make a Tumble check to move
through the target’s space.
189
Your opponent can opt to succeed automatically on his
TRAP ENGINEER [] Balance check.
You have spent a great deal of time studying trap If he does so, he will lose his move action on his next turn,
construction and recognize the work of famous builders, but he will Succeed automatically on Balance checks to
which gives you an edge against their devices. resist this maneuver until the start of his next turn.
Prerequisites: Knowledge (architecture and Your opponent must make this choice before seeing the
engineering) 1 rank, Knowledge (dungeoneering) 4 ranks. result of his Balance check.
Benefit: You know the styles of famous dungeon You can target a particular creature with this maneuver
architects or recognize their influences. once per round.
After finding or setting off a trap in a dungeon, you gain a Tunnel Fighter: To use this maneuver, you must be the target
+2 bonus on future Search checks and Disable Device of at least one melee attack from at least one foe while
checks to find or disarm traps in that same dungeon. standing with walls adjacent to you on two or more sides.
You also gain a +4 bonus on Reflex saves to avoid traps in When you are attacked under such conditions, you gain a
that dungeon, and a +4 dodge bonus to Armor Class against +2 bonus to Armor Class due to cover.
attacks made by traps in that dungeon. (If you gain cover from another source, this benefit does
not stack with it).
You also block line of sight for any spells or attacks made by
TRAP SENSITIVITY [] your opponents, though your allies can fire through your
Your senses are so attuned that you can detect mechanical space as normal.
traps that are close by. Door Sentinel: To use this maneuver, you must fight
Prerequisites: Elf or trapfinding class feature, trap sense defensively while adjacent to or standing in a doorway, a
+2. gate, or a similar opening in a wall.
Benefit: When you pass within 5 feet of a mechanical You must be adjacent to or standing in each square across
trap, you are entitled to make a Search check to notice the the doorway’s width.
trap as if you were looking for it. For 1 round after you fight defensively, you gain a +4 bonus
You cannot sense magic traps or spell traps with this feat. on Strength or Dexterity checks to resist bull rush or trip
Normal: Without this feat, you must actively search for attacks.
a trap to find it before it activates. Any creature attempting a Tumble check to avoid your
attack of opportunity takes a –5 penalty on the check.
Any creature attempting to tumble through your space
TUNNEL FIGHTING [] takes a –10 penalty on its check.
You are adept at maneuvering and fighting in tight spaces Special: A fighter can select Undermountain Tactics as
and underground passages. one of his fighter bonus feats (PH 38).
Prerequisites: Base attack bonus +1.
Benefit: When squeezing into or through a tight space, WEAPON AND TORCH [STYLE]
you do not take a penalty on your attack rolls or to your
Armor Class. You have mastered a style of fighting (hat uses a melee
Normal: Each movement into or through a narrow space weapon and a torch to devastating effect.
counts as if it were 2 squares, and while squeezed in a You can dazzle and burn your opponent with the open
narrow space, you take a –4 penalty on your attack rolls and flame.
a –4 penalty to your Armor Class (PH 148). Benefit: While fighting with a one-handed melee weapon
Special: A fighter can select Tunnel Fighting as one of his and holding a lit torch in the other hand, you can make a
fighter bonus feats (PH 38). special attack as a full-round action.
Attack once with your melee weapon.
If the attack hits, you also sweep your torch across your
UNDERMOUNTAIN TACTICS foe’s eyes, dealing 1d6 points of fire damage and dazzling
him for 1d4 rounds.
[TACTICAL] You can also use this feat while wielding a lit lantern, a
Dwarves have developed a variety of cunning tactics to sunrod, or an everburning torch in your off hand, although
defeat those foolish enough to enter their mountain items that do not give off heat do not deal fire damage.
redoubts.
While gnomes lack the dwarves’ militaristic streak, they too
have refined these tactics in countless battles against
kobolds and goblins.
Prerequisites: Dwarf or gnome; or base attack bonus +6
and Knowledge (dungeoneering) 2 ranks.
Benefit: The Undermountain Tactics feat enables the use
of certain tactical maneuvers, described below.
Stair King: To use this maneuver, you must gain the high
ground bonus on your attacks against an opponent.
If you hit your foe with two or more melee attacks during
your turn, he must make a Balance check (DC 10 + your Str
modifier) or be knocked prone.
190
ENEMIES AND
ALLIES (3.0)
MAIN SECTION FEATS
IMPROVED SUNDER [GENERAL]
You are adept at placing you attacks precisely where you
want to land.
Prerequisites: Base attack bonus +2, Power Attack,
Sunder, Str 13+.
Benefit: When you strike an opponent’s weapon, you
inflict double damage.
191
AUTOMATIC QUICKEN SPELL [EPIC]
EPIC LEVEL You can cast any of your lesser spells with a moment’s
thought.
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability
HANDBOOK (3.0) to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells
as quickened spells without using higher-level spell slots.
The normal limit to the number of quickened spells you
MAIN SECTION FEATS may cast per round applies.
Spells with a casting time of more than 1 full round can’t be
quickened.
ADDITIONAL MAGIC ITEM SPACE Special: You can gain this feat multiple times.
[EPIC] Each time you take the feat, the spells of your next three
lowest spell levels can now be quickened with no
You can wear more magic items. adjustment to their spell slots.
Benefit: Choose one type of magic item that has a limit Thus, a wizard who took this feat twice could quicken his 0-
on the number you can simultaneously wear and gain its through 6th-level spells with no adjustment to their spell
benefit, such as ring or belt. slots.
You can now wear one more magic item of this type and This feat doesn’t increase the casting time for those spells
also gain its benefit. that normally become full-round actions when cast in
Normal: Without this feat, a character is limited to one metamagic form (including bard spells, sorcerer spells, and
headband, hat, or helmet; one pair of eye lenses or goggles; spontaneously cast spells, such as a good cleric’s cure spells).
one cloak, cape, or mantle; one amulet, brooch, medallion,
necklace, periapt, or scarab; one suit of armor; one robe; one
vest, vestment, or shirt; one pair of bracers or bracelets; one AUTOMATIC SILENT SPELL [EPIC]
pair of gloves or gauntlets; two rings; one belt; and one pair You can cast any of your lesser spells silently.
of boots. Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to
Special: You can gain this feat multiple times. cast 9th-level arcane or divine spells.
Each time you take the feat, it applies to a new type of Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells
wearable magic item. as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times.
ARMOR SKIN [EPIC] Each time you take the feat, the spells of your next three
lowest spell levels can now be silenced with no adjustment
Your skin becomes like armor. to their spell slots.
Benefit: You gain a +2 natural armor bonus to Armor Thus, a wizard who took this feat twice could cast his 0-
Class, or your existing natural armor bonus increases by 2. through 6th-level spells as silent spells with no adjustment
This feat does not stack with any natural armor bonus to their spell slots.
granted by magic items or nonpermanent magical effects. This feat doesn’t increase the casting time for those spells
Special: A character can gain this feat multiple times Its that normally become full-round actions when cast in
effects stack. metamagic form (including sorcerer spells and
spontaneously cast spells, such as a good cleric’s cure spells).
AUGMENTED ALCHEMY [EPIC] However, since bard spells can’t be enhanced with the
Silent Spell feat, they can’t be affected by this feat either.
You can create alchemical items and substances that are
much more powerful than normal.
Prerequisites: Int 21, Alchemy 24 ranks. AUTOMATIC STILL SPELL [EPIC]
Benefit: Whenever creating an alchemical item or You can cast any of your lesser spells without gestures.
substance, you can choose to make it more powerful than Prerequisites: Still Spell, Spellcraft 27 ranks, ability to
normal by adding +20 to the DC required to create it and cast 9th-level arcane or divine spells.
multiplying its price by 5. Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells
If the item or substance deals damage, double the damage as stilled spells without using higher-level spell slots.
dealt. Special: You can gain this feat multiple times.
If the item or substance doesn’t deal damage, double the Each time you take the feat, the spells of your next three
duration of [ its effect. lowest spell levels can now be stilled with no adjustment to
If the item or substance doesn’t deal damage and doesn’t their spell slots.
have a specific listed duration (or has an instantaneous Thus, a wizard who took this feat twice could still his 0-
duration), double all dimensions of its area. through 6th-level spells with no adjustment to their spell
If the item or substance doesn’t fit any of these categories, slots.
then it cannot be affected by this feat. This feat doesn’t increase the casting time for those spells
See the Alchemy skill description earlier in this chapter for that normally become full-round actions when cast in
more information. metamagic form (including bard spells, sorcerer spells, and
spontaneously cast spells, such as a good cleric’s cure spells).
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BANE OF ENEMIES [EPIC] BULWARK OF DEFENSE [EPIC]
Your attacks deal great damage to your favored enemies. Prerequisites: Con 25, defensive stance 3/day.
Prerequisites: Wilderness Lore 24 ranks, five or more Benefit: Your defensive stance bonuses increase to +4
favored enemies (as the ranger class feature). Strength, +6 Constitution, +4 resistance bonus on all saves,
Benefit: Any weapon you wield against one of your and +6 dodge bonus to AC.
favored enemies is treated as a bane weapon for that
creature type (thus, its enhancement bonus is increased by
+2 and it deals +2d6 points of damage). CHAOTIC RAGE [EPIC]
This ability doesn’t stack with similar abilities (for instance, Your rage is particularly damaging to lawful creatures.
if the weapon is already a bane weapon). Prerequisites: Rage 5/day, chaotic alignment.
Benefit: Any weapon you wield while in a rage is treated
as a chaotic weapon (it deals +2d6 points of damage against
BEAST COMPANION [WILD] [EPIC] creatures of lawful alignment).
You can befriend a beast. This ability does not stack with similar abilities (for
Prerequisites: Beast Wild Shape, Knowledge (nature) 24 instance, if the weapon is already a chaotic weapon).
ranks, wild shape 6/day.
Benefit: As the druid’s animal companion ability, except
that when you use animal friendship, the spell also applies to COLOSSAL WILD SHAPE [WILD]
beasts. [EPIC]
Despite the greater intelligence of beasts, companion beasts
will not submit to tasks (or perform “tricks”) that animals You can wild shape into animals of Colossal size.
cannot accomplish. Prerequisite: The ability to wild shape into a Gargantuan
At most, you can have beast and animal companions whose creature.
combined HD are not more than twice your caster level. Benefit: You can use your wild shape to take the shape of a
Colossal animal.
Normal: Without this feat, you cannot wild shape into an
BEAST WILD SHAPE [WILD] [EPIC] animal of greater than Huge size.
You can wild shape into beast form.
Prerequisites: Knowledge (nature) 24 ranks, wild shape COMBAT ARCHERY [EPIC]
6/day.
Benefit: You can use your normal wild shape ability to You can fire a bow in melee safely.
take the form of a beast. Prerequisites: Dodge, Mobility, Point Blank Shot.
The size limitation is the same as your limitation on animal Benefit: You do not incur any attacks of opportunity for
size. firing a bow when threatened.
You gain any extraordinary abilities of the beast whose Normal: Without this feat, you incur an attack of
form you take. opportunity from all opponents who threaten you
whenever you use a bow.
BLINDING SPEED [EPIC]
You can trigger short bursts of great speed. CRAFT EPIC MAGIC ARMS AND
Prerequisite: Dex 25. ARMOR [ITEM CREATION] [EPIC]
Benefit: You can act as if hasted for 5 rounds each day.
You can craft magic arms and armor of epic power.
The duration of the effect need not be consecutive rounds.
Prerequisites: Craft Magic Arms and Armor,
Activating this power is a free action.
Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Special: You can gain this feat multiple times.
Each time you take the feat, it grants an additional 5 rounds Benefit: You can craft magic arms and armor which
exceed the normal limits for such items (as stated in the
of haste per day.
DUNGEON MASTER’s Guide).
For instance, you could craft a magic sword with an
BONUS DOMAIN [EPIC] enhancement bonus of greater than +5, with a total
effective enhancement bonus greater than +10, or that
You have access to one additional domain of spells. required prerequisite spells of higher than 9th level.
Prerequisites: Wis 21, ability to cast 9th-level divine See Chapter 4: Epic Magic Items for examples of epic magic
spells. arms and armor.
Benefit: Choose an additional domain from your deity’s
domain list.
You now have access to that domain’s spells and granted CRAFT EPIC ROD [ITEM CREATION]
powers as normal for your domain spells.
Special: You can gain this feat multiple times. [EPIC]
Each time you take the feat, it applies to a different domain. You can craft magic rods of epic power.
Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks,
Spellcraft 32 ranks.
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Benefit: You can craft rods that exceed the normal limits You can choose to exclude any characters from this effect
for such items (as stated in this book and in the DUNGEON (usually your allies).
MASTER’s Guide). You may sing, play, or recite a deafening song while taking
For instance, you could craft a rod with an enhancement other mundane actions, but not magical ones (see the bard’s
bonus greater than +5 or a rod with prerequisite spells of inspire courage ability for more details).
higher than 9th level. You may keep up the deafening song for a maximum of 10
See Chapter 4: Epic Magic Items for examples of epic rods. rounds.
Using the deafening song counts as one of your uses of
song or poetics for the day.
CRAFT EPIC STAFF [ITEM
CREATION] [EPIC] DEATH OF ENEMIES [EPIC]
You can craft magic staffs of epic power. You can instantly slay your favored enemies with a single
Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, strike.
Spellcraft 35 ranks. Prerequisites: Bane of Enemies, Wilderness Lore 30
Benefit: You can craft staffs that exceed the normal limits ranks, five or more favored enemies (as ranger class
for such items (as stated in this book and in the DUNGEON feature).
MASTER’s Guide). Benefit: Any time you score a critical hit against one of
For instance, you could craft a staff that cast spells greater your favored enemies, it must make a Fortitude save (DC 10
than 9th level, or a staff with an enhancement bonus + 1/2 your ranger class level + your Wisdom modifier) or
greater than +5. die instantly.
See Chapter 4: Epic Magic Items for examples of epic staffs. Special: Creatures immune to critical hits can’t be
affected by this feat.
CRAFT EPIC WONDROUS ITEM
[ITEM CREATION] [EPIC] DEVASTATING CRITICAL [EPIC]
You can craft wondrous items of epic power. Choose one type of melee weapon, such as longsword or
Prerequisites: Craft Wondrous Item, Knowledge greataxe.
(arcana) 26 ranks, Spellcraft 26 ranks. With that weapon, you are capable of killing any creature
Benefit: You can craft wondrous items that exceed the with a single strike.
normal limits for such items (as stated in this book and in Prerequisites: Str 25, Cleave, Great Cleave, Improved
the DUNGEON MASTER’s Guide). Critical (weapon to be chosen), Overwhelming Critical
For instance, you could craft a cloak of Charisma with an (weapon to be chosen), Power Attack, Weapon Focus
enhancement bonus greater than +6 or an item that (weapon to be chosen).
required prerequisite spells higher than 9th level. Benefit: When using the weapon you have selected,
See Chapter 4: Epic Magic Items for examples of epic whenever you score a critical hit the target must make a
wondrous items. Fortitude save (DC 10 + 1/2 your character level + your
Strength modifier) or die instantly.
(Creatures immune to critical hits can’t be affected by this
DAMAGE REDUCTION [EPIC] feat).
You can shrug off some damage from attacks. Special: You can gain this feat multiple times.
Prerequisite: Con 21. Its effects do not stack.
Each time you take the feat, it applies to a different type of
Benefit: You gain damage reduction 3/–.
This does not stack with damage reduction granted by weapon.
magic items or nonpermanent magical effects, but it does
stack with any damage reduction granted by permanent DEXTEROUS FORTITUDE [EPIC]
magical effects, class features, or this feat itself.
Special: A character can gain this feat multiple times. You are able to resist physical attacks with exceptional
Each time you gain the feat, your damage reduction agility.
increases by 3. Prerequisites: Dex 25, slippery mind class feature.
Benefit: Once per round, when targeted by an effect that
requires a Fortitude saving throw, you may make a Reflex
DEAFENING SONG [EPIC] save instead to avoid the effect (evasion is not applicable).
Your bardic music deafens those nearby.
Prerequisites: Perform 24 ranks, bardic music class DEXTEROUS WILL [EPIC]
feature.
Benefit: You can use song or poetics to temporarily You are able to resist compelling effects with exceptional
deafen all enemies within a 30-foot spread from you. agility.
A successful Fortitude save (DC 10 + 1/2 your class level + Prerequisites: Dex 25, slippery mind class feature.
your Charisma modifier) negates the effect. Benefit: Once per round, when targeted by an effect that
The deafening effect lasts for as long as you continue the requires a Will saving throw, you may make a Reflex save
deafening song. instead to avoid the effect (evasion is not applicable).
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DIMINUTIVE WILD SHAPE [WILD] ENERGY RESISTANCE [EPIC]
[EPIC] You can resist the effects of a chosen type of energy.
Benefit: Choose a type of energy (acid, cold, electricity,
You can wild shape into animals of Diminutive size. fire, or sonic).
Prerequisite: Ability to wild shape into a Huge animal. You gain resistance 10 to that type of energy, or your
Benefit: You can use your wild shape to take the shape of a existing resistance to that type of energy increases by 10.
Diminutive animal. This feat does not stack with energy resistance granted by
Normal: Without this feat, you cannot wild shape into an magic items or nonpermanent magical effects.
animal of smaller than Tiny size. Special: A character can gain this feat multiple times, if
the same type of energy is chosen, the effects stack.
DIRE CHARGE [EPIC]
You can make a full attack as part of a charge. ENHANCE SPELL [METAMAGIC]
Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of
[EPIC]
combat (or the surprise round, if you are allowed to act in You can increase the power limit of your damage-dealing
it), you can make a full attack against the opponent you spells.
charge. Prerequisite: Maximize Spell.
Normal: Without this feat, you may only make a single Benefit: The damage cap for your spells increases by 10
attack as part of a charge. dice (for spells that deal a number of dice of damage equal
to your caster level, such as fireball) or by 5 dice (for spells
that deal a number of dice of damage equal to half your
DISTANT SHOT [EPIC] level, such as searing light).
You can target anything you can see with a ranged weapon. An enhanced spell uses up a spell slot four levels higher
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot than the spell’s actual level.
20 ranks. For example, an enhanced fireball has a damage cap of 20d6
Benefit: You may throw or fire a ranged weapon at any (rather than 10d6).
target within line of sight, with no penalty for range. An enhanced searing light has a damage cap of 10d8 (rather
than 5d8).
This feat has no effect on spells that don’t specifically deal a
DRAGON WILD SHAPE [WILD] number of dice of damage equal to your level or half your
level, even if the spell’s effect is largely dictated by your
[EPIC] level.
You can take the form of a dragon. Thus, it has no effect on magic missile (even though your
Prerequisites: Wis 30, Beast Wild Shape, Knowledge level indicates how many missiles you fire), Melf’s acid arrow
(nature) 30 ranks, wild shape 6/day. (even though your level indicates how many rounds the
Benefit: You may use wild shape to change into a dragon acid deals damage), or produce flame (even though you add
(black, blue, green, red, white, brass, bronze, copper, gold, your level to the base 1d4 damage dealt).
or silver). Normal: Without this feat, use the damage dice caps
The size limitation is the same as your limitation on animal indicated in the spell’s description.
size. Special: You may gain this feat multiple times.
You gain all extraordinary and supernatural abilities of the Each time you select this feat, the damage cap increases by
dragon whose form you take. 10 dice or 5 dice, as appropriate to the spell, and the
enhanced spell takes up a spell slot an additional four levels
higher (thus, a twice-enhanced fireball would be an 11th-
EFFICIENT ITEM CREATION [EPIC] level spell).
Select an item creation feat.
You can create magic items using that feat much more
quickly than normal. EPIC DODGE [EPIC]
Prerequisites: Item creation feat to be selected, You are able to evade attacks with exceptional agility.
Knowledge (arcana) 24 ranks, Spellcraft 24 ranks. Prerequisites: Dex 25, Dodge, Tumble 30 ranks,
Benefit: Select an item creation feat. improved evasion, defensive roll class feature.
Creating a magic item using that feat requires one day per Benefit: Once per round, when struck by an attack from
10,000 gp of the item’s market price, with a minimum of an opponent you have designated as the object of your
one day. dodge, you may automatically avoid all damage from the
Normal: Without this feat, creating a magic item requires attack.
one day for each 1,000 gp of the item’s market price.
Special: You can gain this feat multiple times.
Its effects do not stack. EPIC ENDURANCE [EPIC]
Each time you take the feat, it applies to a different item You are capable of legendary feats of stamina.
creation feat. Prerequisites: Con 25, Endurance.
Benefit: Whenever you make a check for performing a
physical action that extends over a period of time (running, 195
swimming, holding your breath, and so on), you get a +10 your inspire competence now grants a +4 competence
bonus on the check. bonus on skill checks; and your inspire greatness ability
now grants +4d10 Hit Dice, a +4 competence bonus on
attacks, and a +2 competence bonus on Fortitude saves.
EPIC FORTITUDE [EPIC] Special: A character can gain this feat multiple times.
You have tremendously high fortitude. Its effects stack.
Benefit: You gain a +4 bonus on all Fortitude saving Remember that two doublings equals a tripling, and so
throws. forth.
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EPIC REPUTATION [EPIC] EPIC SPELLCASTING [EPIC]
Your reputation provides great bonuses on interactions You can create and cast spells that transcend the most
with others. powerful existing spells.
Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24
Information, Intimidate, and Perform checks. ranks, ability to cast 9th-level arcane spells.
OR
Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability
EPIC SKILL FOCUS [EPIC] to cast 9th-level divine spells.
Choose a skill, such as Move Silently. OR
You have a legendary knack with that skill. Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to
Prerequisite: 20 ranks in the skill selected. cast 9th-level divine spells.
Benefit: You gain a +10 bonus on all skill checks with Benefit: You may develop and cast epic spells, as detailed
that skill. in Chapter 2: Epic Spells.
Special: You can gain this feat multiple times. If you are an arcane spellcaster, you may cast a number of
Its effects do not stack. epic spells per day equal to your ranks in Knowledge
Each time you take the feat, it applies to a different skill. (arcana) divided by 10.
If you are a divine spellcaster, you may cast a number of
epic spells per day equal to your ranks in Knowledge
EPIC SPEED [EPIC] (religion) or Knowledge (nature) divided by 10.
You can move much more quickly than a normal person. Special: If you meet more than one set of prerequisites,
Prerequisites: Dex 21, Run. the limit on the number of spells you may cast per day is
Benefit: Your speed increases by 30 feet. cumulative.
This benefit does not stack with increased speed granted by For example, if you are a wizard/cleric, you may cast a
magic items or nonpermanent magical effects. number of arcane epic spells per day equal to your number
Special: This feat only functions when you are wearing of ranks in Knowledge (arcana), divided by ten, and a
medium armor, light armor, or no armor. number of divine epic spells per day equal to your number
of ranks in Knowledge (religion) or Knowledge (nature),
divided by ten.
EPIC SPELL FOCUS [EPIC] Epic Spellcasting feat: Psionic characters can acquire
Choose a school of magic, such as Illusion. epic “spells,” though in their parlance they are epic powers.
Your spells of that school are far more potent than normal. Psionic characters take the Epic Manifestation feat, which
Prerequisites: Greater Spell Focus* and Spell Focus in works just like the Epic Spellcasting feat.
the school selected, ability to cast at least one 9th-level spell The prerequisites for this feat are 24 ranks of Psicraft, 24
of the school to be chosen. ranks of Knowledge (psionics), and the ability to manifest
Benefit: Add +6 to the Difficulty Class for all saving 9th-level psionic powers.
throws against spells from the school of magic you select to Just as spellcasters use no spell slots to cast epic spells,
focus on. psionic characters use no power points to manifest epic
This overlaps (does not stack with) the bonuses from Spell powers.
Focus and Greater Spell Focus. Instead, they freely manifest their known epic powers a
number of times per day equal to their Knowledge
Special: You can gain this feat multiple times.
(psionics) skill divided by 10 (round down).
Its effects do not stack.
Generally, all the other epic spell rules work for epic
Each time you take the feat, it applies to a different school
powers as well except as noted below for displays.
of magic.
* This feat is presented in the Nonepic Feats section at the
end of this chapter.
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Benefit: You gain a +4 bonus on all Will saving throws.
205
Roll a normal rebuke (or command) check, except that the Prerequisite: Dex 25, three or more hands, Greater
negative energy burst affects living creatures rather than Multiweapon Fighting*, Multidexterity, Multiweapon
undead. Fighting.
Any creature that would be rebuked by this result gains one Benefit: You can make as many attacks with each extra
negative level. weapon as with your primary weapon, using the same base
Any creature that would be commanded by this check attack bonus.
gains two negative levels. For example, a four-armed creature with this feat and a base
The Fortitude save DC to remove these levels one day later attack of +18/+13/+8/+3 could make four attacks per round
is equal to 10 + 1/2 your effective turning level + your with his primary weapon and four attacks per round with
Charisma modifier. each extra weapon, using this base attack bonus.
You still take the normal penalties for fighting with two
weapons.
OVERWHELMING CRITICAL [EPIC] Normal: A creature without this feat can make only one
Choose one type of melee weapon, such as longsword or attack per round with each extra weapon (or two attacks per
greataxe. round with each weapon if it has Multiweapon Fighting, or
With that weapon, you do more damage on a critical hit. three attacks per round with each extra weapon if it has
Prerequisites: Str 23, Cleave, Great Cleave, Improved Greater Multiweapon Fighting).
Critical (weapon to be chosen), Power Attack, Weapon Each attack after the first extra attack has a cumulative –5
Focus (weapon to be chosen). penalty.
Benefit: When using the weapon you have selected, you Special: This feat replaces the Perfect Two-Weapon
deal +1d6 points of bonus damage on a successful critical Fighting feat for creatures with more than two arms (and
hit. functions identically to that feat if you have fewer than
If the weapon’s critical multiplier is ×3, add +2d6 points of three arms).
bonus damage instead, and if the multiplier is ×4, add +3d6 * This feat is presented in the Nonepic Feats section at the
points of bonus damage instead. end of this chapter.
Special: Creatures immune to critical hits can’t be
affected by this feat.
You can gain this feat multiple times. PERFECT TWO-WEAPON FIGHTING
Its effects do not stack. [EPIC]
Each time you take the feat, it applies to a different type of
weapon. You can attack with your off-hand weapon as frequently as
with your primary weapon.
Prerequisites: Dex 25, Ambidexterity, Greater Two-
PENETRATE DAMAGE REDUCTION Weapon Fighting*, Improved Two-Weapon Fighting, Two-
Weapon Fighting.
[EPIC] Benefit: You can make as many attacks with your offhand
You can bypass a creature’s damage reduction. weapon as with your primary weapon, using the same base
Benefit: Your attacks are made as if with an additional +2 attack bonus.
bonus to their standard enhancement bonus. For example, a character with this feat and a base attack
For instance, when attacking a creature with damage bonus of +18/+13/+8/+3 could make four attacks per round
reduction 35/+3, you would only need a +1 weapon to with his primary weapon and four attacks per round with
bypass the damage reduction. his off-hand weapon using this base attack bonus.
Special: This feat does not actually confer an You still take the normal penalties for fighting with two
enhancement bonus; it only emulates one for the purpose weapons.
of penetrating an opponent’s damage reduction. Normal: Without this feat, you can only get a single
The bonus conferred by Penetrate Damage Reduction attack with an off-hand weapon (or two attacks with an off-
stacks with the bonus conferred by Ki Strike. hand weapon if you have Improved Two-Weapon Fighting,
or three attacks with an off-hand weapon if you have
Greater Two-Weapon Fighting).
PERFECT HEALTH [EPIC] Special: A ranger can qualify for this feat even if he hasn’t
You are immune to normal diseases and common poisons. taken Ambidexterity or Two-Weapon Fighting, but can
Prerequisite: Con 25, Great Fortitude. only use it when wearing light armor or no armor.
Benefit: You are immune to all nonmagical diseases, as * This feat is presented in the Nonepic Feats section at the
well as to all poisons whose Fortitude save DC is 25 or less. end of this chapter.
209
This ability doesn’t stack with similar abilities (for instance,
TRAP SENSE [EPIC] if the weapon is already an unholy weapon).
You can sense nearby traps even if not actively searching
for them.
Prerequisites: Search 25 ranks, Spot 25 ranks, ability to VERMIN WILD SHAPE [WILD] [EPIC]
find traps as a rogue. You can wild shape into vermin form.
Benefit: If you pass within 5 feet of a trap, you are Prerequisites: Beast Wild Shape, Knowledge (nature) 24
entitled to a Search check to notice it as if you were actively ranks, wild shape 6/day.
looking for it. Benefit: You can use your normal wild shape ability to
take the form of a vermin.
The size limitation is the same as your limitation on animal
TWO-WEAPON REND [EPIC] size.
You can rend opponents when fighting with two weapons.
Prerequisites: Dex 15, base attack bonus +9,
Ambidexterity, Improved Two-Weapon Fighting, Two- VORPAL STRIKE [EPIC]
Weapon Fighting. Your unarmed strikes can behead your opponents.
Benefit: If you hit an opponent with a weapon in each Prerequisites: Str 25, Wis 25, Improved Critical
hand in the same round, you may automatically rend the (unarmed strike), Improved Unarmed Strike, Keen Strike,
opponent. Stunning Fist, ki strike +3.
This deals additional damage equal to the base damage of Benefit: Your unarmed strike is considered to be a
the smaller weapon plus 1 1/2 times your Strength slashing vorpal weapon.
modifier. (At your option, any unarmed strike can do bludgeoning
Base weapon damage includes an enhancement bonus on damage instead, but it loses the vorpal quality).
damage, if any. This ability doesn’t stack with similar abilities (for instance,
You can only rend once per round, regardless of how many if some other effect has already granted your unarmed
successful attacks you make. strikes the vorpal quality).
For example, when wielding a longsword and a short sword
simultaneously, if you hit with the longsword and the short
sword in the same round, you would automatically rend WIDEN AURA OF COURAGE [EPIC]
your opponent for 1d6 plus 1 1/2 times your Strength Your aura of courage is wider than normal.
modifier in points of damage. Prerequisite: Cha 25, aura of courage class ability.
Benefit: Your aura of courage extends to all allies within
UNCANNY ACCURACY [EPIC] 100 feet of you.
You can ignore anything less than total cover or total
concealment when using ranged weapons. WIDEN AURA OF DESPAIR [EPIC]
Prerequisites: Dex 21, Point Blank Shot, Precise Shot, Your aura of despair is wider than normal.
Spot 20 ranks. Prerequisite: Cha 25, aura of despair class ability.
Benefit: When throwing or shooting a ranged weapon, Benefit: Your aura of despair extends to all allies within
you can ignore any cover bonus to the target’s AC (up to a 100 feet of you.
maximum of nine-tenths cover) or any miss chance
conferred by the target’s concealment (up to a maximum of
nine-tenths concealment). ZONE OF ANIMATION [DIVINE]
If the target has total concealment or total cover, the AC
bonus or miss chance applies normally. [EPIC]
You can channel negative energy to animate undead.
Prerequisite: Cha 25, Undead Mastery, ability to rebuke
UNDEAD MASTERY [DIVINE] [EPIC] or command undead.
You can command a greater number of undead than Benefit: You can use a rebuke or command undead
normal. attempt to animate corpses within range of your rebuke or
Prerequisites: Cha 21, ability to rebuke or command command attempt.
undead. You animate a total number of HD of undead equal to the
Benefit: You may command up to ten times your level in number of undead that would be commanded by your
HD of undead. result (though you can’t animate more undead than there
are available corpses within range).
You can’t animate more undead with any single attempt
UNHOLY STRIKE [EPIC] than the maximum number you can command (including
Your attacks deal great damage to good creatures. any undead already under your command).
Prerequisites: Smite good class feature, any evil These undead are automatically under your command,
alignment. though your normal limit of commanded undead still
Benefit: Any weapon you wield is treated as a unholy applies.
weapon (it deals +2d6 points of damage against creatures of If the corpses are relatively fresh, the animated undead are
good alignment). zombies.
210
Otherwise, they are skeletons.
GREATER TWO-WEAPON FIGHTING
NON EPIC FEATS [GENERAL]
You are a master at fighting two-handed.
Prerequisites: Improved Two-Weapon Fighting, Two-
ESCHEW MATERIALS [METAMAGIC] Weapon Fighting, Ambidexterity, base attack bonus +15.
You can cast spells without material components. Benefit: In addition to the standard extra attack you get
Prerequisites: Any other metamagic feat. with an off-hand weapon and the second attack with the
Benefit: A spell cast with Eschew Materials can be cast off-hand weapon provided by Improved Two-Weapon
with no material components. Fighting, you get a third attack with the off-hand weapon,
Spells without material components are not affected. albeit at a –10 penalty (see Table 8–2: Two-Weapon
Spells with material components with a cost of more than 1 Fighting Penalties in the Player’s Handbook).
gp are not affected. Special: A ranger who meets only the base attack bonus
An eschewed spell uses up a spell slot of the same level as prerequisite and the Improved Two-Weapon Fighting
the original spell. prerequisite can gain this feat, but can only use it when
wearing light armor or no armor.
This feat can be taken as one of a fighter’s bonus feats.
GREATER MULTIWEAPON FIGHTING
[GENERAL] IMPROVED COUNTERSPELL
A creature with three or more hands can fight with a [GENERAL]
weapon in each hand.
The creature can make up to three attacks per round with You understand the nuances of magic to such an extent that
each extra weapon. you can counter your opponent’s spells with great
Prerequisites: Dex 19, three or more hands, Improved efficiency.
Multiweapon Fighting, Multiweapon Fighting, Multi- Benefit: When counterspelling, instead of using the exact
Dexterity, base attack bonus +15. spell you are trying to counter, you may use a spell of the
Benefit: You may make up to three extra attacks with same school that is one or more levels higher than the
each extra weapon you wield, albeit at a –10 penalty. target spell.
Special: This feat replaces the Greater Two-Weapon
Fighting feat originally presented in Masters of the Wild) for IMPROVED MULTIATTACK
creatures with more than two arms (and functions
identically to that feat if you have fewer than three arms). [GENERAL]
The creature is particularly adept at using all its natural
GREATER SPELL FOCUS [GENERAL] weapons at once.
Prerequisite: Three or more natural weapons,
Choose a school of magic, such as illusion. Multiattack.
Your spells of that school are far more potent than normal. Benefit: The creature’s secondary attacks with natural
Prerequisite: Spell Focus in the school selected. weapons have no penalty.
Benefit: Add +4 to the Difficulty Class for all saving They still add only one-half the creature’s Strength bonus, if
throws against spells from the school of magic you select to any, to damage dealt.
focus on. Normal: Without this feat, the creature’s secondary
This benefit overlaps (does not stack with) the bonus from natural attacks have a –5 penalty (or a –2 penalty if it has
Spell Focus. the Multiattack feat).
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a different school IMPROVED FLYBY ATTACK
of magic.
[GENERAL]
The creature can attack on the wing with increased
GREATER SPELL PENETRATION mobility.
[GENERAL] Prerequisite: Fly speed, Flyby Attack, Dodge, Mobility.
Benefit: When flying, the creature can take a move action
Your spells are especially potent, defeating spell resistance (including a dive) and another partial action at any point
more readily than normal. during the move.
Prerequisite: Spell Penetration. If this partial action is an attack, the creature provokes no
Benefit: You get a +4 bonus on caster level checks to beat attacks of opportunity by moving through areas threatened
a creature’s spell resistance. by its target.
This benefit overlaps (does not stack with) the bonus from The creature cannot take a second move action during a
Spell Penetration. round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial
action either before or after its move.
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Even with the Flyby Attack feat, the creature provokes
attacks of opportunity by moving through areas threatened SIDEBAR FEATS
by the target of its flyby attack.
ENHANCE ITEM [ITEM CREATION]
IMPROVED MULTIWEAPON You can increase the minimum DC for saving throws of
FIGHTING [GENERAL] magic items you create.
Prerequisite: Any other item creation feat.
A creature with three or more hands can fight with a Benefit: Choose any item creation feat you already know.
weapon in each hand. When you create an item with that feat, adjust the DC for
The creature can make up to two attacks per round with saving throws required by the magic item, if any, by your
each extra weapon. key ability modifier.
Prerequisites: Dex 15, three or more hands, Normal: When a character creates a magic item, she uses
Multiweapon Fighting, Multidexterity, base attack bonus the minimum key ability score necessary to imbed a spell of
+9. a given level, and the associated modifier to adjust the DC
Benefit: In addition to the single extra attack you get for saving throws, regardless of her actual key ability score,
with each extra weapon from Multiweapon Fighting, you which could be higher.
get a second attack with each extra weapon, albeit at a –5 Special: You can gain this feat multiple times.
penalty. Each time you take the feat, it applies to a different item
Normal: With only Multiweapon Fighting, you can only creation feat that you already know.
get a single attack with each extra weapon.
Special: This feat replaces the Improved Two-Weapon
Fighting feat for creatures with more than two arms.
MANYSHOT [GENERAL]
You can fire multiple arrows as a single attack against a
nearby target.
Prerequisites: Dex 15, base attack bonus +6, Point Blank
Shot, Rapid Shot.
Benefits: As a standard action, you may fire two arrows at
a single opponent within 30 feet.
Both arrows use the same attack roll to determine success
(with a –4 penalty on the roll) and deal normal damage.
For every 5 points of base attack bonus above +6, you may
add one additional arrow to this attack, to a maximum of
four arrows at base attack bonus +16 or higher.
However, each arrow after the second adds a cummulative
–2 penalty to the attack roll (–6 for three arrows, –8 for
four).
Special: Regardless of the number of arrows you fire, you
apply precision-based damage (such as sneak attack damage
or the ranger’s favored enemy bonus) once.
If you score a critical hit, only one of the arrows deals
critical damage (your choice); all others deal normal
damage.
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Normal: Without this feat, a character cannot craft the
epic poisons described in this article.
EPIC INSIGHTS (3.0) Special: This feat should be added to the epic bonus feat
list of the assassin class.
216
To employ other feats that have such prerequisites, you Benefits: You gain a +2 bonus on weapon damage when
must be wielding a weapon with which you have selected wielding your deity’s chosen weapon.
the Epic Weapon Focus feat.
DIVINE SPELL PENETRATION [EPIC]
AUTOMATIC VILE SPELL [EPIC, Choose a component of your alignment.
METAMAGIC] Your divine spells of that alignment are more capable of
defeating spell resistance.
The character’s lesser spells inflict wounds tainted with Prerequisites: Wis 21, Improved Alignment-Based
foul evil. Casting, domain of chosen alignment, alignment matching
Prerequisites: Violate Spell, Spellcraft 27 ranks, ability chosen component, ability to cast 9th-level divine spells.
to cast 9th-level arcane or divine spells, any evil alignment. Benefits: When casting spells of the chosen alignment,
Benefit: The character can cast all 0-, 1st-, 2nd-, and 3rd- you gain a +4 bonus on caster level checks to defeat spell
level spells as violated spells without using higher-level resistance.
slots (see the Violate Spell metamagic feat in the Book of Vile
Darkness).
The character can choose not to apply this effect to any EPIC ANCESTRAL DAISHO [EPIC]
spell as a free action as the spell is being cast (for instance, if Your ancestral weapon gains the capacity for even greater
her target is resistant to evil spells). power.
Special: The character can gain this feat multiple times. Prerequisites: Samurai level 21, Wis 19.
Each time the character takes the feat, the spells of the
Benefit: The maximum weapon bonus that you can
character’s next three lowest spell levels can be violated
awaken in your ancestral daisho increases by +1 (such as
with no adjustment to their spell slots.
from +10 to +11).
Thus, a wizard who took this feat twice could cast her 0- Also, your ancestral daisho’s maximum enhancement
through 6th-level spells as violated spells with no
bonus increases by +1 (such as from +5 to +6).
adjustment to their spell slots.
You must still make an appropriate sacrifice to awaken this
This feat doesn’t increase the casting time for those spells
bonus, as shown on the table below.
that normally become full-round actions when cast in
For instance, to increase a +5 flaming katana of dancing to a
metamagic form (including bard spells, sorcerer spells, and +6 flaming katana of dancing, the samurai must sacrifice
spontaneously cast spells, such as an evil cleric’s inflict
2,220,000 gp.
spells). The samurai must spend one day per 10,000 gp sacrificed in
the shrine or temple.
BRILLIANT MIND-BLADE [EPIC] He must spend at least 8 hours each of these days kneeling
before his ancestors and his weapons, not stopping to eat or
[PSIONIC] rest.
Your mind-blade is a brilliant energy weapon.
Prerequisites: Mind-blade enhancement bonus of +6,
reserve power points (see below).
Benefit: Your mind-blades have the brilliant energy
weapon quality.
You can choose to turn this ability on or off as a free action.
Special: This feat increases your prerequisite of reserve
power points for your mind-blades by 10.
This feat can be taken as a bonus feat by the epic soulknife.
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For instance, a halfling with this feat could wield a
longsword as a one-handed weapon, or a human could
VILE DEATHSTRIKE [EPIC, VILE] wield an ogre’s Huge greatclub as a two-handed weapon.
Creatures slain by the character’s attack can be raised only Normal: You can wield weapons of your size or smaller
on holy ground. only.
Prerequisites: Evil alignment, Vile Martial Strike (or Special: You can’t use this feat in conjunction with
Vile Ki Strike or Vile Natural Attack). Weapon Finesse.
Benefit: Any creature that dies as a result of the For instance, a halfling with this feat couldn’t apply the
character’s weapon or natural weapon attack can be raised effects of Weapon Finesse while wielding a short sword,
or otherwise returned to life by magic cast only within the even though this feat enables him to otherwise treat it as a
area of a consecrate or hallow spell. light weapon.
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A Gloom Aura is suppressed by any spell of 4th-level or A Radiant Aura is suppressed by any spell of 4th-level or
higher that has the Light descriptor. higher that has the Darkness descriptor.
Areas in which a Radiant Aura and a Gloom Aura overlap Areas in which a Radiant Aura and a Gloom Aura overlap
cancel each other out, but the standard bonuses for the aura cancel each other out, but the standard bonuses for the aura
continue to function normally. continue to function normally.
227
You are automatically aware of all spells or magical effects Any creature within 30 feet must succeed on a
you see. Concentration check (DC 10 + your caster level + your
Simply by looking at a creature, you can determine if it is a Charisma bonus) or be unable to shape a soulmeld, bind a
divine or arcane caster, whether it has any spell-like soul meld or magic item to a chakra, or invest or reallocate
abilities, and the highest spell or spell-like abilities it essentia.
knows. You can choose to exempt allied creatures from the effects
This is a supernatural ability. of this aura.
When you use the voidsense invocation, you gain blindsight This is a supernatural ability.
60 feet. You are immune to the soulless aura and consume soul
You receive a bonus on all Listen, Sense Motive, and Spot abilities of soul eaters.
checks equal to double your Wisdom modifier or +6, This is an extraordinary ability.
whichever is greater. When you use the drain incarnum or steal incarnum
This is an extraordinary ability. invocations, the amount of incarnum damage or drain is
Normal: The voidsense invocation grants blindsense 30 doubled.
feet. Using this ability is part of the casting of the casting of
those invocations.
The DCs of all saving throws for your incarnum-related
SHADOWMASTER [EPIC] invocations increase by 2.
You have walked the path of shadows, and now you have Every point of essentia invested in this invocation increases
mastered its secrets. the DC of your incarnum-related invocations by 1.
Prerequisites: Spellcraft 24 ranks, beshadowed blast, dark Once the amount of essentia invested is chosen, it cannot
discorporation, darkness, enervating shadow. be altered and remains invested for 24 hours.
Benefit: You can create streaking masses of shadow If the invocation is dispelled during this time, the essentia
around your form, providing you with a 50% miss chance investment remains in place, taking effect once again when
against all attacks (as displacement). you activate the invocation.
Activating this ability requires a standard action. Activating this ability requires a standard action.
You can use material from the Plane of Shadows to create You can communicate telepathically with any creature
quasireal illusions, mimicking sorcerer and wizard within 100 feet that has a language.
conjuration spells of 8th level or lower (as shades). This is a supernatural ability.
The illusions deal 80% damage to nonbelievers, and You gain 3 points of essentia when you take this feat.
nondamaging effects are 80% likely to work against
nonbelievers. VERMINLORD []
Activating this ability requires a standard action.
You are immune to all spells with the shadow subtype and You have unparalleled insight into the ways of vermin.
to effects that involve the use of shadows (such as the Prerequisites: Spellcraft 24 ranks, spiderwalk, summon
breath weapon of a shadow dragon). swarm, tenacious plague.
This is an extraordinary ability. Benefit: You can summon ten swarms of centipedes (as
creeping doom).
You add your Charisma modifier to the poison save DC of
SOULEATER INCARNATE [EPIC] the swarm.
You have mastered the fusion of invocation and incarnum. The attacks of any centipede swarms summoned are treated
Prerequisites: Knowledge (the planes) 24 ranks, drain as magic weapons for the purpose of overcoming damage
incarnum, incarnum blast, incarnum shroud, steal incarnum. reduction.
Benefit: By studying the unique qualities of the They also bypass damage reduction based on your
mysterious souleater, you have learned a variety of secret alignment.
powers. If you are a chaotic good warlock, your swarms bypass
When using this feat, you consume the soul of any creature chaotic, good, and magic damage reduction.
that dies within 30 feet of you. Activating this ability requires a standard action.
For 10 minutes following the death, you gain +10 When you use the summon swarm and tenacious plague
temporary hit points and a +1 bonus on attack rolls and invocations, the summoned creatures bypass damage
saving throws. reduction in the way listed above.
Bonuses from multiple deaths stack. Using this ability is part of the casting of those invocations.
At the end of the 10 minutes, the soul is permanently You can also control the actions of vermin creatures.
consumed. This functions as dominate monster, but it affects vermin
The creature that was consumed can be raised only via a only.
miracle, true resurrection, or wish. This lasts for a number of days equal to your caster level.
If the creature was slain by your incarnum blast invocation, Activating this ability requires a standard action.
the bonus and duration of the hit points, attack, and save Vermin view you as one of their kind.
bonuses are doubled. A vermin will never attack you willingly, unless you
You can choose not to consume the soul of a creature. provoke it or its kin.
This is a supernatural ability. This is an extraordinary ability.
You radiate an aura that makes it difficult for anyone within
30 feet to manipulate incarnum.
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BODY FUEL [PSIONIC]
EXPANDED You can expand your power point total at the expense of
your health.
Benefit: You can recover 2 power points by taking 1 point
PSIONICS of ability burn damage (see page 67) to each of your three
ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional
HANDBOOK (3.5) cost; for example, you could choose to recover 6 power
points by taking 3 points of ability burn damage to
Strength, Dexterity, and Constitution.
These recovered points are added to your power point
MAIN SECTION FEATS reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat.
You can take advantage of this feat only while in your own
ALIGNED ATTACK [PSIONIC] body (if you are under the effect of mind switch or
Your melee or ranged attack overcomes your opponent’s metamorph, for example, you gain no benefit).
alignment-based damage reduction and deals additional
damage.
Prerequisite: Base attack bonus +6. BOOST CONSTRUCT [PSIONIC]
Benefit: When you take this feat, choose either chaos, Your astral constructs have more abilities.
good, evil or law. Benefit: When you create an astral construct, you can
(Your choice must match one of your alignment give it one additional special ability from any menu (see
components; for example, if you are lawful good, you can page 186) that the construct currently has an ability from.
choose either lawful or good, but not chaotic or evil).
Once you’ve made this alignment choice, it cannot be
changed. BURROWING POWER
To use this feat, you must expend your psionic focus (see [METAPSIONIC]
the Concentration skill description, page 37).
When you make a successful melee or ranged attack, you Your powers sometimes bypass barriers.
deal an extra 1d6 points of damage, and your attack is Benefit: To use this feat, you must expend your psionic
treated as either a good, evil, chaotic, or lawful attack focus (see the Concentration skill description, page 37).
(depending on your original choice) for the purpose of You can attempt to manifest your powers against targets
overcoming damage reduction. that are sheltered behind a wall or force effect.
You must decide whether or not to use this feat prior to Your power briefly skips through the Astral Plane to bypass
making an attack. the barrier.
If your attack misses, you still expend your psionic focus. The strength and thickness of the barrier determine your
chance of success.
To successfully bypass the barrier with your power, you
ANTIPSIONIC MAGIC [GENERAL] make a Psicraft check against a DC equal to 10 + the
Your spells are more potent when used against psionic hardness of the barrier + 1 per foot of thickness (minimum
characters and creatures. 1).
Prerequisite: Spellcraft 5 ranks. Assign a hardness of 20 to barriers without a hardness
Benefit: You get a get a +2 bonus on caster level checks rating, such as force effects (or a wall of ectoplasm).
made to overcome a psionic creature’s power resistance. Force walls or walls of ectoplasm are assumed to have less
This bonus stacks with the bonus conferred by Spell than 1 foot of thickness unless noted otherwise.
Penetration and Greater Spell Penetration. If a power requires line of sight (which includes most
Moreover, whenever a psionic creature attempts to dispel a powers that affect a target or targets instead of an area), you
spell you cast, it makes its manifester level check against a cannot manifest it as a burrowing power unless you can
DC of 13 + its manifester level. somehow see the target, such as with clairvoyant sense.
The benefits of this feat apply only to power resistance. Using this feat increases the power point cost of the power
The bonus does not apply to spell resistance. by 2.
This is an exception to the psionics-magic transparency rule The power’s total cost cannot exceed your manifester level.
(see page 55).
Special: You cannot take or use this feat if you have the CHAIN POWER [METAPSIONIC]
ability to use powers (if you have a power point reserve or
psi-like abilities). You can manifest powers that arc to hit other targets in
addition to the primary target.
Benefit: To use this feat, you must expend your psionic
AUTONOMOUS [GENERAL] focus (see the Concentration skill description, page 37).
You have a knack for psionic self-sufficiency. You can chain any power that affects a single target and that
Benefit: You get a +2 bonus on all Autohypnosis checks deals either acid, cold, electricity, fire, or sonic damage.
and Knowledge (psionics) checks.
229
After the primary target is struck, the power can arc to a Benefit: You get a +4 bonus on Concentration checks
number of secondary targets equal to your manifester level made to manifest a power or use a psi-like ability while on
(maximum twenty). the defensive (see Manifesting Powers on the Defensive,
The secondary arcs each strike one target and deal half as page 54) or while you are grappling or pinned.
much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by
the power. CRAFT COGNIZANCE CRYSTAL
You choose secondary targets as you like, but they must all [ITEM CREATION]
be within 30 feet of the primary target, and no target can be
struck more than once. You can create psionic cognizance crystals that store power
You can choose to affect fewer secondary targets than the points.
maximum (to avoid allies in the area, for example). Prerequisite: Manifester level 3rd.
Using this feat increases the power point cost of the power Benefit: You can create a cognizance crystal.
by 6. Doing so takes one day for each 1,000 gp in its base price.
The power’s total cost cannot exceed your manifester level. The base price of a cognizance crystal is equal to the highest-
level power it could manifest using all its stored power
points, squared, multiplied by 1,000 gp.
CHAOTIC MIND [GENERAL] For example, a cognizance crystal that stores 5 power points
The turbulence of your thoughts prevents others from could be used to manifest a power as high as 3rd level.
gaining insight into your actions. Thus, its cost is 9,000 gp (3 × 3 × 1,000 = 9,000).
Prerequisite: Chaotic alignment, Cha 15. To create a cognizance crystal, you must spend 1/25 of its base
Benefit: Creatures and characters who have an insight price in XP and use up raw materials costing one-half its
bonus on their attack rolls, an insight bonus to their Armor base price.
Class, or an insight bonus on skill checks or ability checks
do not gain those bonuses against you. CRAFT DORJE [ITEM CREATION]
The benefit of this feat applies only to insight bonuses
gained from psionic powers and psi-like abilities. You can create slender crystal wands called dorjes than
This is an exception to the psionics-magic transparency rule manifest powers when charges are expended.
(see page 55). Prerequisite: Manifester level 5th.
Special: You cannot take or use this feat if you have the Benefit: You can create a dorje of any psionic power you
ability to use powers (if you have a power point reserve or know (barring exceptions, such as bestow power, as noted in
psi-like abilities). a power’s description).
Crafting a dorje takes one day for each 1,000 gp in its base
price.
CLOAK DANCE [GENERAL] The base price of a dorje is its manifester level × the power
You are skilled at using optical tricks to make yourself seem level × 750 gp.
to be where you are not. To craft a dorje, you must spend 1/25 of this base price in
Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks. XP and use up raw materials costing one-half of this base
Benefit: You can take a move action to obscure your exact price.
position. A newly created dorje has 50 charges.
Until your next turn, you have concealment. Any dorje that stores a power with an XP cost also carries a
Alternatively, you can take a full-round action to entirely commensurate cost.
obscure your exact position. In addition to the XP cost derived from the base price, you
Until your next action, you have total concealment. must pay fifty times the XP cost.
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IMPROVED PSICRYSTAL [PSIONIC] MENTAL RESISTANCE [GENERAL]
You can upgrade your psicrystal. Your mind is armored against mental intrusion.
Prerequisites: Psicrystal Affinity. Prerequisite: Base Will save bonus +2.
Benefit: You can implant another personality fragment in Benefit: Against psionic attacks that do not employ an
your psicrystal. energy type to deal damage, such as mind thrust, you gain
You gain the benefits of both psicrystal personalities. damage reduction 3/–.
Your psicrystal’s personality adjusts and becomes a blend In addition, when you are hit with ability damage (but not
between all implanted personality fragments. ability drain or ability burn damage) from a psionic attack,
From now on, when determining the abilities of your you take 3 points less than you would normally take.
psicrystal, treat your manifester level as one higher than The benefit of this feat applies only to psionic powers and
your normal manifester level. psi-like abilities.
Special: You can gain this feat multiple times. This is an exception to the psionics-magic transparency rule
Each time, you implant a new personality fragment in your (see page 55).
psicrystal, from which you derive the noted benefits, and Special: You cannot take or use this feat if you have the
you treat your level as one higher for the purpose of ability to use powers (if you have a power point reserve or
determining your psicrystal’s abilities. psi-like abilities).
SIDEBAR FEATS
HIDDEN TALENT [GENERAL]
Your mind wakes to a previously unrealized talent for
psionics.
Prerequisite: This feat can only be taken at 1st level.
Benefit: Your latent power of psionics flares to life,
conferring upon you the designation of a psionic character.
As a psionic character, you gain a reserve of 2 power points,
and you can take psionic feats, metapsionic feats, and
psionic item creation feats.
If you have or take a class that grants power points, the
power points gained from Hidden Talent are added to your
total power point reserve.
When you take this feat, choose one 1st-level power from
any psionic class list.
You know this power (it becomes one of your powers
known).
You can manifest this power with the power points
provided by this feat if you have a Charisma score of 11 or
higher.
If you have no psionic class levels, you are considered a 1st-
level manifester when manifesting this power.
If you have psionic class levels, you can manifest the power
at the highest manifester level you have attained.
(This is not a manifester level, and it does not add to any
manifester levels gained by taking psionic classes).
If you have no psionic class levels, use Charisma to
determine how powerful a power you can manifest and
how hard those powers are to resist.
Note: This is an expanded version of the Wild Talent feat,
intended for use in high-psionics campaigns.
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Benefit: When you turn or rebuke undead, you may
choose a number no higher than your cleric level.
FAITHS AND Add that number to your turning check, while subtracting
it from your turning damage roll.
If you’re not a cleric, you may choose a number no higher
PANTHEONS (3.0) than your effective cleric level (for instance, a paladin could
choose a number up to two less than his paladin level).
If a prestige class increases your effective turning level, use
your effective turning level.
MAIN SECTION FEATS
JACK OF ALL TRADES [GENERAL]
DIVINE MIGHT [DIVINE] You’ve picked up a smattering of even the most obscure
You can channel energy to increase your damage in skills.
combat. Prerequisites: Character level 8th.
Prerequisites: Ability to turn or rebuke undead, Cha 13, Benefits: You can use any skill untrained, even those that
Str 13, Power Attack. normally require training to use.
Benefit: Spend one of your turn/rebuke undead attempts
to add your Charisma modifier to your weapon damage for
a number of rounds equal to your Charisma modifier. LYCANTHROPIC SPELL [GENERAL]
This is a supernatural ability. You cast spells while in your lycanthropic animal form.
Prerequisites: Lycanthrope, Improved Control Shape
feat or Control Shape 8 ranks.
DIVINE VENGEANCE [DIVINE] Benefit: You complete the verbal and somatic
You channel energy to do additional energy damage in components of spells while in your lycanthropic animal
combat against undead. form.
Prerequisites: Ability to turn undead, Extra Turning. For example, while in the form of a wolf, you could
Benefit: Spend one of your turn undead attempts to add substitute barks and gestures with your paws for the
7d6 points of sacred energy-damage to all your successful normal verbal and somatic components of a spell.
melee attacks against undead until the end of your next You can use any material components or focuses that you
action. can hold with an appendage of your current form.
This is a supernatural ability. This feat does not permit the use of magic items while in a
form that could not ordinarily use them, and you do not
gain the ability to speak in your lycanthropic form.
EMPOWER TURNING [SPECIAL]
You can turn or rebuke more undead with a single turning
attempt. QUICKEN TURNING [SPECIAL]
Prerequisites: Ability to turn or rebuke undead, Cha 13, You can turn or rebuke undead with a moment’s thought.
Extra Turning. Prerequisites: Ability to turn or rebuke undead, Cha 13,
Benefit: You can turn or rebuke more undead than usual, Extra Turning.
but have a harder time affecting undead with a larger Benefits: You can turn or rebuke undead as a free action,
number of Hit Dice. but with a –4 penalty on both your turning check and your
If you take a –2 penalty on your turning check, you can add turning damage roll.
2d6 to your turning damage roll. You may still only make one turning attempt per round.
You may use this feat only when you actually attempt to
turn or rebuke undead.
ESCHEW MATERIALS [METAMAGIC] You may not use it when you power a divine feat.
You can cast spells without material components.
Prerequisite: Any other metamagic feat.
Benefit: A spell cast with Eschew Materials can be cast REACH SPELL [METAMAGIC]
with no material components. You can cast touch spells without touching the spell
Spells without material components are not affected. recipient.
Spells with material components with a gp cost of more Benefit: You may cast a spell that normally has a range of
than 1 gp are not affected. “touch” at any distance up to 30 feet.
An eschewed spell uses up a spell slot of the spell’s normal The spell effectively becomes a ray, so you must succeed at
level. a ranged touch attack to bestow the spell upon the
recipient.
A reach spell uses up a spell slot two levels higher than the
HEIGHTEN TURNING [SPECIAL] spell’s actual level.
You can affect more powerful undead with your turning or
rebuking attempts.
Prerequisites: Cha 13, Extra Turning. SACRED SPELL [METAMAGIC]
Your damaging spells are imbued with divine power.
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Benefit: Half of the damage dealt by a sacred spell results
directly from divine power and is therefore not subject to SALIENT DIVINE ABILITIES
being reduced by protection from elements or similar magic.
The other half of the damage dealt by the spell is as. ALTER FORM (EX) []
normal.
A sacred spell uses up a spell slot two levels higher than the Assume the form of any corporeal creature with up to two
spell’s actual level. additional limbs as a move-equivalent action.
Only divine spells can be cast as sacred spells. Retain normal base attack bonus, Armor Class, and saves
while gaining normal physical movement, sensory, and
breathing capabilities of the new form.
SUPERIOR EXPERTISE [GENERAL]
You have mastered the art of defense in combat. ALTER REALITY []
Prerequisites: Int 13, Expertise, base Attack bonus +6.
Benefit: When you use the Expertise feat to improve Bring one thought into being as though through a wish
your Armor Class, the number you subtract from your spell.
attack and add to your AC can be any number that does not Duplicate the effects of 9th-level and lower spells (no
exceed your base attack bonus. material or XP component required), the Create Object
This feat eliminates the +5 maximum for the Expertise feat. ability, or the Divine Creation ability, except that no
permanent magic items or creatures may be created.
Reshape a landscape into any desired terrain at the rate of 1
round of effort per 10-foot cube affected.
Rest is required after use of the ability as shown in the
sidebar below.
DIVINE SPLENDOR []
DIVINE WEAPON MASTERY []
Any mortal who approaches within the listed range of you
while you are in your natural form dies immediately, with Gain the benefits of the Weapon Focus, Weapon
no saving throw. Specialization, and Improved Critical feats when wielding
any simple or martial weapon.
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You can also resurrect an elemental or outsider or a
DIVINE WEAPON SPECIALIZATION [] creature whose soul is trapped, provided it is not held by a
Increase the damage you deal with the selected weapon by deity of higher rank than you.
your divine rank. You cannot restore life to a creature that has been slain by
If the selected weapon is a ranged weapon, the extra the Hand of Death or by Life and Death ability of a deity of
damage applies against any target you can see. higher rank.
This ability otherwise works just like the true resurrection
spell.
ENERGY BURST []
Create an emanation of the specified energy type in the
listed radius. GROW CREATURE []
Anything in the area takes the listed amount of the This ability works just like the animal growth spell, except
appropriate energy damage. that it can affect up to the listed number of creatures of the
A successful saving throw (Reflex for acid, cold, electricity, specified type, all of which must be within your line of
or fire, or Fort for sonic energy) reduces damage by half. sight when first affected.
The effect lasts one day.
ENERGY STORM []
Surround yourself with a vortex of the specified energy that HAND OF DEATH []
extends from you in an emanation with the listed radius. Snuff out the life of any mortal within your sensory range
Attacks with thrown weapons and projectiles fail if they are by pointing at it.
made by creatures inside the area, or are targeted at There must be an unbroken line of effect between you and
creatures within the area, or if their paths take them the target.
through the area. This ability works just like the destruction spell, except that
Energy storms deal the listed amount of damage of the there is no material component.
appropriate energy types per round. If the target makes a successful Fort saving throw, it still
takes 10d6 points of damage.
A mortal killed by this attack cannot be raised or
EXTRA DOMAIN [] resurrected, except by a deity of equal or higher rank using
Choose one additional domain. the Gift of Life, Life and Death, or Mass Life and Death
You can grant spells and powers from that domain and use salient ability.
those spells and powers personally.
INCREASED ENERGY RESISTANCE []
EXTRA ENERGY IMMUNITY [] Gain extra resistance to the selected type of energy.
Gain immunity to acid, cold, electricity, fire, or sonic
energy.
This ability is effective even if the attacker is a deity of INCREASED DAMAGE REDUCTION []
higher rank. Increase both aspects of your damage reduction.
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You can affect up to the listed daily maximum of creatures
IRRESISTIBLE BLOWS [] at once, but all targets must be within your line of sight.
Resolve any melee attack with the selected weapon as a
melee touch attack (ignoring the target’s armor and natural
armor bonuses). LAY QUEST []
If the weapon hits, the creature struck must make a Fort This ability works just like the geas/quest spell except that it
save or be stunned for 1d10 rounds. works only on mortals and it can be removed only by a
An attack with the selected weapon against an object deity of your divine rank or higher.
ignores the object’s hardness. All targets must be within your line of sight when first
affected.
IRRESISTIBLE PERFORMANCE []
Create any of the following effects when engages in any LIFE AND DEATH []
type of performance as a full-round action. Snuff out the life of any one mortal, or restore any dead
It affects up to the listed number of creatures within a burst mortal to life.
with the listed radius, centered on you. The subject must be in a location you can sense, either
Once a creature saves successfully against any performance directly or remotely.
effect that allows a save, it cannot be affected again for one A subject that cannot be seen must be unambiguously
day. identified in some fashion.
• Creatures that fail a Will save are so engaged by the This ability works across planar boundaries and penetrates
performance that they are unable to take actions. any barrier except a Divine Shield.
They suffer a –4 penalty to Armor Class, cannot succeed in The death aspect of this ability works just like the
Ref saves (except on a roll of 20), and cannot use shields. destruction spell, except that there is no material component
These effects last for as long as the performance and for up or saving throw.
to 1 round per divine rank thereafter. The subject cannot be raised or resurrected afterward,
• Affected creatures are blissfully calm, becoming immune except by a deity of equal or higher rank using the Gift of
to fear and compulsion effects and rage, and any such Life or Life and Death salient ability.
effects already operating on them are countered and The life aspect works just like the true resurrection spell,
dispelled ,except for those created by deities of higher rank except that there is no material component and the time
than you. the subject has been dead is irrelevant.
The effects last as long as the performance and for up to 1 This ability cannot restore a creature to life against its will,
round per divine rank thereafter. but it can resurrect an elemental, outsider, or creature
• Creatures that fail a Will save fall asleep for 1 hour per whose soul is trapped, provided it is not held by a deity of
divine rank or until awakened. higher divine rank.
This works exactly like the sleep spell except that any living This ability cannot restore life to creature that has been
creature can be affected. slain by the Hand of Death, Life and Death, or Mass Life
You can end this effect at will. and Death ability of a deity with a higher divine rank.
• Creatures that fail a Fort save are so deeply moved that After using either version of this ability, you must rest for 1
they simply die. minute per Hit Die of the creature affected, unless you have
Only living creatures with Hit Dice equal to or less than the Death or Repose domain.
your divine rank are affected.
MASS DIVINE BLAST []
KNOW DEATH [] As Divine Blast, except that you can specify up to the listed
Discern the exact moment and circumstances of any mortal number of targets and the type and dimensions of the area.
creature’s death just by looking at it. Each use of this ability counts as a use of Divine Blast.
TRUE KNOWLEDGE []
Always succeed at bardic knowledge or lore checks, no
matter how obscure the knowledge.
Speaks and understand all languages.
Use legend lore and analyze dweomer as free actions at will.
These actions count against your maximum number of free
actions per round.
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Benefit: Against lawful or good enemies, you gain a +1
profane bonus on attack and weapon damage rolls.
FIENDISH CODEX 1 CHAOTIC SPELL RECALL [ABYSSAL
(3.5) HERITOR]
A few choice spells never stray far from your mind.
Prerequisite: Any one Abyssal heritor feat, ability to
MAIN SECTION FEATS prepare and cast spells.
Benefit: Once per day, you can recall one spell with (he
chaotic descriptor that you had prepared and then cast.
ABYSS-BOUND SOUL [VILE] The spell is then prepared again, just as if it had not been
You have pledged your immortal soul to a particular demon cast.
lord in return for a gift that aids your evil works in life. You recall the spell as a swift action.
Prerequisite: Evil Brand, Thrall to Demon. The spell can be of any level you know, and you can recall
Benefit: Your evil brand incorporates the personal the same spell or a different spell every time you use this
symbol of your demon lord patron, who watches over you teat.
from the Abyss. You gain an additional daily use of this ability for every two
You gain a +2 bonus on saving throws made against spells abyssal heritor feats you possess.
with the good descriptor. Special: Your mind frequently fills with chaotic thoughts,
Additionally, a tiny portion of your patron’s power infuses imposing a –2 penalty on Concentration checks.
your body, granting you an additional benefit.
The exact benefit gained depends on who your patron is, as CLAWS OF THE BEAST [ABYSSAL
given below.
Baphomet: You deal double damage with weapons when you HERITOR]
charge.
Your hands are twisted like claws.
Dagon: You can breathe water as well as you can breathe air.
This deformity allows you to deal more damage than usual
Demogorgon: Once per day, you can automatically summon a
with your unarmed strikes and sneak attacks.
tanar’ri with a CR equal to or less than one-half your
Benefit: Your natural weapons or unarmed strikes gain a
character level.
+1 profane bonus on damage rolls.
The summoned demon follows your commands and
remains at your side for up to 1 hour. This bonus increases by 1 for every two Abyssal heritor
feats you possess.
This ability is the equivalent of a spell cast at a level equal to
your character level. Special: Your talons make subtle manipulation of objects
Fraz-Urb’luu; You cast illusion spells at +1 caster level. more difficult, imposing a –2 penalty on Sleight of Hand
Graz’zt: You have immunity to fear effects. checks.
Juiblex: You gain resistance to acid 5 (or your current
resistance to acid increases by 5). CLOAK OF THE OBYRITH [ABYSSAL
Kostchtchie: You gain resistance to cold 5 (or your current
resistance to cold increases by 5). HERITOR]
Malcanthet: You cast enchantment spells at +1 caster level. The chaos of the Abyss suffuses your being, as it does the
Obox-ob: Your natural armor bonus increases by 1. ancient obyriths.
Orcus: You cast necromancy spells at +1 caster level. Prerequisite: Chaotic alignment.
Pale Night: You have immunity to insanity and confusion Benefit: You gain damage reduction 1/lawful.
effects. The amount of damage reduction increases by 1 for each
Pazuzu: While flying, you gain a +2 profane bonus on Reflex additional Abyssal heritor feat you possess.
saves. Special: You are careless when it comes to your own
Yeenoghu: When you attack with natural weapons, you gain fundamental well-being and take a –2 penalty on Survival
a +1 profane bonus on attack and damage rolls. checks.
Zuggtmoy: You ignore extra damage from critical hits and
sneak attacks 25% of the time.
Special: When you die, your soul becomes the personal DARK SPEECH [VILE]
plaything of your demon patron. You learn a smattering of the language of truly dark power.
You can be restored to life only by true resurrection, miracle,
Prerequisite: Will save bonus +5, Int 15, Cha 15.
or wish.
Benefit: You can use the Dark Speech to bring loathing
and fear to others, to help cast evil spells and create evil
BLOOD WAR CONSCRIPT [VILE] magic items, and to weaken physical objects.
The four basic uses are detailed below.
Your evil brand indicates your rank in the armies of the Dread: Whenever you use Dark Speech in this manner, you
Blood War and infuses you with fury.
take 1d4 points of Charisma damage, and every other
Prerequisite: Evil Brand. creature in a 30-foot radius must attempt a Will save (DC 10
+ 1/2 your character level + your Cha modifier).
253
The result of a failed save by a listener depends on the If you do not have natural armor, assume your natural
listener’s character level and alignment, as detailed on the armor bonus is +0.
table below. Special: Your thickened skin tends to catch on objects
and makes you less flexible.
Because of these effects, you take a –2 penalty on Escape
Artist checks.
259
In addition, once per round as a swift action, you can infuse
MARK OF MALBOLGE [] a single natural attack with hellfire, dealing an extra 1d6
Malbolge has transformed into a place of disturbing growth points of damage.
and decay.
Glasya, the new mistress, has blessed you with the same
essence that infects everything in her domain, enabling you MARK OF PHLEGETHOS []
to draw power from the remains of the Hag Countess. The disturbing infatuation of physical pleasure and pain
Prerequisites: Brand of the Nine Hells, allegiance to has indelibly touched your mind, enabling to draw strength
Glasya. from your own suffering, as well as that of others.
Benefit: Your body throbs with a number of fleshy Prerequisites: Brand of the Nine Hells, allegiance to
tumors equal to your Constitution modifier +3 (minimum Belial or Fierna.
three tumors). Benefit: You gain your master’s or mistress’s penchant for
Each round, as a swift action, you can draw strength from perverse sensuality.
one of these cancerous growths to gain one of the following Whenever you take or deal damage, you gain 1 pleasure
benefits: point.
• +10-foot enhancement bonus to your base speed for 1 You can spend a single pleasure point as a swift action to
round. gain a +4 bonus on your next attack roll, save, or ability or
• Heal 2d6 points of damage +1 point per Hit Die. skill check.
• Increase your natural reach with your melee attacks by 5 Accumulated pleasure points disappear at the end of the
feet for 1 round. encounter.
• Spray a stream of noxious filth at an adjacent target,
forcing that creature to succeed on a Fortitude save (DC 10
+ 1/2 your HD + your Con modifier) or become sickened MARK OF STYGIA []
for 1 round. Levistus demands that his servants work endlessly to
Spent tumors regrow in 10 rounds. extract him from his icy tomb.
From your time on the glacier, you have learned to use your
environment to best advantage.
MARK OF MINAUROS [] Prerequisites: Brand of the Nine Hells, allegiance to
Mammon is an expert at managing the various powers of Levistus.
Hell. Benefit: Those who serve Levistus are accustomed to the
From service to this archdevil, you know when to use inhospitable cold and ice of Stygia.
explosive violence and when to beat a hasty retreat. You never need to make Balance checks when on slippery
Prerequisites: Brand of the Nine Hells, allegiance to or severely slippery surfaces, and you can move at full speed
Mammon. over any terrain that would ordinarily require a Balance
Benefit: Like your master, you know when to fight and check.
when to flee. Whenever both you and an opponent stand on icy or frozen
When making a charge attack, you gain a +2 bonus on your surfaces, you gain a +4 bonus on attack rolls and damage
attack roll at the end of the charge for every 10 feet you rolls.
move as part of the charge (in addition to the normal attack Finally, each round as a swift action, you can limn a weapon
bonus from charging). you wield with Stygian cold for 1 round.
In addition, when you move (and only when you move), On a successful hit, this weapon deals an extra 1d6 points of
the square in which you start your movement is not cold damage.
considered threatened. If the weapon is made of Baatorian green steel (see page
Normal: You gain a +2 bonus on your attack roll at the 99), it deals an extra 2d6 points of cold damage instead.
end of a charge.
Withdrawing is a full-round action.
PERSISTENT REFUSAL [DIVINE]
You can channel divine energy to make a second save
MARK OF NESSUS [] against an effect that specifically targets you.
All bow before Asmodeus. Prerequisite: Ability to turn or rebuke undead.
The Lord of Nessus grants you a hint of his commanding Benefit: As a swift action, spend one of your turn or
nature. rebuke undead attempts to make another save against any
Prerequisites: Brand of the Nine Hells, allegiance to effect that targets you and has a continuing duration.
Asmodeus. For example, on his turn, a cleric with this feat who fails a
Asmodeus himself, and you have learned to tap into this saving throw to resist the effect of a hold monster spell can
commanding authority. spend a turn undead attempt as a swift action to attempt
Whenever a creature would attack you, target you with a another save.
spell, or use spell-like or supernatural ability against you, it
must first succeed on a Will save (DC 10 + 1/2 your HD +
your Cha modifier). PIOUS DEFIANCE [DIVINE]
If it fails, it must select another target or take some other You can channel positive or negative energy to firm your
action. resolve.
Once an opponent succeeds on the saving throw, it cannot Prerequisite: Ability to turn or rebuke undead.
260 be affected again by your Mark of Nessus for 24 hours.
Benefit: You can spend a turn or rebuke attempt as an
immediate action to gain a bonus on Will saves equal to 1/2
your character level for 1 round.
RAPID REGENERATION []
You regenerate more rapidly.
Prerequisite: Regeneration ability.
Benefit: The amount of nonlethal damage removed by
your regeneration ability increases by 1.
Special: You can select this feat multiple times.
Its effects stack.
SUPERNATURAL INSTINCTS []
Your uncanny insight enables you to take advantage of the
Subtle opportunities created when an opponent uses
supernatural abilities against you.
Prerequisite: Combat Reflexes.
Benefit: When a creature you threaten uses a
supernatural ability, it provokes an attack of opportunity
from you.
Unlike a spell or spell-like ability, though, a successful hit
does not require the target to succeed on a Concentration
check to continue to make use of the supernatural ability.
Normal: Supernatural abilities do not provoke attacks of
opportunity.
UNDO RESISTANCE []
You learn to use cold iron weapons to unravel your
opponent’s magical defenses with a well-placed sneak
attack.
Prerequisite: Sneak attack, sudden strike, or skirmish
ability.
Benefit: If you successfully deal sneak attack damage
with a cold iron weapon, you reduce the target’s spell
resistance by 1 point per die of sneak attack damage.
Multiple uses of this feat stack.
Undo Resistance can reduce a target’s spell resistance to 0,
but not below 0.
Spell resistance reduced in this manner returns to normal 1
hour after the last sneak attack.
Special: You also gain this benefit with skirmish and
sudden strike damage.
Your DM might also allow you to use this feat with similar
special abilities that grant you extra dice of damage against
fiat-footed or flanked opponents.
VENGEFUL SURGE []
Opponents who target you with magical effects risk
sparking your ire.
Prerequisite: Iron Will.
Benefit: Whenever you make a successful saving throw
against a spell, spell-like ability, or supernatural effect, for 1
round you gain a ×2 bonus on damage rolls against the
creature that targeted you.
261
BLOODLINE OF FIRE [GENERAL]
FORGOTTEN You are descended from the efreet who ruled Calimshan
for two millennia.
The blood of these fire-spirits runs thick in your veins.
REALMS CAMPAIGN Region: Calimshan.
Benefit: You receive a +4 bonus on saving throws against
fire effects.
SETTING (3.0) You also add +2 to the DC of saving throws for any sorcerer
spells with the fire descriptor that you cast.
This benefit stacks with the Spell Focus feat if the spell you
cast is from your chosen school.
MAIN SECTION FEATS Special: You may only take this feat as a 1st-level
character.
ARCANE PREPARATION [GENERAL]
You can prepare an arcane spell ahead of time just as a BULLHEADED [GENERAL]
wizard does. The stubbornness and determination of your kind is
Prerequisite: You must be able to cast arcane spells as a legendary.
bard or sorcerer before you can select this feat. You are exceptionally headstrong and difficult to sway from
Benefit: Each day, you are able to prepare one or more your intended course.
spells as a wizard does. Regions: Damara, Dragon Coast, the Great Dale,
If you are a sorcerer or a bard, this means that you can Moonshaes, Narfell, Nelanther Isles, Rashemen, Vaasa,
prepare a spell with a metamagic feat ahead of time, instead Western Heartlands, gold dwarf, gray dwarf, shield dwarf.
of casting it as a full-round action. Benefit: You receive a +1 bonus on Will saves and a +2
bonus on Intimidate checks.
ARCANE SCHOOLING [GENERAL]
In your homeland, all who show some skill at the Art may COSMOPOLITAN [GENERAL]
receive training as a wielder of magic. Your exposure to the thousand forking paths of the city has
Many characters know something of the ways of the bard, taught you things you ordinarily would never have
the sorcerer, or the wizard. uncovered.
Regions: Chessenta, Halruaa, Lantan, Mulhorand, Regions: Amn, Waterdeep.
Unther. Benefit: Choose a nonexclusive skill you do not have as a
Benefit: Choose one arcane spellcasting class. class skill.
This class is a favored class for you in addition to any other You gain a +2 bonus on all checks with that skill, and that
favored class you select. skill is always considered a class skill for you.
For example, a multiclassed human fighter/rogue could Special: You may take this feat multiple times.
add levels of wizard without incurring any experience Its effects do not stack.
penalty for multiclassing in three classes. Each time you take the feat, it applies to a new skill.
Special: You may only take this feat as a 1st-level
character.
COURTEOUS MAGOCRACY
ARTIST [GENERAL] [GENERAL]
You come from a culture in which the arts, philosophy, and You were raised in a land where mighty wizards order
music have a prominent place in society. affairs.
Region: Chessenta, Evermeet, Waterdeep, rock gnome. Where powerful spellcasters are common, cautious
Benefit: You gain a +2 bonus on all Perform checks and to courtesy is the norm and everyone has an eye for magic
one Craft skill that invokes art (your choice) such as goods.
calligraphy, painting, sculpture, or weaving. Region: Evermeet, Halruaa.
Benefit: You receive a +2 bonus on all Diplomacy and
Spellcraft checks.
BLOODED [GENERAL]
You know what it means to fight for your life, and the value CREATE PORTAL [ITEM CREATION]
of quick wits and quicker reactions when blades are bared
and deadly spells chanted. You have learned the ancient craft of creating a portal, a
Enemies find it difficult to catch you off guard. permanent magic device that that instantaneously
Regions: Dalelands, Nelanther Isles, Sembia, transports those who know its secrets from one locale to
Silverymoon, Tethyr, Vaasa. another.
Benefit: You get a +2 bonus on Initiative and a +2 bonus Faerûn is riddled with portals.
on all Spot checks. Prerequisite: Craft Wondrous Item.
262
Benefit: You can create any portal whose prerequisites
you meet.
EDUCATION [GENERAL]
Crafting a portal takes one day for each 1,000 gp in its base Some lands hold the pen in higher regard than the sword.
price. In your youth you received the benefit of several years of
To craft a portal, you must spend 1/25 of its base price in XP more or less formal schooling.
and use up raw materials costing half of this base price. Regions: Amn, Chessenta, Cormyr, Evermeet, Lantan,
See Chapter 2: Magic for details of portal creation. Mulhorand, Sembia, Silverymoon, Waterdeep, moon elf,
Some portals incur extra costs in material components or XP sun elf.
as noted in their descriptions. Benefit: All Knowledge skills are class skills for you: You
These costs are in addition to those derived from the portal’s get a +1 bonus on all skill checks with any two Knowledge
base price. skills of your choosing.
Special: You may only take this feat as a 1st-level
character.
DAYLIGHT ADAPTATION [GENERAL]
Through long exile from the shadowed homelands of your
kind, you have learned to endure the painful sunlight of ETHRAN [GENERAL]
the surface world. You have been initiated into the secrets of the Witches of
Region: Drow, gray dwarf, ore. Rashemen as a member of the Ethran, the “untried”.
Benefit: If you are a type of creature that suffers Prerequisites: Female, Charisma 11+, spellcaster level
circumstance penalties when exposed to bright light (such 1st+, society approval.
as a drow or duergar), you no longer suffer those penalties, Region: Rashemen.
whether the light comes from natural or magical sources of Benefit: You are a respected member of the Witches of
illumination. Rashemen.
You gain a +2 bonus on Animal Empathy and Intuit
Direction checks.
DELAY SPELL [METAMAGIC] When dealing with other Rashemi, you gain a +2 bonus on
You can cast spells that take effect after a short delay of any Charisma-based skill checks.
your choosing. Acquiring this feat requires the approval of the DM and
Prerequisite: Any other metamagic feat. remaining in good standing with the witches of Rashemen.
Benefit: A delayed spell doesn’t activate until 1 to 5 If you lose their approval, you lose all benefits of this feat.
rounds after you finish casting it.
You determine the delay when casting the spell, and it
cannot be changed once set. FOE HUNTER [FIGHTER, GENERAL]
The spell activates just before your turn on the round you In lands threatened by evil nonhumans, many warriors
designate. learn ways to fight effectively against these creatures.
Only area, personal, and touch spells may be affected by You have served as a member of a militia or military unit
this feat. devoted to protecting your home from the fierce raiders
Any decisions you would make about the spell, including who trouble the area.
attack rolls, designating targets, or determining or shaping Regions: Chult, Cormyr, Damara, the Lake of Steam, the
an area, are decided when the spell is cast. North, the Moonsea, Tashalar, Tethyr, Vaasa, shield dwarf,
Any effects resolved by those affected by the spell, wood elf.
including saving throws, are decided when the spell Benefit: Your homeland dictates the type of foe you have
triggers. trained against.
If conditions change between casting and effect in such a When fighting monsters of that race, you gain a +1
fashion as to make the spell impossible—for example, the competence bonus on damage rolls with melee attacks and
target you designate leaves the spell’s maximum range or on ranged attacks at ranges of up to 30 feet, and you act as if
area before it goes off—the spell fails. you had the Improved Critical feat for the weapon you are
A delayed spell may be dispelled normally during the delay, using.
and can be detected normally in the area or on the target This benefit does not stack with the Improved Critical feat.
with spells such as detect magic. Special: In Cormyr, Damara, Tethyr, Vaasa, or as a shield
A delayed spell uses up a spell slot three levels higher than dwarf, your traditional foes are goblinoids—goblins,
the spell’s actual level. hobgoblins, and bugbears.
In Chult and Tashalar, this feat applies to lizardfolk and
yuan-ti.
DISCIPLINE [GENERAL] Wood elves train against gnolls.
Your people are admired for their single-minded In the Lake of Steam, the North, and the Moonsea, this feat
determination and clarity of purpose. applies to orcs and half-orcs.
You are difficult to distract by spell or blow. You may take this feat multiple times.
Regions: Aglarond, Anauroch, Cormyr, Impiltur, Thay, Its effects do not stack.
strongheart halfling, sun elf, rock gnome. Each time you take the feat you must qualify for learning
Benefit: You gain a +1 bonus on Will saves and a +2 regional feats in a land that hunts a different creature from
bonus on Concentration checks. that specified by the regional feat or feats you already have.
263
FORESTER [GENERAL] IMPROVED FAMILIAR [GENERAL]
Faerûn’s great forests stretch for hundreds of mites across So long as you are able to acquire a new familiar, you may
the northlands. choose your new familiar from a nonstandard list.
You are knowledgeable about the secrets of the forest and Prerequisite: Ability to acquire a new familiar,
wise in its ways. compatible alignment.
Regions: Chondalwood, Dalelands, the Great Dale, the Benefit: When, choosing a familiar, the following
High Forest, ghostwise halfling, moon elf, wild elf, wood creatures are also available to you.
elf. You may choose a familiar with an alignment up to one step
Benefit: You receive a +2 bonus on all Heal checks and a away on each of the alignment axes (lawful through
+2 bonus on all Wilderness Lore checks. chaotic, good through evil).
The improved familiar is magically linked to its master just
like a normal familiar.
GREATER SPELL FOCUS [GENERAL] The familiar uses the basic statistics for a creature of its
Choose a school of magic to which you already have kind, as given in the Monster Manual or Chapter 9:
applied the Spell Focus feat. Monsters of this book, with these exceptions:
Your spells of that school are even more potent than Hit Points: One-half the master’s total or the familiar’s
normal. normal total, whichever is higher.
Prerequisite: Spell Focus. Attacks: Use the master’s base attack bonus or the familiar’s,
Benefit: Add +4 to the DC for all saving throws against whichever is better.
spells from the school of magic you select to focus on. Use the familiar’s Dexterity or Strength modifier,
This overlaps (does not stack with) the bonus from Spell whichever is greater, to get the familiar’s melee attack
Focus. bonus with unarmed attacks.
Special: You can gain this feat multiple times. Damage equals that of a normal creature of that kind.
Its effects do not stack. Special Attacks: The familiar has all the special attacks of its
Each time you take the feat, it applies to a new school of kind.
magic. Special Qualities: The familiar has all the special qualities of
its kind.
264
If the innate spell has an XP component, you pay the XP Similarly, a Weave user attempting to use a divination such
cost each time you use the spell-like ability. as see invisibility to reveal the effects of one of your spells
If the innate spell has a focus, you do not need the focus to must make a level check to reveal your spell’s effects.
use the spell-like ability. The Weave user can check only once for each divination
If the innate spell has a costly material component (see the spell used, no matter how many of your spell effects are
spell description), you need an item worth TO times that operating in an area.
cost to use as the focus for the spell-like ability. This benefit does not extend to spells you cast from the
If the innate spell has a material component with negligible schools of Evocation or Transmutation.
cost, you Jo not need the material component to use the From now on, your ability to detect Weave magic is
spell-like ability. impaired.
Since an innate spell is a spell-like ability and not an actual Any divination spell you use against a Weave effect is
spell, a cleric cannot convert it to a cure spell or an inflict successful only if you make a level check against a DC of 9 +
spell, nor can it be converted to 3 signature spell (see the the caster’s level.
Signature Spell feat). This penalty does not extend to Enchantment, Illusion, or
Divine spellcasters who become unable to cast divine spells Necromancy effects.
cannot use divine innate spells. (You detect them normally).
Special: You can choose this feat more than once,
selecting another spell each time.
You have to pay the costs in spell slots, focuses, and LUCK OF HEROES [GENERAL]
material components for each innate spell you acquire. Your land is known for producing heroes.
Through pluck, determination; and resilience, your people
survive when no one expects them to come through.
INSCRIBE RUNE [ITEM CREATION] Regions: Aglarond, Dalelands, Tethyr, the Vast.
You can create magic runes that hold spells until triggered. Benefit: You receive a +1 luck bonus on all saving throws.
Prerequisite: Intelligence 13+, appropriate Craft skill,
divine spellcaster level 3rd.
Benefit: You can cast any divine spell you have prepared MAGICAL ARTISAN [GENERAL]
as a rune. You have mastered the method of creating a certain kind of
The caster must have prepared the spell to be scribed and magic item.
must provide any material components or focuses the spell Prerequisite: Any item creation feat.
requires. Benefit: Each time you take this feat, choose one item
If casting the spell would reduce the caster’s XP total, he creation feat you know.
pays the cost upon beginning the rune in addition to the When determining your cost in XP and raw materials for
XP cost for making the rune itself. creating items with this feat, multiply the base price by
Likewise, material components are consumed when he 75%.
begins writing, but focuses are not. Special: You may gain this feat multiple times.
See the Rune Magic section in Chapter 2: Magic for the Each time you take the feat, it applies to a new item
details of runes and rune magic. creation feat.
A single object of Medium-size or smaller can hold only
one rune.
Larger objects can hold one rune per 25 square feet (an area MAGICAL TRAINING [GENERAL]
5 feet square) of surface area. You come from Halruaa, a half-legendary land where basic
Runes cannot be placed on creatures. magic is taught to all with the aptitude for it.
The rune has a market price of the spell level × caster level Every crafter and laborer, it seems, knows a cantrip or two
× 100 gp (a 0-level spell counts as 1/2 level). to ease her work.
You must spend 1/25 of its market price in XP and use up Prerequisite: Intelligence 10+.
raw materials costing half this market price. Region: Halruaa.
A rune’s market value equals its base price. Benefit: You may cast the 0-level arcane spells dancing
light, daze, and mage hand once per day each.
INSIDIOUS MAGIC [METAMAGIC] You have an arcane spell failure chance if you wear armor.
You are treated as a wizard of your arcane spellcaster level
You can use the Shadow Weave to make your spells harder (minimum 1st level) for determining the range at which
for Weave users to detect. these spells can be cast.
All creatures employing spells or spell-like abilities are Special: You may only take this feat as a 1st-levcl
considered to he Weave users unless they possess the character.
Shadow Weave Magic feat.
Prerequisite: Shadow Weave Magic.
Benefit: When a Weave user employs a divination spell, MERCANTILE BACKGROUND
spell-like ability, or magic item (such as detect magic) that
may detect the magical aura of one of your spells, the [GENERAL]
Weave user must make a level check (DC 11 + your caster Powerful trading costers and craft guilds control the wealth
level) to successfully detect your spells. and commerce of Faerûn’s lands.
265
You come from a family that excels at a particular trade and
knows well the value of any kind of trade good or PERSISTENT SPELL [METAMAGIC]
commodity. You make one of your spells last all day.
Regions: Impiltur, Lake of Steam, Lantan, Sembia, Prerequisite: Extend Spell.
Tashalar, Tethyr, Thesk, the Vast, deep gnome, gray dwarf. Benefit: A persistent spell has a duration of 24 hours.
Benefit: You gain a +2 bonus on all Appraise checks and a The persistent spell must have a personal range or a fixed
+2 bonus on skill checks in the Craft or Profession skill of range (for example, comprehend languages or detect magic).
your choice. Spells of instantaneous duration, spells with a range of
touch, and spells whose effects are discharged cannot be
affected by this feat.
MILITIA [GENERAL] You need not concentrate on spells such as detect magic and
You served in a local militia, training with weapons suitable detect thoughts to be aware of the mere presence or absence
for use on the battlefield. of the thing detected, but you must still concentrate to gain
Region: Dalelands, Impiltur, Luiren, strongheart halfling. additional information as normal.
Benefit: You get Martial Weapon Proficiency (longbow) Concentration on such a spell is a standard action that does
and Martial Weapon Proficiency (longspear). not provoke an attack of opportunity, A persistent spell
In Luiren, this feat applies to Martial Weapon Proficiency uses up a spell slot four levels higher than the spell’s actual
(shortbow) and Martial Weapon Proficiency (short sword) level.
instead of longbow and longspear.
RESIST POISON [GENERAL]
MIND OVER BODY [GENERAL] Over years, some among your people carefully expose
The arcane spellcasters of some lands have learned to themselves to poisons in controlled dosages in order to
overcome the frailties of the body with the unyielding build up immunity to their effects.
power of the mind. A few are thereby weakened, but the strong adjust.
Regions: Calimshan, Thay, moon elf, sun elf. Regions: Gray dwarf, half-ore, ore.
Benefit: At 1st level, you may use your Intelligence Benefit: You get a +4 bonus on Fortitude saving throws
modifier instead of your Constitution modifier to against poison.
determine bonus hit points. Special: You may only take this feat as a 1st-level
(For all ensuing levels, you revert to your Constitution character.
modifier).
You gain +1 hit point every time you learn a metamagic
feat.
SADDLEBACK [FIGHTER, GENERAL]
Special: You may only take this feat as a 1st-level Your people are as comfortable riding as walking.
character. Regions: Cormyr, Hordelands, Narfell, the North,
Western Heartlands.
Benefit: You receive a +3 bonus on all Ride checks.
PERNICIOUS MAGIC [METAMAGIC]
You can use the Shadow Weave to make your spells harder
for Weave users to counter. SHADOW WEAVE MAGIC [GENERAL]
Any creature using a spell, spell-like ability, or magic item You have discovered the dark and dangerous secret of the
without the Shadow Weave Magic feat is considered to be a Shadow Weave.
Weave user. Prerequisite: Wisdom 13+ or patron deity Shar.
Prerequisite: Shadow Weave Magic. Benefit: From now on, your spells tap the Shadow Weave
Benefit: Your spells resist counterspell attempts by instead of the Weave, You also can activate magic items that
Weave users. use the Shadow Weave without taking damage.
When a Weave caster tries to counterspell a spell you, are Add a +1 bonus to the DC for all saving throws of spells you
casting, he must make a level check (DC 11 + your caster cast from the schools of Enchantment, Illusion, and
level) to succeed at the counterspell. Necromancy, and spells with the darkness descriptor.
This benefit does not extend to spells you cast from the You get a +1 bonus on caster level checks to overcome spell
school of Evocation or Transmutation, nor to opponents resistance for these schools and spells.
using dispel magic to counterspell (see Tenacious Magic, The Shadow Weave proves less than optimal for effects
later in this section). involving energy or matter.
From now on your ability to counterspell Weave magic is Your effective caster level for spells you cast from the
impaired. schools of Evocation or Transmutation (except spells with
When you attempt to counter a Weave spell, you must the darkness descriptor) is reduced by one.
make a level check with a DC of 9 + your opponent’s caster (First-level Shadow Weave users cannot cast spells from
level to succeed. these schools).
This penalty does not extend to Enchantment, Illusion, or The reduced caster level affects the spell’s range, duration,
Necromancy effects, (You counterspell them normally). damage, and any other level-dependent variables the spell
You may attempt counterspells with dispel magic normally. might have, including dispel checks against you.
You can no longer cast spells with the light descriptor, no
matter what your level is.
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Such spells automatically fail.
Your ability to use magic items that produce light effects is SNAKE BLOOD [GENERAL]
also limited—you cannot invoke an item’s light power if The taint of the yuan-ti runs in your veins.
the item’s activation method is spell trigger or spell No outward signs give away your heritage, but you are
completion. something more—or less—than entirely human.
From now on, any magic item you create is a Shadow Regions: Chult, Tashalar, the Vilhon Reach (Hlondeth
Weave item (see Chapter 2: Magic). only).
Special: Knowledge of the Shadow Weave has a price. Benefit: You get a +2 bonus on Fortitude saving throws
When you acquire this feat, your Wisdom score is against poison and a +1 bonus on all Reflex saving throws.
immediately reduced by 2 points. Special: You may only take this feat as a 1st-level
If this loss or any future Wisdom loss reduces your character.
Wisdom score to less than 13, you still have the feat.
(This is an exception to the general rule governing feats
with prerequisites). SPELLCASTING PRODIGY [GENERAL]
Restorative Spells (such as restoration or greater restoration) You have an exceptional gift for magic.
do not reverse the Wisdom loss. Benefit: For the purpose of determining bonus spells and
You can, however, strike a deal with Shar, the goddess who the saving throw DCs of spells you cast, treat your primary
holds sway over the Shadow Weave, to regain your lost spellcasting ability score (Charisma for bards and sorcerers.
Wisdom. Wisdom for divine spellcasters.
You must receive an attunement spell from a cleric of Shar. Intelligence for wizards) as 2 points higher than its actual
Sharran clerics require the subject to complete a dangerous value.
quest before receiving the atonement, and afterward you If you have more than one spellcasting class, the bonus
must choose her as your patron. applies to only one of those classes.
The usual quest is to destroy a follower of Selûne whose Special: You may only take this feat as a 1st-level
level is at least as high as yours). character.
If you later change your patron, you immediately suffer the If you take this feat more than once (for example, if you are
Wisdom loss. a human or another type of creature that gets more than
If you take Shar back again as your patron deity, it is not one feat at 1st level), it applies to a different spellcasting
regained. class each time.
You can take this feat even if you don’t have any
spellcasting classes yet.
SIGNATURE SPELL [GENERAL]
You are so familiar with a mastered spell that you can
convert other prepared spells into that spell. STEALTHY [GENERAL]
Prerequisite: Spell Mastery. Your people are known for their stealthiness.
Benefit: Each time you take this feat, choose a spell you Region: Drow elf, half-orc, ghostwise halfling, lightfoot
have mastered with Spell Mastery. halfling, strongheart Halfling.
You may now convert prepared arcane spells of that spell’s Benefit: You gain a +2 bonus on all Hide and Move
level or higher into that signature spell, just as a good cleric Silently checks.
spontaneously casts prepared spells as cure spells.
Special: You may gain this feat multiple times.
Each time you take the feat, it applies to a new mastered STREET SMART [GENERAL]
spell. You have learned how to keep informed, ask questions, and
interact with the underworld without raising suspicion.
SILVER PALM [GENERAL] Regions: Amn, Calimshan, Chessenta, Moonsea, Lanther.
Benefit: You get a +2 bonus on all Bluff and Gather
Your culture is based on haggling and the art of the deal. Information checks.
Regions: Amn, Dragon Coast, Great Dale, Impiltur,
Moonsea, Sembia, the Shaar, Thesk, Vilhon Reach, gold
dwarf, gray dwarf. STRONG SOUL [GENERAL]
Benefit: You get a. The souls of your people are hard to separate from their
+2 bonus on all Appraise and Bluff checks. bodies.
Regions: Dalelands, Moonshaes, deep gnome, ghostwise
SMOOTH TALK [GENERAL] halfling, lightfoot halfling, moon elf, rock gnome,
strongheart halfling, sun elf, wild elf, wood elf.
Your people are accustomed to dealing with strangers and Benefit: You get a +1 bonus on all Fortitude and Will
foreigners without needing to draw weapons to make their saves and an additional +1 bonus on saving throws against
point. energy draining and death effects.
Regions: Luiren, Silvery moon, Thesk, Waterdeep, gold
dwarf, lightfoot halfling.
Benefit: You gain a +2 bonus on all Diplomacy and Sense
Motive checks.
267
SURVIVOR [GENERAL] THUNDER TWIN [GENERAL]
Your people thrive in regions that others find You are one of the dwarven generation of twins born after
uninhabitable,, and excel at uncovering the secrets of the Moradin’s Thunder Blessing in the Year of Thunder (1306
wilderness and surviving to tell the tale. DR).
Regions: Anauroch, Chondalwood, Chult, Damara, Regions: Gold dwarf, shield dwarf.
Hordelands, Moonshaes, Narfell, the North, the Shaar, Benefit: You receive a +1 bonus on all Charisma-based
Rashemen, Silverymoon, Vaasa, Vilhon Reach, Western checks.
Heartlands, deep gnome, drow elf, lightfoot halfling, You have a twin brother or sister (fraternal or identical).
ghostwise halfling, shield dwarf, wild elf. You may detect the direction of your twin if he or she is
Benefit: You get a +1 bonus on Fortitude saves and a +1 alive, on the same plane, and you succeed at an Intuit
bonus on all Wilderness Lore checks. Direction check against DC 15 (or a Wisdom check if you
do not have the skill).
A failure on this check gives no information.
TATTOO FOCUS [SPECIAL] You may retry once per round as a standard action.
You bear the powerful magic tattoos of a Red Wizard of Special: You may only take this feat as a 1st-level
Thay. character.
Prerequisite: Specialized in a school of magic.
Region: Thay.
Benefit: Add +1 to the DC for all saving throws against
TREETOPPER [GENERAL]
spells from your specialized school. Your people are at home, in the trees and high places,
You get a +1 bonus on caster level checks (1d20 + caster daring falls that paralyze most other folk in abject terror.
level) to beat a creature’s spell resistance when casting Regions: Aglarond, Chondalwood, High Forest,
spells from that school. ghostwise halfling, wild elf, wood elf.
Special: Only characters with the Tattoo Focus feat can Benefit: You get a +2 bonus on all Climb checks.
participate in Red Wizards’ circles. You do not lose your Dexterity bonus to Armor Class or
A character can only select this feat with the help of a Red give your attacker a +2 bonus when you are attacked while
Wizard who has the scribe tattoo ability. climbing.
269
CHOSEN OF IBORIGHU [GENERAL]
FROSTBURN (3.5) Your skin has a noticeable blue tint and your left eye is pale
blue (your right eye is some other color); these features
identify you as an ally to the church of Iborighu and grant
you supernatural qualities.
MAIN SECTION FEATS Prerequisite: Patron deity must be Iborighu.
Benefit: Your left eye radiates faint evocation magic if it is
viewed with a detect magic spell, and faint evil if viewed with
ALTITUDE ADAPTATION [GENERAL] a detect evil spell.
Your body adapts quickly to changes in altitude, preventing Cleric is now a favored class for you; the cleric class does
you from suffering as much from altitude sickness. not count when determining whether you take an
Prerequisite: Base Fortitude save bonus +2. experience point penalty for multiclassing.
Benefit: You gain a +4 bonus on all Fortitude saving Once per day, you can cause one creature within 30 feet
throws to avoid the effects of altitude. that meets your gaze to become overwhelmed with a wave
Additionally, when you determine what effect the altitude of supernatural cold.
has on you, you apply the effect for the next lower category The target can resist the effects of this attack with a
of altitude than the category you are actually in. successful Fortitude save (DC 10 + 1/2 your character level
After you spend a week at a specific altitude, you become + your Charisma modifier), otherwise it causes cold damage
acclimated to that altitude and all lower altitudes, and no equal to your Charisma modifier + 3 (minimum 1 point of
longer have to make Fortitude saving throws for each 6- damage) and causes the victim to become fatigued.
hour period to avoid altitude sickness. If you use this attack against someone who is fatigued, they
If you travel to a lower altitude and remain there for a week, instead become exhausted.
you lose your acclimation to the higher altitude and must Using this supernatural ability is a standard action that does
reacclimatize, although you always retain the other benefits not provoke attacks of opportunity.
granted by this feat. Special: If you ever lose favor with Iborighu, or change
Special: This feat grants a +2 bonus on all Survival checks your patron deity to another deity, you lose all benefits of
made in high altitude (above 5,000 feet) areas. this feat but your unusual skin color and eye color remain.
You do not gain a replacement feat.
If you later return to Iborighu’s faithful and receive an
ARCTIC PRIEST [GENERAL] atonement spell, you regain the benefits of the feat.
You can swap out prepared spells to cast spells to aid in
exploring and surviving in frostfell areas. COLD ENDURANCE [GENERAL]
Prerequisite: Access to Cold or Winter cleric domain.
Benefit: You can channel stored spell energy into spells Either because of growing up in a frostfell or training your
that aid in exploring and surviving in the frostfell, even if body and mind to ignore the biting effect of cold, you can
you did not prepare these spells ahead of time. exist with ease in low-temperature environments.
You can “lose” any prepared spell that is not a domain spell Prerequisite: Base Fortitude save bonus +2.
in order to cast any of the spells that appear on the list Benefit: You can exist comfortably in conditions between
below, as long as the spell to be cast is of an equal or lower 0° F and 90° F without having to make Fortitude saves (as
level to the one you lose. described in Cold Dangers, page 8).
Spells you can spontaneously cast when using this feat You also gain a +2 bonus on saving throws against cold
include: control weather, create food and water, endure elements, effects.
heroes’ feast, hibernate, protection from energy, and resist energy. Cold Endurance doesn’t provide any level of resistance to
cold damage.
BECKON THE FROZEN [GENERAL]
Creatures you summon are infused with cold energy and
COLD FOCUS [GENERAL]
have the cold subtype. Your cold spells are more potent than normal.
Prerequisite: Augment Summoning, Spell Focus Benefit: Add +1 to the DC for all saving throws against
(conjuration). spells you cast with the cold descriptor.
Benefit: When you summon a creature or creatures using This bonus stacks with similar bonuses, such as those
any summon spell, you can opt to summon a version of the granted by Spell Focus and Greater Spell Focus.
creature from an extraplanar frostfell.
If you do so, the summoned creature gains the cold
subtype, and its natural attacks deal an additional 1d6
COLD SPELL SPECIALIZATION
points of cold damage. [GENERAL]
Creatures with the fire subtype can never be enhanced with
You do additional damage with cold spells.
the cold subtype in this manner.
Prerequisite: Con 13, Snowcasting, Frozen Magic.
Benefit: In cold areas (temperature at or below 40° F), you
gain a +1 bonus per die to any dice rolled to determine
damage caused by cold spells you cast.
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For example, if an 11th-level wizard with this feat casts a Benefit: In cold areas (temperature at or below 40° F), the
cone of cold in a cold area, the spell does 11d6+11 points of ability score used to determine how many bonus spells you
damage. may prepare or cast is treated as if it were 2 higher than its
In areas of extreme cold (below –20° F), the damage bonus actual score.
increases to +2 per die. If you enter an area with a warmer temperature and remain
in this area for longer than 1 minute, the bonus spells
granted by this feat are lost until you can regain them.
CRAFT SKULL TALISMAN [ITEM In areas of extreme cold (below –20° F), the ability score is
CREATION] treated as if it were 4 higher than its actual score for
purposes of determining how many bonus spells you can
You can create skull talismans, which carry spells within prepare or cast.
themselves (for more information on skull talismans, see
page 112).
Prerequisite: Caster level 6th. FROZEN BERSERKER [GENERAL]
Benefit: You can create a skull talisman of any spell you When you enter your barbarian rage, your body becomes
know and that targets one or more creatures. infused with cold energy.
Crafting a skull talisman takes one day. Prerequisite: Ability to rage.
When you create a skull talisman, you set the caster level. Benefit: As long as you are under the effects of a
The caster level must be sufficient to cast the spell in barbarian rage, you gain the cold subtype.
question and no higher than your own level. You gain immunity to cold, but have vulnerability to fire,
The base price of a skull talisman is its spell level × its caster which means you take half again as much (+50%) damage as
level × 100 gp. normal from fire, regardless of whether a saving throw is
To craft the talisman, you must spend 1/25 of this base allowed, or if the save is a success or failure.
price in XP and use up raw materials (mostly comprised of
the rare metallic inks needed to inscribe the runes of power
on the skull) costing one-half this base price. FROZEN MAGIC [GENERAL]
When you create a skull talisman, you make any choices Your cold spells are more powerful when you cast them in a
that you would normally make when casting the spell. cold region.
Whoever destroys the skull is the target of the spell.
Prerequisite: Con 13, Snowcasting.
Any skull talisman that stores a spell with a costly material
Benefit: In cold areas (temperature at or below 40° F),
component or a XP cost also carries a commensurate cost.
spells with the cold descriptor cast by you manifest at caster
In addition to the costs derived from the base price, you
level +1.
must expend the material component or pay the XP when
In areas of extreme cold (below –20° F), cold spells cast by
creating the skull talisman.
The skull to be used to create a skull talisman must be from you manifest at caster level +2.
a creature of at least Small size.
A Small creature’s skull can store a spell of up to 3rd level. FROZEN WILD SHAPE [GENERAL]
A Medium creature’s skull can store a spell of up to 6th
level. You can assume the form of magical beasts with the cold
A Large creature’s skull can store a spell of up to 9th level. subtype.
The art of crafting skull talismans was perfected by Prerequisite: Base Fortitude save bonus +6, wild shape
neanderthal druids, but any spellcaster can learn the art of ability.
making these devices. Benefit: You may use your wild shape ability to assume
Many view the act of creating or using a skull talisman as a the form of any magical beast with the cold subtype.
distasteful activity, but neither in and of itself is it an evil Your new form must still fall within the size limitations of
act. your wild shape ability.
As with the standard wild shape ability, you do not gain any
of the extraordinary special qualities or any supernatural
FAITH IN THE FROST [GENERAL] abilities possessed by the new form, with the exception of
You channel frozen energies from your deity when you the cold subtype.
turn or rebuke creatures. This subtype grants you immunity to cold but vulnerability
Prerequisite: Ability to turn or rebuke creatures, access to fire, which means you take half again as much (+50%)
to Cold or Winter cleric domain. damage as normal from fire while in a frozen wild shape,
regardless of whether a saving throw is allowed, or if the
Benefit: When you successfully turn or rebuke a
save is a success or failure.
creature, it takes cold damage equal to your Charisma
Possible cold magical beasts from the Monster Manual
modifier as blasts of ice and cold energy tear through its
include cryohydras (Huge wild shape required), frost
body.
worms (Huge wild shape required), and winter wolves.
Possible cold magical beasts from Monster Manual II include
FROSTFELL PRODIGY [GENERAL] frost salamanders.
Possible cold magical beasts from this book include brantas
You gain additional bonus spells in cold regions. (Large wild shape required), ice toads (Large wild shape
Prerequisite: Con 13, Snowcasting, Frozen Magic, Cold required), urskans (Large wild shape required), and tlalusks
Focus. (Huge wild shape required).
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Benefit: Your frosty touch ability now deals 2 points of
GREATER COLD FOCUS [GENERAL] cold damage.
Your cold spells are now even more potent than before. Normal: Your frosty touch ability deals 1 point of cold
Prerequisite: Cold Focus. damage.
Benefit: Add +1 to the DC for all saving throws against
spells with the cold descriptor.
This bonus stacks with similar bonuses, such as those from MARK OF HLEID [GENERAL]
Cold Focus, Spell Focus, and Greater Spell Focus. You bear a birthmark in the shape of the holy symbol of
Hleid (a ragged white triangle with a vortex of blue flame
in its center) somewhere on your body; this mark identifies
ICY CALLING [GENERAL] you as an ally of the church of Hleid and grants you
Your summon spells work better in the frostfell if you supernatural qualities.
summon native creatures. Prerequisite: Your patron deity must be Hleid.
Prerequisite: Con 13, Snowcasting. Benefit: The actual birthmark itself radiates faint
Benefit: In cold areas (temperature at or below 40° F), abjuration magic if it is viewed with a detect magic spell, and
creatures native to cold environments and creatures with faint good if viewed with a detect good spell.
the cold subtype summoned by you are more powerful and You are immune to the frost touch special attack of a
agile than normal. rimefire eidolon.
The summoned creatures gain a +4 enhancement bonus to Additionally, you can handle rimefire ice barehanded
Strength and Dexterity for the duration of the spell that without taking any cold damage.
summoned them. Cleric is now a favored class for you; the cleric class does
In areas of extreme cold (below –20° F), any summoned not count when determining whether you take an
creature affected by this feat has maximum hit points when experience point penalty for multiclassing.
summoned. You gain a +2 sacred bonus to your Armor Class against
evil-aligned creatures with the cold subtype.
Special: If you ever lose favor with Hleid, or change your
ICE HARMONICS [GENERAL] patron deity to another deity, the mark of Hleid fades and
You can use your voice to shatter ice. you lose all benefits of this feat.
Prerequisite: Bardic music ability, Perform (sing) 6 You do not gain a replacement feat.
ranks. If you later return to Hleid’s faithful and receive an
Benefit: By expending one of your daily uses of bardic atonement spell, the mark reappears and you regain the
music, you can cause any unattended nonmagical ice object benefits of the feat.
or portion of ice to explode violently.
The target must be within 30 feet, and you must be able to
sing in order to shatter the ice. MOUNTAINEER [GENERAL]
Any creature located in the 5-foot square in which you You are a particularly gifted explorer and mountain
target with this ability takes piercing damage equal to 2d6 + climber.
your Charisma modifier. Benefit: You get a +2 bonus on all Climb and Survival
Creatures made of ice that you specifically target with this checks.
effect take double damage.
PIERCING COLD [METAMAGIC]
IMPROVED COLD ENDURANCE Your cold spells are so cold that they can damage creatures
[GENERAL] normally resistant or immune to cold.
Benefit: You can only apply this metamagic feat to spells
Your training and natural hardiness have improved your with the cold descriptor.
natural resistance to cold temperatures. Piercing cold spells are so horribly cold that they are
Prerequisite: Base Fortitude save bonus +6, Cold capable of damaging creatures normally unharmed by or
Endurance. resistant to cold.
Benefit: You gain resistance to cold 5. Piercing cold spells completely ignore any resistance to
If you already have resistance to cold, it increases by 5 cold a creature possesses, bypassing this resistance and
(maximum resistance to cold 15). dealing damage to the target as if it did not possess any
Special: You can gain this feat multiple times; its effects resistance to cold at all.
stack. They are still entitled to whatever other defenses the attack
You cannot have more than resistance to cold 15 as a result allows (such as saving throws and spell resistance).
of taking this feat. Creatures normally immune to cold can be damaged by
piercing cold spells as well.
IMPROVED FROSTY TOUCH Piercing cold spells deal half damage to these creatures (or
one-quarter on a successful saving throw).
[GENERAL] For example, Mialee casts a piercing cold cone of cold at a
Your frosty touch causes more cold damage. night hag, a creature normally immune to cold.
Prerequisite: Uldra.
272
She makes her level check to penetrate the night hag’s spell
resistance, but the night hag makes her Reflex save against SEA LEGS [GENERAL]
the spell. You are accustomed to the rolling motion on board a ship,
Mialee rolls the dice, and her cone of cold deals 42 points of and can use this motion to your advantage.
cold damage; since the night hag made her save, the Benefit: As long as you are on board a ship, you get a +2
damage is halved to 21 points. bonus on all Balance and Tumble checks, and a +1 bonus on
This damage is then halved again (since the night hag is Initiative checks.
normally immune to cold), and 10 points of cold damage
are actually dealt to the night hag, who is both shocked and
enraged at this unexpected turn of events. SMITE FIERY FOE [GENERAL]
Creatures with the cold subtype can tell that a piercing cold You can smite creatures with the fire subtype.
spell is colder than normal, but they remain undamaged by Prerequisite: Smite ability.
the attack. Benefit: Once per day, you may attempt to smite a
Creatures with the fire subtype who are damaged by a creature with the fire subtype with a normal melee attack.
piercing cold spell take double normal damage instead of When you activate this ability, your attack becomes infused
the usual +50%. with cold energy.
A piercing cold spell uses up a spell slot one level higher You add your Charisma modifier to your attack roll and
than the spell’s actual level. deal 1 extra point of cold damage per character level.
If you smite a creature that does not have the fire subtype,
the blast of cold does not manifest and the smite attempt is
PRIMEVAL WILD SHAPE [GENERAL] used up for that day.
Your wild shape forms are stronger than normal. Remember that creatures with the fire subtype take half
Prerequisite: Wild shape ability. again as much (+50%) damage as normal from cold,
Benefit: When you assume a wild shape form, you can including the additional damage dealt by this ability.
opt to cause the shape assumed to be a primeval form of the You may swap out any daily uses of a smite ability gained by
creature that existed in the ancient past during a vast ice a character class or cleric domain to smite fiery foes instead.
age.
Doing so grants the new form a +2 racial bonus to Strength,
a +2 bonus to its natural armor, and resistance to cold 10. SNOWCASTING [GENERAL]
A primeval wild shape has a much shorter duration than You add ice or snow to your spell’s components to make
normal, since the enhanced qualities of the new shape them more powerful.
drain your supernatural energies much more quickly. Prerequisite: Con 13.
A primeval wild shape has a duration of 1 round per druid Benefit: If you add a handful of snow or ice as an
level (or per level of the class that granted you the wild additional material component to a spell when you cast it,
shape ability) instead of the normal 1 hour per druid level. the spell gains the cold descriptor.
This does not actually change the nature of the spell you
cast; a fireball cast with this feat still deals fire damage, but
PRIMITIVE CASTER [GENERAL] since it also carries the cold descriptor, it can be augmented
You use screeches, wild gesticulations, and extra material by a number of feats listed in this chapter, such as Cold
components to give your spells additional power. Focus and Frozen Magic.
Benefit: This feat only functions when you cast a spell If you add a handful of snow or ice as an additional material
that does not already have a verbal, somatic, or material component to a spell when you cast it and that spell already
component. has the cold descriptor, you increase the effective level of
For each component you voluntarily add, you increase the the spell being cast by +1.
effective caster level of the spell by +1. Adding this additional material component requires you to
You can only add a component that’s not already present in spend a move action immediately before the spell is cast to
the spell. gather fresh snow or ice from the surrounding
For example, you can’t add a somatic component to a gaseous environment.
form spell, because it already has one. This snow or ice can be magically created by a conjuration
You could add a verbal component, however. spell, but no other ice manifested by a spell will do.
The verbal component you add consists of animalistic You may take no other action between gathering the snow
shouts, screams, and growls. or ice and casting the spell.
The DC of Listen checks to hear you cast a spell is –5
(before modifying for distance).
The somatic component is also more complex, so you must SNOWRUNNER [GENERAL]
have two hands free to add a somatic component with this You are particularly adept at moving through snow and
feat. over ice.
The extra material component you add with this feat must Prerequisite: Woodland stride ability.
be a rare plant found in the frostfell, which requires a Benefit: You can move through loose snow at full speed,
successful DC 15 Profession (herbalist) check to locate. as if you were moving across open terrain.
This feat originally appeared in Races of Faerûn. You are also skilled at moving across open ice, and gain a +5
competence bonus on Balance checks to avoid slipping
when you move across icy surfaces.
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SNOWFLAKE WARDANCE WINTER’S MOUNT [GENERAL]
[GENERAL] Your special mount is native to the frostfell.
Prerequisite: Special mount ability.
You have mastered the snowflake wardance, a mystical Benefit: Your special mount gains the cold subtype.
style of fighting with slashing weapons that allows you to It gains immunity to cold, but has vulnerability to fire,
leap and almost seem to float haphazardly across the which means it takes half again as much (+50%) damage as
battlefield like a whirling, razor-edged snowflake. normal from fire, regardless of whether a saving throw is
Prerequisite: Bardic music ability, Perform (dance) 6 allowed, or if the save is a success or failure.
ranks. Your special mount is also hardier than a nonfrostfell
Benefit: By expending one of your daily uses of bardic version; it gains a +2 racial bonus to Constitution.
music, you may perform a deadly style of combat known as
the snowflake wardance.
Activating a snowflake wardance is a free action, and once
activated, you add your Charisma modifier to your attack
rolls with any slashing melee weapon you wield in one
hand.
This bonus to hit stacks with any bonuses you get from a
high Strength score (or Dexterity score, if you are using
Weapon Finesse).
You cannot use this feat if you are carrying a shield,
wearing medium or heavy armor, or carrying a medium or
heavy load.
A snowflake wardance lasts for a number of rounds equal to
your ranks in Perform (dance).
Performing a snowflake wardance is physically tiresome—
when the snowflake wardance ends, you become fatigued
for the next 10 minutes.
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If the attack scores a critical hit, the damage is doubled
(ghosts are not subject to critical hits).
GHOSTWALK (3.0) Only one kind of damage or effect from the path of the
corrupter applies from each attack.
You may use this attack once per day per character level.
You do not have to use this ability when you touch another
MAIN SECTION FEATS creature, and creatures that touch you do not take this
ability damage.
Normal: A ghost’s touch attack normally deals no
AGONY TOUCH [GHOST, damage.
CORRUPTER] Special: You can gain this feat multiple times.
Its effects do not stack.
Choose one physical ability score (Strength, Dexterity, or Each time you take the feat, it applies to a different ability
Constitution). score.
When you touch a creature, you can deal damage to this
ability score.
Prerequisites: Corrupting Touch, Cha 11. CIRCLE MAGIC [GENERAL]
Benefit: You can make a touch attack that deals 1d4 You know how to use your connection to Galaedros the
points of temporary ability damage to the selected ability Wood God to channel magical power to another spellcaster
score of a target. of your faith.
When you are manifested fully or attacking incorporeal Prerequisite: Divine spellcaster with Galaedros as a
opponents, you add your Strength modifier to attack rolls. patron deity.
When you are incorporeal, you add your Dexterity modifier Benefit: You may participate in circle magic.
to attack rolls. You gain a +2 bonus on Wilderness Lore checks.
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SIDEBAR FEATS Wizard is always a favored class for you, as is your highest-
level class.
ELFBLOOD [GENERAL]
The traits from your elven ancestry are particularly strong.
Prerequisites: Half-elf (nondrow).
Benefit: Your racial bonus on Listen, Search, and Spot
checks increases to +2.
You gain an elf’s ability to notice secret doors just by
286 passing them.
HERO BUILDER’S
GUIDEBOOK (3.0)
287
Prerequisite: Aura of courage class feature.
Benefit: Your aura of courage now affects allies within 60
HEROES OF BATTLE feet of you.
Normal: Without this feat, your aura of courage only
works on allies within 10 feet.
(3.5)
EXPERT SIEGE ENGINEER []
MAIN SECTION FEATS You are particularly skilled at operating siege weapons,
such as catapults and battering rams.
Prerequisite: Profession (siege engineer) 8 ranks.
BALLISTA PROFICIENCY [] Benefit: You gain a +2 competence bonus on attack rolls
and damage rolls made when using a siege engine.
You have trained in ballista operation.
(Chapter 4 has rules for operating siege engines).
Benefit: You do not take the normal –4 nonproficiency Special: A fighter can select Expert Siege Engineer as one
penalty when making an attack roll with a ballista (see page of his fighter bonus feats (see page 38 of the Player’s
65).
Handbook).
Special: A fighter can select Ballista Proficiency as one of
his fighter bonus feats (see page 38 of the Player’s Handbook).
EXTRA FOLLOWERS [LEADER]
BLOCK ARROW [] Your charismatic magnetism attracts even more followers
to your banner.
You can block incoming arrows with your shield.
Prerequisites: Cha 13, Leadership.
Prerequisites: Dex 13, Shield Proficiency.
Benefit: You can lead twice as many followers as
Benefit: You must be using a shield to use this feat. indicated for your Leadership score (see page 106 of the
Once per round when you would normally be hit with a Dungeon Master’s Guide).
ranged weapon, you can deflect it so that you take no For example, a character with this feat and a Leadership
damage from it. score of 15 can lead forty 1st-level followers, four 2nd-level
You must be aware of the attack and not flat-footed. followers, and two 3rd-level followers.
Unusually massive ranged weapons, such as boulders
hurled by giants, siege weapon attacks, and ranged attacks
generated by spell effects (such as Melf’s acid arrow) can’t be GUERRILLA SCOUT []
deflected.
You know how to use your senses to greater effect.
Special: A fighter can select Block Arrow as one of his
Benefit: You gain a +1 bonus on initiative checks.
fighter bonus feats (see page 38 of the Player’s Handbook).
Listen and Spot ranks cost 1 skill point, even if these skills
are cross-class for you.
COORDINATED SHOT [] The maximum number of ranks you can purchase in a
cross-class skill remains the same.
You are extraordinarily talented at making ranged attacks Normal: If Listen and Spot are cross-class skills for you,
past your allies.
each rank you purchase in those skills without having this
Prerequisite: Point Blank Shot, Precise Shot. feat costs 2 skill points.
Benefit: When making a ranged attack against a foe who
has cover due to the position of your ally or allies, your
ranged attacks ignore the Armor Class bonus granted to the GUERRILLA WARRIOR []
target because of that cover. You know how to move stealthily, even when armored.
Cover from other sources is unaffected.
Benefit: When you are wearing light or medium armor,
Special: A fighter can select Coordinated Shot as one of reduce the armor check penalty of the armor by 1
his fighter bonus feats (see page 38 of the Player’s Handbook). (minimum 0).
Hide and Move Silently ranks cost 1 skill point, even if
COURAGEOUS RALLY [] these skills are cross-class for you.
The maximum number of ranks you can purchase in a
You can rally demoralized foes with your bardic music. cross-class skill remains the same.
Prerequisites: Bardic music (inspire courage) class Normal: If Hide and Move Silently are cross-class skills
feature. for you, each rank you purchase in those skills without
Benefit: When you use bardic music to inspire courage, having this feat costs 2 skill points.
you can make a free rally check (see page 73) as part of the
same action used to activate your bardic music.
You add a morale bonus on this rally check equal to the IMPROVED COHORT [LEADER]
morale bonus granted by your inspire courage class feature. You attract a more powerful cohort than you normally
would.
EXPANDED AURA OF COURAGE [] Prerequisites: Cha 15, Leadership.
Your aura of courage protects more allies than normal.
288
Benefit: The maximum level of the cohort you gain from 115) for which you qualify, even if he or she doesn’t meet
the Leadership feat (see page 106 of the Dungeon Master’s the team member prerequisite for the benefit.
Guide) is one lower than your character level. In addition, your cohort doesn’t count against the normal
Normal: Without this feat, a cohort’s maximum level is limit of eight members on a team, and his or her presence
two levels below the associated PC’s level. on the team doesn’t affect any other character’s ability to
qualify for the teamwork benefit.
Normal: If you do not have this feat, every member of a
INSPIRATIONAL LEADERSHIP team must meet the team member prerequisite in order for
[LEADER] anyone on the team to enjoy the teamwork benefit.
Also, the maximum number of members in a team is eight.
Your cohort and followers are exceptionally faithful to your
cause.
Prerequisites: Cha 17, Leadership. READY SHOT []
Benefit: As long as their morale is already no worse than You can make devastating attacks with ranged weapons
normal (see Morale Conditions, page 73), the cohort and against charging opponents.
followers you gain from the Leadership feat always begin Prerequisite: Point Blank Shot.
combat in a heartened condition. Benefit: You can ready an action to fire a ranged weapon
(A heartened character gains a +1 morale bonus on Will at a foe who charges you.
saves against fear effects, including morale checks). You must wait until the target is within 15 feet before you
If your cohort or followers are already shaken or worse at attack.
the start of a battle, the benefit of this feat does not apply. If you score a hit with this readied attack, your attack deals
You also gain a +5 bonus on rally checks made to rally the an extra 3d6 points of damage.
cohort and/or followers you have gained from the Creatures immune to extra damage from critical hits are
Leadership feat. immune to this effect.
PLUNGING SHOT []
You can use the force of gravity to make your ranged
attacks deal extra damage if your target is below you.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: If your target is at least 30 feet lower than you,
you deal an extra 1d6 points of damage with a thrown
weapon or a projectile weapon.
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You can assume the form of an undead, rotten creature with
the use of your wild shape ability.
LIBRIS MORTIS (3.5) Prerequisites: Undead type, wild shape class feature.
Benefits: You can use your wild shape ability even
though you are undead.
The ability functions just as if you were a living creature
MAIN SECTION FEATS using the ability, with the following exceptions.
You do not gain a Constitution score in the new form, and
you retain all the immunities of the undead type while in
BALEFUL MOAN [MONSTROUS] your new form.
Your hollow cry strikes fear into the hearts of the living. The form you assume looks half-decayed, with missing
Prerequisites: Undead type, incorporeal subtype, patches of fur and rotted, worm-eaten flesh.
Daunting Presence. While you are in this form, the rank odor of death hangs
Benefit: You can emit a moan as a standard action. around you.
All living creatures within a 30-foot spread must succeed on Normal: Since it is based on the polymorph spell, wild
a Will save (DC 10 + 1/2 your HD + your Cha modifier) or shape works only on living creatures.
become shaken for 1 minute.
This is a supernatural, sonic, necromantic, mindaffecting,
fear effect. DAUNTING PRESENCE [GENERAL]
A creature that successfully saves against the moan cannot You are skilled at inducing fear in your opponents.
be affected by your moan for 24 hours. Prerequisites: Cha 13, base attack bonus +1.
Special: If you already have the frightful moan ability (see Benefit: You may take a standard action to awe an
the ghost’s special attacks, page 117 of the Monster Manual), opponent.
instead of the normal Benefits of this feat, the DC to resist The opponent must be within 30 feet, have line of sight to
your frightful moan ability increases by 2. you, and have an Intelligence score.
If the opponent fails a Will saving throw (DC 10 + 1/2 your
character level + your Cha modifier), it is shaken for 10
BOLSTER RESISTANCE [GENERAL] minutes.
Undead you raise or create are more resistant to turning This feat has no effect on a creature that is already shaken.
than normal. Special: A fighter may select Daunting Presence as one of
Prerequisite: Corpsecrafter. his fighter bonus feats.
Benefit: Each undead you raise or create with any
necromancy spell gains +4 turn resistance.
DEADLY CHILL [GENERAL]
Undead you raise or create deal more damage than normal.
CONTAGIOUS PARALYSIS Prerequisite: Corpsecrafter.
[MONSTROUS] Benefit: Each corporeal undead you raise or create with
any necromancy spell deals an extra 1d6 points of cold
Your paralyzing attack is contagious. damage with its natural weapons.
Prerequisite: Paralysis as an extraordinary or
supernatural ability.
Benefit: Any creature paralyzed by your special attack can DEATH MASTER [MONSTROUS]
confer paralysis to other creatures that touch it. Foes are especially afraid of your critical hits.
Any creature touching a creature that you have paralyzed is Prerequisites: Cha 13, undead type, Daunting Presence,
immediately affected as if you had delivered a paralyzing base attack bonus +1.
attack upon it (using the same save DC to resist, if allowed). Benefit: Whenever you score a critical hit with a melee
If a creature successfully saves against your contagious attack against a living foe, the foe is also shaken for 1
paralysis attack, it can’t be affected by your attack for 24 minute.
hours. This is a mind-affecting, fear effect.
305
Benefit: Your latent power of psionics flares to life, Finally, it gains fast healing 2.
conferring upon you the designation of a psionic character. A death frenzy lasts until the creature is killed or until its
As a psionic character, you gain a reserve of 2 power points hit points rise enough to equal or exceed its total number of
and can take psionic feats, metapsionic feats, and psionic Hit Dice.
item creation feats (see the Expanded Psionics Handbook). Upon emerging from a death frenzy, the creature
You do not, however, gain the ability to manifest powers immediately takes 1d4 points of Strength damage.
simply by virtue of having this feat.
ENLARGE MUCUS CLOUD []
ABOLETH FEATS An aboleth with this feat can extend its mucus cloud into a
wider area.
Prerequisites: Aboleth, Con 20.
CRAFT ABOLETH GLYPH [ITEM Benefit: The aboleth’s mucus cloud extends to fill an area
CREATION] equal to its natural reach (a 10-foot radius for most
aboleths).
An aboleth with this feat can create magic glyphs that store Normal: The aboleth’s mucus cloud has a radius of only 1
spells or have specialized effects of their own. foot.
Prerequisites: Aboleth, caster level 5th. Special: On land, the aboleth’s mucus cloud becomes a
Benefit: The creature can create a permanent glyph of mucus puddle of an equal radius.
warding effect that automatically recharges and replenishes The mucus can affect other beings in contact with the
its own energy after a short period of inactivity after it is puddle (including any that move through it using their
triggered. base land speed), but beings that jump or fly over it, or
Crafting an aboleth glyph takes one day for each 1,000 gp in otherwise avoid the puddle, are safe.
its base price.
The base price of an aboleth glyph is its caster level × spell
level × 1,000 gp. MEMORY EATER []
To create the glyph, the creature must spend 1/25 of the
An aboleth with this feat is particularly adept at extracting
base price in XP and use up raw materials costing one-half
memories and knowledge from the bodies of those it
of the base price.
consumes.
A newly created glyph functions exactly as if the creature
had cast glyph of warding on the affected area, except that Prerequisites: Aboleth, Cha 21.
the glyph automatically reappears 1 minute after it is Benefit: The aboleth processes and remembers countless
discharged. memories of those it has eaten.
Similarly, if the glyph is dispelled, it reforms as good as new It can make untrained skill checks in any skill, including
1 minute later. those in which it has no ranks and that normally cannot be
An aboleth glyph can be destroyed only in the same used untrained.
manner that a magic item can be destroyed— Normal: Aboleths receive only random flashes of
Mordenkainen’s disjunction, physical destruction of the memory that quickly fade while eating the flesh of an
glyph, and so on. intelligent creature.
Alternatively, the aboleth can create a master glyph.
Each master glyph is a unique glyph with specific effects POWERFUL BITE []
and base costs; several sample master glyphs are detailed
later in this chapter. An aboleth with this feat develops jaws that are much more
muscular than normal, allowing it to bite more efficiently.
Prerequisites: Aboleth, Str 28, Weapon Focus (bite).
DEATH FRENZY [] Benefit: An aboleth with this feat gains a natural bite
When an aboleth takes this feat, its sense of immortality attack that deals 2d6 points of damage plus half its Strength
rebels against the very concept of death. modifier.
If threatened with death, the creature becomes frenzied If the aboleth makes a full attack, this bite attack is a
with speed and fury. secondary attack and is made with a –5 penalty on the
Prerequisites: Aboleth, Diehard, Endurance. attack roll.
Benefit: If the aboleth is reduced to fewer hit points than Normal: The aboleth’s bite attack is an unarmed strike
its total Hit Dice, it automatically enters a death frenzy. that takes a full-round action to use and deals 1d4 points of
Entering this state is an immediate action; the aboleth can damage on a hit.
enter a death frenzy even when it’s not its turn.
While in a death frenzy, the aboleth cannot cast spells, use QUICKSLIME []
spell-like abilities, or use supernatural special attacks.
When an aboleth enters a death frenzy, it gains a +4 morale The slime attack of an aboleth with this feat is particularly
bonus to its Strength and Dexterity, and the threat range fast and difficult to resist.
for all its natural attacks doubles. Prerequisites: Aboleth, Ability Focus (slime).
When it makes a full attack, it can make one additional Benefit: The save DC of the creature’s slime attack gains a
attack each round at its highest base attack bonus. +2 bonus; this stacks with the bonus granted by the Ability
Its land speed increases by 10 feet, and its swim speed Focus (slime) feat.
increases by 20 feet.
306
Further, the transformation process takes only 1d4+1 Samples taken from the aboleth retain their toxic qualities
rounds to affect the victim’s skin. for only 1 minute.
Normal: The transformation process takes 1d4+1
minutes.
BEHOLDER FEATS
REACH BITE []
An aboleth with this feat can extend its jaws and esophagus
AGILE TYRANT []
out from its body to make attacks beyond its normal reach. A creature with this feat develops longer, more flexible
Prerequisites: Aboleth, Str 28, Powerful Bite, Weapon eyestalks than its kin.
Focus (bite). This extra flexibility allows it to bring additional eye rays to
Benefit: The creature’s reach with its bite attack extends bear against its foes.
by an additional 5 feet. Prerequisite: True beholder or beholderkin.
Normal: The creature’s bite attack has a reach equal to its Benefit: The creature can direct an extra eye ray into a
standard reach (10 feet for most aboleths). single 90-degree arc.
308
GRAFT FLESH [ITEM CREATION]
You can apply a certain type of graft to other living
creatures or to yourself.
Prerequisite: Heal 10 ranks.
Benefit: Choose a type of graft: aboleth, illithid, or
silthilar.
You must be an aboleth to choose aboleth grafts.
You must be an illithid to choose illithid grafts.
There are no additional requirements for choosing silthilar
grafts.
Other races aside from these three can create grafts; see the
Fiend Folio for beholder, fiendish, undead, and yuan-ti
grafts.
You can create grafts of your chosen type and apply them to
other creatures or to yourself.
Creating a graft takes one day for each 1,000 gp in its price.
To create a graft, you must spend 1/25 of the graft’s price in
XP and use up raw materials costing half this price.
SPIT POISON []
A creature with this feat can spit its poison as a ranged
touch attack.
Prerequisites: Base attack bonus +3, Ability Focus
(poison), Dex 17, poison special attack delivered by bite.
Benefit: As a standard action, the creature can spit its
poison at a single target within 30 feet.
The creature must succeed on a ranged touch attack to hit
with its poison.
The poison affects a hit target just as if the creature had
succeeded on a bite attack.
The poison is somewhat weakened when spit out, and the
poison’s save DC is reduced by 2.
309
If the check fails, both your spell slot (or prepared spell)
and 1 charge from the item are expended.
LOST EMPIRES OF CORMANTHYRAN MOON MAGIC []
FAERÛN (3.5) You have mastered the ancient elven techniques of drawing
power from Sehanine Moonbow’s light.
Prerequisites: Knowledge (history) 4 ranks, ability to
cast 3rd-level spells.
MAIN SECTION FEATS Benefit: When you cast a spell under moonlight, your
effective caster level increases by 2.
This feat provides no benefit when the moon is not visible
ARCANE MANIPULATION [] (during the day, underground, during a new moon, or the
You are learned in the arcane ways of Netheril, where like).
masters of magic once molded and shaped arcane energy to
their own will.
Prerequisite: Wizard level 1st. CRAFT SCEPTER [ITEM CREATION]
Benefit: When you prepare spells, you can break down You know the ancient Netherese secret of creating magic
up to three existing arcane spell slots to create a specified scepters— devices that can contain much more powerful
number of lower-level spell slots. spells than a magic wand can.
(A 0-level spell counts as 1/2 level for this purpose, so a 1st- Prerequisite: Knowledge (history) 4 ranks, caster level
level spell slot could be broken into two 0-level spell slots). 9th.
The sum of the levels of all the new spell slots must equal Benefit: You can create a scepter that holds any spell of
the level of the original. 7th level or lower that you know.
The number of spell slots you can create in this manner is Unlike a magic wand, a scepter can contain up to two
otherwise unlimited. spells, each of which has a cost in charges to use.
Spell slots that you break down into multiple lower-level Both spell effects draw from a common pool of charges, so
slots remain that way until the next time you prepare spells, they can be used in any combination.
at which time you can choose to restore your spell slots to Crafting a scepter takes one day for each 1,000 gp in its base
normal or break them up again. price.
Normal: A character can always choose to use a higher- The base price of a scepter is its caster level × the spell level
level spell slot to prepare a lower-level spell, but any × 750 gp for the highest-level spell included, plus the caster
“remainder” spell levels are lost. level × the spell level × 375 gp for the second spell, if any.
To craft a scepter, you must spend 1/25 of this base price in
XP and use up raw materials costing one-half of this
ARCANE TRANSFIGURATION [] amount.
Drawing upon forgotten lore, you broaden your arcane A newly created scepter has 50 charges.
studies and master a school of magic previously prohibited Any scepter that stores a spell with a costly material
to you. component or an XP cost also carries a commensurate cost.
Prerequisites: Item Reprieve, Spell Reprieve, specialist In addition to the cost derived from the base price, you
wizard level 10th. must expend fifty units of the material component or pay
Benefit: Choose a school of magic that was previously fifty times the XP cost.
prohibited to you because of your arcane specialization. See page 153 for more information on scepters.
You can now learn and cast spells from that school
normally, as if you were not a specialist wizard.
Special: You can select this feat only once. FAMILIAR CONCENTRATION []
The school you choose must be one for which you have In the tradition of Narfell’s ancient summoners, your
already taken both the Spell Reprieve and the Item familiar can concentrate to maintain spells for you.
Reprieve feats. Prerequisites: Improved Familiar, caster level 9th.
Benefit: When you cast a spell requiring concentration,
you can designate your familiar as the “concentrator”.
CHANNEL CHARGE [] At any time during the spell’s duration, you can hand over
You can power a charged magic item with your own control of it to your familiar as a free action, provided the
magical ability. creature is within 5 feet of you and its Intelligence score is
Prerequisites: Use Magic Device 5 ranks, ability to cast at least 10 + the level of the spell.
4th-level spells. The familiar then concentrates to maintain and direct the
Benefit: When you use a spell trigger magic item with spell just as you would.
charges (such as a wand or a staff), you can make a Use You cannot take back control of a spell once you have
Magic Device check (DC 15 + the item’s caster level). transferred it to your familiar.
If you succeed, you can sacrifice a spell slot or prepared
spell instead of using a charge.
The spell slot or spell sacrificed must be one level higher
than the level of the desired effect from the item.
310
Benefit: You know three more languages than you
GODSIGHT [REGIONAL] normally would.
You enjoy the special blessing of a deity of the Mulhorandi Your choices for these extra tongues are not restricted to
pantheon, who has granted you unerring powers of your racial or regional list of bonus languages, though you
perception. still can’t select secret languages such as Druidic unless you
Prerequisites: Cha 13, Mulhorandi (aasimar, human belong to the race or class in question.
[Mulan] or tiefling), Mulhorand region. Furthermore, Speak Language is always a class skill for you,
Benefit: You gain the following spell-like abilities, each and you receive a +2 bonus on all Decipher Script checks.
usable three times per day: detect evil, detect magic, detect Special: You can take this feat only as a 1st-level character.
poison, detect undead, read magic.
Your caster level equals your character level.
When you take this feat, you can choose detect chaos, detect NETHERESE BATTLE CURSE []
good, or detect law instead of detect evil. You can channel your own arcane energy into a powerful
Special: You can take this feat only as a 1st-level character. curse upon those who dare to face you in battle.
Prerequisites: Knowledge (history) 4 ranks, Power
Attack, arcane caster level 1st.
GREENBOUND SUMMONING [] Benefit: By giving up an arcane spell slot or prepared
You are learned in a long-forgotten manner of summoning spell before making an attack roll, you can perform a battle
once practiced by the Eaerlanni elves of the High Forest. curse as a melee attack.
Creatures answering your call are automatically imbued You gain a bonus on the attack roll equal to the level of the
with the powers of the forest. spell or spell slot so sacrificed.
Prerequisite: Ability to cast any summon nature’s ally If your attack hits, the target must succeed on a Will save
spell. (DC 10 + level of spell or slot expended + your Cha
Benefit: All animals that you summon using summon modifier) or take a –2 penalty on attack rolls, saving throws,
nature’s ally acquire the greenbound template (see page 173) ability checks, skill checks, and weapon damage rolls for 1
for as long as the summoning spell lasts. minute.
The effects of multiple battle curses don’t stack, and any foe
that successfully resists your battle curse cannot be affected
ITEM REPRIEVE [] by it again for 24 hours.
You learn how to use items from a school of magic Any effect that dispels or removes a curse eliminates the
previously prohibited to you. battle curse.
Prerequisite: Spell Reprieve, specialist wizard level 5th. Your caster level equals your character level for this
Benefit: Choose one of the schools of magic that was purpose.
previously prohibited to you because of your arcane
specialization.
You now can use spell completion and spell trigger magic
SERVANT OF THE FALLEN []
items from that school normally, as if you were not a You keep alive the worship of a deity who has died or
specialist wizard. vanished.
Special: The school you select must be one for which you Your faith in this fallen deity allows you to wield divine
have already taken the Spell Reprieve feat. magic in his or her name.
Prerequisites: Cleric level 1st, dead or forgotten god
(for example, Amaunator, Bhaal, Moander, or Myrkul) as
JERGAL’S PACT [] patron deity.
You have made a bargain with Jergal, seneschal to the god Benefit: You can name a dead god as your patron deity
of death. and still receive your cleric spells normally.
Although Myrkul, Cyric, and most recently Kelemvor have In addition, you can call upon the universal remnant of
all served as the god of death, each has honored these pacts. your deity’s power once per day to gain a +1 luck bonus on
Prerequisites: Knowledge (history) 4 ranks, Great any single die roll.
Fortitude. You can also be raised or resurrected normally.
Benefit: You gain a +2 bonus on saves to resist gaining Normal: Dead or fallen deities cannot grant cleric spells,
negative levels or to remove them. so clerics who choose such patrons do not normally receive
If the effect that bestowed a negative level allows a spells.
Fortitude save to remove it, you can choose to attempt it Characters who do not worship active gods in Faerûn suffer
after only 1 hour. the fate of the Faithless in the Fugue Plane after death.
(You can also choose to wait the usual amount of time Special: You can take this feat only once.
before attempting the save). Choosing this feat changes your patron from your previous
Normal: You make saving throws to remove negative deity to the dead or forgotten deity of your choice, and you
levels 24 hours after gaining them. take no penalties for making this change.
If you later choose a different patron deity, you lose the
benefit of this feat, but your new patron may grant you
MULTILINGUAL [] spells just as he or she would for any other cleric.
You have an uncanny knack for languages. See Ancient Deities, page 41, for a list of notable dead gods,
Prerequisites: Int 15. their alignments, and their domains.
311
SPELL REPRIEVE []
Your studies of the less restrictive arcane traditions of old
allow you to cast one spell from a prohibited school.
Prerequisites: Knowledge (history) 2 ranks, specialist
wizard level 1st.
Benefit: Choose a spell from one of your prohibited
schools of a level that you can cast.
You can now learn and prepare that spell normally.
Special: You can take this feat multiple times, each time
choosing a new spell from any of your prohibited schools.
TRAPMASTER []
You have studied the funereal architecture and lethal traps
of a dozen long-dead cultures.
Your familiarity with ancient tombs, vaults, and other such
sites has instilled in you an uncanny knack for avoiding
traps.
Prerequisites: Int 13, trap sense +2.
Benefit: The bonus for your trap sense ability increases
by 4.
In addition, you gain a +2 bonus on all Disable Device
checks.
SIDEBAR FEATS
SPELL MANTLE []
You can create a mantle from the contingent spells you
carry.
Prerequisites: Craft Contingent Spell, Knowledge
(arcana) 5 ranks, Knowledge (history) 2 ranks.
Benefit: You can use a standard action to activate a
particular contingent spell you carry as a spell-like ability,
even if the conditions specified for its activation have not
been met.
Normal: When you create a contingent spell, you must
specify a condition or event that will trigger the effect,
much like the contingency spell.
312
MAGIC ITEM
COMPENDIUM (3.5)
313
Benefit: Choose one type of energy: acid, cold, electricity,
fire, or sonic.
MAGIC OF FAERÛN You can modify any spell with an energy designator to use
the chosen type of energy instead.
A substituted spell works normally in all respects, except
(3.0) that the type of damage dealt changes.
For example, an acidic fireball still deals damage in a 20-foot
spread, except that it is acid damage instead of fire damage.
MAIN SECTION FEATS If a spell has a secondary effect, the altered spell still has
that effect.
For example, a shout spell can deafen creatures and deals
ATTUNE GEM [ITEM CREATION] extra damage to crystalline creatures; if fire is substituted
for sonic energy in a shout spell, creatures can still be
You can magically imbue gems to hold a spell until deafened and crystalline creatures still suffer extra damage.
triggered. Sometimes a spell’s minor effects are directly related to the
Prerequisite: Intelligence 13+, Craft (gemcutting) skill, spell’s energy, for example, a flaming sphere can set items
arcane spellcaster level 3rd+. afire, but a purely sonic or acidic flaming sphere does not.
Benefit: You can store an arcane spell in a gem. When a spell deals some damage that does not come from
You must have the spell available to cast (prepared if you energy, Energy Substitution does not affect that portion of
must prepare spells; known otherwise) and must provide the spell.
any material components or focuses the spell requires. For example, ice storm deals 3d6 points of impact damage
If casting the spell would reduce your XP total, you pay the and 2d6 points of cold damage.
cost upon beginning the attunement in addition to the XP An electrical ice storm deals 3d6 points of impact damage
cost for making the attuned gem itself. and 2d6 points of electricity damage.
Likewise, material components are consumed when you A substituted spell uses a spell slot zero levels higher than
begin casting, but focuses are not. (the same as) the spell’s actual level.
(A focus used in attuning a gem can be reused). Special: You can gain this feat multiple times, each time
The caster level of the spell must be sufficient to cast the applying it to a different type of energy.
spell in question and no higher than your own caster level.
A gem can only be attuned with a single spell.
The gem must have a minimum value equal to 50 gp per ESCHEW MATERIALS [METAMAGIC]
level of the spell to be stored. You can cast spells without material components.
The base price of an attuned gem (not including the gem’s Prerequisites: Any other metamagic feat.
inherent value) is equal to 50 gp per spell level times the Benefit: A spell cast with Eschew Materials can be cast
caster level. with no material components.
You must spend 1/25 of the base price in XP and use up raw Spells without material components are not affected.
materials costing half this base price. Spells with material components with a cost of more than 1
Attunement requires 1 hour plus the spell’s normal casting gp are not affected.
time. An eschewed spell uses up a spell slot zero levels higher
The magic gem’s market price equals its base price plus its than (the same as) the spell’s actual level.
inherent value as a gem.
See the Gem Magic section in the previous chapter for the
details of attuned gems and gem magic. REACTIVE COUNTERSPELL
[GENERAL]
AUGMENT SUMMONING You can react quickly to counterspells cast by opponents.
[GENERAL] Prerequisites: Improved Counterspell, Improved
Initiative.
Your summoned creatures are better than normal. Benefit: Once per round, you can counterspell an
Prerequisites: Spellcaster level 2nd+. opponent’s spell even if you have not readied an action to
Benefit: Creatures you summon with any summoning do so.
spell are slightly enhanced. This counterspell action takes the place of your regular
They gain one more die of hit points (but they are not action for the round.
treated as +1 HD creatures) and a +1 competence bonus on You can’t use this feat when flat-footed.
their attack and damage rolls. Normal: Without this feat, you must ready an action each
round you wish to use a counterspell (see the Player’s
ENERGY SUBSTITUTION Handbook, page 152).
[METAMAGIC]
SPELL GIRDING [GENERAL]
You can modify a spell that uses one type of energy to use
another type of energy. Your spells are particularly hardy, resisting dispel checks
Prerequisite: Any other metamagic feat, 5 ranks in more readily than normal.
Knowledge (arcana). Benefit: Any dispel checks against your spells are made
314 with a –2 penalty.
SPELL THEMATICS [GENERAL]
Your spells have a distinct visual or auditory effect in their
manifestation.
Prerequisite: Must be able to cast at least one illusion
spell.
Benefit: Choose a theme for your spellcasting, such as
“ice” or “fire” or “screaming skulls”.
All spells you cast have this theme in the manifestation of
their effects, although this does not actually change the
spell in any way.
You cannot use this feat to make your spell manifestations
invisible, and it never causes your spells to deal more
damage because of the visual change.
(You may still cast spells without this thematic
manifestation if you so choose).
For example, if your theme is “fire,” then your magic missile
spell might appear to produce bolts of fire, although the
bolts still are a force effect and cause normal damage, not
fire damage.
If your theme is “screaming skulls,” your fireball might
manifest as a small screaming skull that impacts the target
and explodes into a fiery ball that momentarily resembles a
20-foot-radius burning skull, although it causes damage
exactly like a standard fireball (and doesn’t cause any sonic
damage, despite the screaming of the skull).
Add +5 to the DC of any Spellcraft check made to identify a
spell cast in this manner.
315
You gain 1 point of essentia.
323
MANUAL OF THE
PLANES (3.0)
324
Benefit: You move through trees at your normal land
speed by using your arms to swing from one branch to
MASTERS OF THE another.
To allow brachiation, the area through which you are
moving must be at least lightly wooded, with trees no
WILD (3.0) farther apart than 15 feet.
You may not use this ability while holding an item in either
hand, or while wearing armor heavier than medium.
MAIN SECTION FEATS
CREATE INFUSION [ITEM
ANIMAL CONTROL [GENERAL] CREATION]
You can channel the power of nature to gain mastery over You store a divine spell within a specially prepared herb
animal creatures. (see Chapter 3 for details on infusions).
Prerequisites: Animal Defiance, ability to cast speak with Prerequisites: Wilderness Lore 4 ranks, spellcaster level
animals and animal friendship. 3rd.
Benefit: You can rebuke or command animals as an evil Benefit: You create an infusion of any divine spell
cleric rebukes undead. available to you.
To command an animal, you must be able to speak with it Infusing an herb with a spell takes one day.
via a speak with animals effect, though you may issue your When you create an infusion, you set the caster level,
commands mentally if desired. which must be sufficient to cast the spell in question but
The number of times per day that you can use this ability is not higher than your own level.
equal to 3 + your Charisma modifier. The base price of an infusion is its spell level times its caster
Your highest divine caster level is the level at which you level times 50 gp.
rebuke animals. To create an infusion, you must spend 1/25 of this base
Special: Animals you command through this ability price in XP and use up raw materials costing one-half this
count against the HD limit of animals you can befriend base price.
through animal friendship. Any infusion that stores a spell with a costly material
component or an XP cost also carries a commensurate cost.
In addition to the costs derived from the base price, you
ANIMAL DEFIANCE [GENERAL] must also expend the material component or pay the XP
You can channel the power of nature to drive off animals. when creating the infusion.
Prerequisite: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) animals as a good CLEVER WRESTLING [GENERAL]
cleric turns undead.
The number of times per day that you can use this ability is You have a better than normal chance to escape or wriggle
equal to 3 + your Charisma modifier. free from a big creature’s grapple or pin.
Your highest divine caster level is the level at which you Prerequisites: Improved Unarmed Strike, Small or
turn animals. Medium-size.
Benefit: When your opponent is larger than Medium-
size, you gain a circumstance bonus on your grapple check
BLINDSIGHT [WILD] to escape a grapple or pin.
Your senses are as keen as the bat’s. The size of the bonus depends on your opponent’s size,
Prerequisite: Ability to use wild shape to become a dire according to the following table.
bat. Opponent Is...
Benefit: You gain the extraordinary ability blindsight (as Bonus Colossal +8 Gargantuan +6 Huge +4 Large +2
described in Chapter 3 of the DUNGEON MASTER’S
GUIDE), which operates regardless of your form.
Like the dire bat, you emit high-frequency sounds,
DESTRUCTIVE RAGE [GENERAL]
inaudible to most creatures, as a form of “sonar” that allows You shatter barriers and objects when enraged.
you to locate objects and creatures within 120 feet. Prerequisite: Ability to rage.
Since this ability relies on hearing, any circumstance that Benefit: While you’re raging, you gain a +8 bonus on any
deprives you of that sense also negates your blindsight. Strength checks you make to break open doors or break
inanimate, immobile objects.
BRACHIATION [GENERAL]
You move through trees like a monkey. DRAGON’S TOUGHNESS [GENERAL]
Prerequisites: Climb 6 ranks. You are incredibly tough.
Jump 6 ranks. Prerequisite: Base Fort save bonus +11.
Str 13. Benefit: You gain +12 hit points.
Special: You can gain this feat multiple times.
325
DWARF’S TOUGHNESS [GENERAL] EXTRA RAGE [GENERAL]
You are tougher than you were before. You rage more frequently than you normally could.
Prerequisite: Base Fort save bonus +5. Prerequisite: Ability to rage.
Benefit: You gain +6 hit points. Benefit: You rage two more times per day than you
Special: You can gain this feat multiple times. otherwise could.
Special: You can take this feat multiple times, gaining two
additional rages per day each time.
EXTENDED RAGE [GENERAL]
Your rage lasts longer than it normally would.
Prerequisite: Ability to rage. EXTRA WILD SHAPE [WILD]
Benefit: Each of your rages lasts an additional 5 rounds You use wild shape more frequently than you normally
beyond its normal duration. could.
Special: You can take this feat multiple times, and the Prerequisite: Ability to use wild shape.
additional rounds stack. Benefit: You use your wild shape ability two more times
per day than you otherwise could.
If you are able to use wild shape to become an elemental,
EXTRA FAVORED ENEMY [GENERAL] you also gain one additional elemental wild shape use per
You select an additional favored enemy. day.
Prerequisites: Base attack bonus +5, at least one favored Special: You can take this feat multiple times, gaining two
enemy. additional wild shapes of your usual type and one additional
Benefit: You add an extra favored enemy to your list (see elemental wild shape (if you have this capability; each time.
Table 3–14 in the Player’s Handbook) beyond your normal
allotment.
Initially, you gain the standard +1 bonus on damage and the
FAST WILD SHAPE [WILD]
usual skill checks against this new favored enemy. You assume your wild shape faster and more easily than
When you advance beyond the level at which you gained you otherwise could.
Extra Favored Enemy, this bonus increases in the same way Prerequisites: Ability to use wild shape to become a dire
other favored enemy bonuses do. animal, Dex 13.
For example, suppose you select goblinoids as your first Benefit: You gain the ability to use wild shape as a move-
favored enemy when you are a 1st-level ranger and magical equivalent action.
beasts as your second when you reach 5th level. Normal: A druid uses wild shape as a standard action.
Then you take Extra Favored Enemy as your feat at 6th
level and select aberrations.
At this point, you have a +2 bonus against goblinoids and a FASTER HEALING [GENERAL]
+1 bonus against both magical beasts and aberrations. You recover faster than others do.
When you reach 10th level, your bonuses rise to +3 against Prerequisite: Base Fort save bonus +5.
goblinoids and +2 against magical beasts and aberrations. Benefit: You recover lost hit points and ability score
points taster than you normally would, according to the
table on the next page.
333
Normal: A creature without this feat suffers a –6 penalty
to attacks made with its primary hand and a –10 penalty to
MONSTER MANUAL attacks made with its off hands.
(It has one primary hand, and all the others are off hands).
See Attacking with Two Weapons, page 124 in the Player’s
1 3.0 (3.0) Handbook.
Special: This feat replaces the Two-Weapon Fighting feat
for creatures with more than two arms.
The Multidexterity feat further reduces penalties for off-
SIDEBAR FEATS hand attacks.
MULTIATTACK [GENERAL]
The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural
weapons suffer only a –2 penalty.
Normal: Without this feat, the creature’s secondary
natural attacks suffer a –5 penalty.
MULTIDEXTERITY [GENERAL]
The creature is adept at using all its hands in combat.
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off
hand.
Normal: Without this feat, a creature who uses an off
hand suffers a –4 penalty to attack rolls, ability checks, and
skill checks.
A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
Special: This feat replaces the Ambidexterity feat for
creatures with more than two arms.
MULTIWEAPON FIGHTING
[GENERAL]
A creature with three or more hands can fight with a
weapon in each hand.
The creature can make one extra attack each round with
each extra weapon.
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are
reduced by 2.
334
A creature with this feat can repair constructs that have
taken damage.
MONSTER MANUAL In one day of work, the creature can repair up to 20 points
of damage by expending 50 gp per point of damage
repaired.
1 3.5 (3.5) A newly created construct has average hit points for its Hit
Dice.
WINGOVER [GENERAL]
The creature can change direction quickly while flying.
Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change
direction quickly once each round as a free action.
This feat allows it to turn up to 180 degrees regardless of its
maneuverability, in addition to any other turns it is
normally allowed.
A creature cannot gain altitude during a round when it
executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying
movement.
337
MULTIATTACK [GENERAL]
MONSTER MANUAL The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
2 (3.0) Benefit: Each of the creature’s secondary attacks with
natural weapons takes only a –2 penalty.
Normal: Without this feat, each of the creature’s
secondary natural attacks takes a –5 penalty.
SIDEBAR FEATS
MULTIDEXTERITY [GENERAL]
ABILITY FOCUS [GENERAL] The creature is adept at using all its hands in combat.
One of the creature’s special attacks is more potent than Prerequisite: Dex 15, three or more arms.
normal. Benefit: The creature ignores all penalties for using an off
Benefit: The Difficulty Class for all saving throws against hand.
the selected special attack increases by +2. Normal: Without this feat, a creature using an off hand
Special: This feat can be taken multiple times. takes a –4 penalty on attack rolls, ability checks, and skill
Its effects do not stack. checks.
Each time it is taken, it applies to a different special attack. A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
FLYBY ATTACK [GENERAL] Special: This feat replaces the Ambidexterity feat for
The creature can attack on the wing. creatures with more than two arms.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
(including a dive) and another partial action at any point MULTIWEAPON FIGHTING
during the move. [GENERAL]
The creature cannot take a second move action during a
round when it makes a flyby attack. A creature with three or more hands can fight with a
Normal: Without this feat, the creature takes a partial weapon in each hand.
action either before or after its move. It can make one extra attack per round with each extra
weapon.
Prerequisite: Three or more hands.
HOVER [GENERAL] Benefit: Penalties for fighting with multiple weapons are
The creature can halt its forward motion while flying, reduced by 2.
regardless of its maneuverability. Normal: A creature without this feat takes a –6 penalty on
Prerequisite: Fly speed. attacks made with its primary hand and a –10 penalty on
Benefit: While hovering, the creature can attack with all attacks made with its off hands.
its natural weapons, except for wing attacks. (It has one primary hand, and all the others are off hands).
Some creatures may be able to make additional attacks See Attacking with Two Weapons, page 124 in the Player’s
while hovering, as noted in the creature’s descriptive text. Handbook.
If the creature has a breath weapon, it can use the breath Special: This feat replaces the Two-Weapon Fighting feat
weapon instead of making physical attacks. for creatures with more than two arms.
If a creature hovers close to the ground in an area with lots
of loose debris, the draft from its wings creates a QUICKEN SPELL-LIKE ABILITY
hemispherical cloud with a radius specified in the
creature’s descriptive text. [GENERAL]
The winds so generated can snuff torches, small campfires, The creature can use a spell-like ability with a moment’s
exposed lanterns, and other small, open flames of thought.
nonmagical origin.
Benefit: Using a quickened spell-like ability is a free
The cloud obscures vision, and creatures caught within it
action that does not provoke an attack of opportunity.
are blinded while inside and for 1 round after emerging. The creature can perform another action—including the
Each creature caught in the cloud must succeed at a
use of another spell-like ability—in the same round that it
Concentration check (DC 10 + 1/2 creature’s HD) to cast a
uses a quickened spell-like ability.
spell.
The creature may use only one quickened spell-like ability
Normal: A creature without this feat cannot halt its per round.
forward motion without falling. A spell-like ability that duplicates a spell with a casting time
A creature with average, poor, or clumsy maneuverability greater than 1 full round cannot be quickened.
can slow its flying movement to only half of its fly speed. Each of a creature’s spell-like abilities can be quickened
(See Tactical Aerial Movement in Chapter 3 of the only once per day, and the feat does not allow the creature
DUNGEON MASTER’s Guide). to exceed its normal usage limit for any ability.
338
Thus, if a demon chooses to quicken its darkness ability, it
cannot use quickened darkness again the same day, though
it could use its darkness ability again normally (since it can
use darkness at will), or it could quicken another of its spell-
like abilities, such as desecrate.
Normal: Normally the use of a spell-like ability requires a
standard action and provokes an attack of opportunity
unless noted otherwise.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to each of its
spell-like abilities one additional time per day.
SNATCH [GENERAL]
The creature can grapple more easily with its claws or bite.
Prerequisite: Claws or bite as a natural weapon attack.
Benefit: A creature with this feat that hits with a claw or
bite attack attempts to start a grapple as a free action
without provoking an attack of opportunity.
If it gets a hold with a claw on a creature four or more size
categories smaller than itself, it squeezes each round for
automatic claw damage.
If it gets a hold with its bite on a creature three or more size
categories smaller than itself, it automatically deals bite
damage each round, or if it does not move and takes no
other action in combat, it deals double bite damage.
The snatched creature gets no saving throw against the
creature’s breath weapon (if any).
The creature can drop a foe it has snatched as a free action
or use a standard action to fling it aside.
The feet traveled and the damage taken by a flung foe are
specified in the creature’s descriptive text.
If the foe is flung while the creature is flying, the foe takes
the specified amount of damage or falling damage,
whichever is greater.
Normal: Without this feat, the creature must conduct
grapple attempts according to Chapter 8 of the Player’s
Handbook.
WINGOVER [GENERAL]
The creature can change direction quickly while flying.
Prerequisite: Fly speed.
Benefit: This feat allows a flying creature to turn up to
180 degrees once per round regardless of its
maneuverability, in addition to any other turns it is
normally allowed.
A creature cannot gain altitude during the round when it
executes a wingover, but it can dive.
Normal: A creature without this feat that has average,
poor, or clumsy maneuverability is limited to a turn of 90
degrees or 45 degrees.
(See Tactical Aerial Movement in Chapter 3 of the
DUNGEON MASTER’s Guide).
339
In one day of work, the creature can repair up to 20 points
of damage by expending 50 gp per point of damage
MONSTER MANUAL repaired.
A newly created construct has average hit points for its Hit
Dice.
3 (3.5) EMPOWER SPELL-LIKE ABILITY []
A creature with this feat can use a spell-like ability with
MAIN SECTION FEATS greater effect than normal.
Prerequisite: Spell-like ability at caster level 6th or
higher.
ABILITY FOCUS [] Benefit: The creature can use one of its spell-like abilities
The special attack of a creature with this feat is more potent as an empowered spell-like ability three times per day (or
than normal. less, if the ability is normally usable only once or twice per
Prerequisite: Special attack. day).
Benefit: Add +2 to the DC for all saving throws against When a creature uses an empowered spell-like ability, all
the special attack on which the creature focuses. variable, numeric effects of the spell-like ability are
Special: A creature can gain this feat multiple times. increased by one-half.
Its effects do not stack. An empowered spell-like ability does half again as much
Each time the creature takes the feat, it applies to a damage as normal, cures half again as many hit points,
different special attack. affects half again as many targets, and so on as appropriate.
For example, a phoelarch’s empowered scorching ray deals 1-
1/2 times normal damage (roll 4d6 and multiply the result
AWESOME BLOW [] by 1-1/2 for each ray).
A creature with this feat can choose to deliver blows that Saving throws and opposed rolls (such as the one made
send its smaller opponents flying like bowling pins. when a character casts dispel magic) are not affected.
Prerequisites: Str 25, Power Attack, Improved Bull Spell-like abilities without random variables are not
Rush, size Large or larger. affected.
Benefit: As a standard action, the creature can choose to The creature can only select a spell-like ability duplicating a
subtract 4 from its melee attack roll and deliver an awesome spell with a level less than or equal to half its caster level
blow. (round down) –2.
If the creature hits a corporeal opponent smaller than itself For a summary, see the table in the description of the
with an awesome blow, its opponent must succeed on a Quicken Spell-Like Ability feat on the next page.
Reflex save (DC equal to damage dealt) or be knocked For example, a creature that uses its spell-like abilities as a
flying 10 feet in a direction of the attacking creature’s 13th-level caster can only empower spell-like abilities
choice and fall prone. duplicating spells of 4th level or lower.
The attacking creature can only push the opponent in a Special: This feat can be taken multiple times.
straight line, and the opponent can’t move closer to the Each time it is taken, the creature can apply it to a different
attacking creature than the square it started in. one of its spell-like abilities.
If an obstacle prevents the completion of the opponent’s
move, the opponent and the obstacle each take 1d6 points
of damage, and the opponent stops in the space adjacent to
FLYBY ATTACK []
the obstacle. A creature with this feat can attack on the wing.
Special: A fighter can select Awesome Blow as one of his Prerequisite: Fly speed.
fighter bonus feats. Benefit: When flying, the creature can take a move action
(including a dive) and another standard action at any point
during the move.
CRAFT CONSTRUCT [ITEM The creature cannot take a second move action during a
CREATION] round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard
A creature with this feat can create golems and other magic action either before or after its move.
automatons that obey its orders.
Prerequisites: Craft Magic Arms and Armor, Craft
Wondrous Item. IMPROVED NATURAL ARMOR []
Benefit: The creature can create any construct whose The natural armor of a creature with this feat is thicker and
prerequisites it meets. harder than normal for its kind.
Enchanting a construct takes one day for each 1,000 gp in Prerequisites: Natural armor, Con 13.
its market price. Benefit: The creature’s natural armor bonus increases by
To enchant a construct, a spellcaster must spend 1/25 the 1.
item’s price in XP and use up raw materials costing half of Special: A creature can gain this feat multiple times.
this price. Each time the creature takes the feat, its natural armor
The creature can repair constructs that have taken damage. bonus increases by 1.
340
Using a quickened spell-like ability is a swift action that
IMPROVED NATURAL ATTACK [] does not provoke attacks of opportunity.
The natural attacks of a creature with this feat are more The creature can perform another action—including the
dangerous than its size and type would otherwise dictate. use of another spell-like ability—in the same round that it
Prerequisite: Natural weapon, base attack bonus +4. uses a quickened spell-like ability.
Benefit: The damage for one of the creature’s natural The creature can use only one quickened spell-like ability
attack forms increases by one step, as if the creature’s size per round.
had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, The creature can only select a spell-like ability duplicating a
3d6, 4d6, 6d6, 8d6, 12d6. spell with a level less than or equal to half its caster level
A weapon or attack that deals 1d10 points of damage (round down) –4.
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. For a summary, see the table below.
For example, a creature that uses its spell-like abilities as a
15th-level caster can only quicken spell-like abilities
IMPROVED TOUGHNESS [] duplicating spells of 3rd level or lower.
A creature with this feat is significantly tougher than In addition, a spell-like ability that duplicates a spell with a
normal. casting time greater than 1 full round cannot be quickened.
Prerequisite: Base Fortitude save bonus +2. Normal: Normally the use of a spell-like ability requires a
Benefit: The creature gains a number of hit points equal standard action and provokes attacks of opportunity unless
to its current Hit Dice. otherwise noted.
Each time it gains a Hit Die (such as by gaining a level), it Special: This feat can be taken multiple times.
gains 1 additional hit point. Each time it is taken, the creature can apply it to a different
If it loses a Hit Die (such as by losing a level), it loses 1 hit one of its spell-like abilities.
point permanently.
Special: A fighter can select Improved Toughness as one
of his fighter bonus feats.
MULTIATTACK []
A creature with this feat is adept at using all its natural
weapons at once.
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural
weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
attacks with natural weapons take a –5 penalty.
POWERFUL CHARGE []
A creature with this feat can charge with extra force.
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When the creature charges, if its melee attack SIDEBAR FEATS
hits, it deals an extra 1d8 points of damage (if it is of
Medium size).
For Large creatures, the extra damage is 2d6 points; for ADAMANTINE BODY []
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. At the cost of mobility, a warforged character’s body can be
This feat only works when the creature makes a charge. crafted with a layer of adamantine that provides formidable
It does not work when the creature is mounted. protective armor and some damage reduction.
If the creature has the ability to make multiple attacks after Prerequisites: Warforged, 1st level only.
a charge, it can only apply this extra damage to one of those Benefit: Your armor bonus is increased to +8, and you
attacks. gain damage reduction 2/adamantine.
Special: A fighter can select Powerful Charge as one of However, your base land speed is reduced to 20 feet, and
his fighter bonus feats. you are considered to be wearing heavy armor.
You have a +1 maximum Dexterity bonus to AC, a –5
penalty on all skill checks that armor check penalties apply
QUICKEN SPELL-LIKE ABILITY [] to (Balance, Climb, Escape Artist, Hide, Jump, Move
A creature with this feat can employ a spell-like ability with Silently, Sleight of Hand, Swim, and Tumble), and an
a moment’s thought. arcane spell failure chance of 35%.
Prerequisite: Spell-like ability at caster level 10th or Normal: Without this feat, a warforged character has an
higher. armor bonus of +2.
Benefit: The creature can use one of its spell-like abilities Special: Unlike most feats, this feat must be taken at 1st
as a quickened spell-like ability three times per day (or less, level, during character creation.
if the ability is normally usable only once or twice per day).
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Warforged druids who take this feat cannot cast druid
spells or use any of the druid’s supernatural or spell-like MITHRAL FLUIDITY []
class features. Your movements are smoother and more fluid than those
Warforged characters with this feat do not gain the benefit of other warforged.
of any class feature prohibited to a character wearing heavy Prerequisites: Warforged, Mithral Body.
armor. Benefits: The maximum Dexterity bonus a warforged
with the Mithral Body feat can apply to Armor Class is
increased by 1.
EXTRA SHIFTER TRAIT [SHIFTER] In addition, the armor check penalties to Balance, Climb,
You manifest a second shifter trait while shifting. Escape Artist, Hide, Jump, Move Silently, Sleight of Hand,
Prerequisites: Shifter, two other shifter feats. and Tumble checks are reduced by 1.
Benefit: Select a second shifter trait from those described Special: This feat can be taken multiple times.
in the Shifter Traits section. However, armor check penalties cannot be reduced to less
You manifest all the benefits of the second trait except for than +0.
the temporary bonus to an ability score.
SHIFTER DEFENSE [SHIFTER]
HEALING FACTOR [SHIFTER] By delving into your shifter heritage, you have developed
When your current period of shifting ends, you heal a the ability to ignore a little damage from every attack.
limited amount of damage. Prerequisites: Shifter, two other shifter feats.
Prerequisites: Shifter, Con 13. Benefit: While shifting, you gain damage reduction
Benefit: When you stop shifting, you immediately heal a 2/silver.
number of hit points equal to your character level.
This benefit does not occur if you die (at –10 hit points)
before the period of shifting ends. SHIFTER INSTINCTS [SHIFTER]
Your heritage has given you sharp senses and quick
reflexes, and you have learned to trust your equally sharp
IMPROVED FORTIFICATION [] instincts.
You improve your warforged fortification, gaining Prerequisite: Shifter.
immunity to sneak attacks and extra damage from critical Benefit: You gain a +1 bonus on Listen, Sense Motive,
hits. and Spot checks, and a +2 bonus on initiative checks.
Prerequisites: Warforged, base attack bonus +6.
Benefit: You gain immunity to sneak attacks and extra
damage from critical hits, but you lose the ability to be
healed by spells of the healing subschool.
MITHRAL BODY []
A warforged character’s body can be crafted with a layer of
mithral that provides some protection without hindering
speed or gracefulness.
Prerequisites: Warforged, 1st level only.
Benefit: The warforged’s armor bonus is increased to +5,
and the character is considered to be wearing light armor.
He now has a +5 maximum Dexterity bonus to AC, a –2
penalty on all skill checks that armor check penalties apply
to (Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight of Hand, Swim, and Tumble), and an
arcane spell failure chance of 15%.
Normal: Without this feat, a warforged character has an
armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st
level, during character creation.
Warforged druids who take this feat cannot cast druid
spells or use any of their druid supernatural or spell-like
class abilities.
Warforged characters with this feat do not gain the benefit
of any class feature prohibited to a character wearing light
armor.
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As a full-round action, a targeted creature can attempt a
Reflex save (using the breath weapon’s original save DC) to
MONSTER MANUAL remove the clinging breath weapon and negate further
damage.
Rolling around on the ground grants a +2 bonus on this
4 (3.5) save.
This feat only works on a breath weapon that has
instantaneous duration and that deals damage.
When a creature uses this feat, add 1 to the number of
MAIN SECTION FEATS rounds it must wait before using its breath weapon again.
Special: This feat originally appeared in Draconomicon;
this is a revised version.
ABILITY FOCUS [] If you have Draconomicon.
A particular special ability of a creature with this feat is Clinging Breath is treated as a Metabreath feat.
more potent than normal.
Prerequisite: Special ability that allows a saving throw.
Benefit: Add 2 to the DC for all saving throws against the CRAFT CONSTRUCT [ITEM
special ability on which the creature focuses. CREATION]
Special: A creature can gain this feat multiple times.
Its effects do not stack. A creature with this feat can create golems and other magic
Each time the creature takes the feat, it applies to a automatons that obey its orders.
different special ability. Prerequisites: Craft Magic Arms and Armor, Craft
Wondrous Item.
Benefit: The creature can create any construct whose
AWESOME BLOW [] prerequisites it meets.
A creature with this feat can choose to deliver blows that Enchanting a construct takes one day for each 1,000 gp in
send its smaller opponents flying like bowling pins. its market price.
Prerequisites: Str 25, Power Attack, Improved Bull To enchant a construct, a spcllcaster must spend 1/25 the
Rush, size large or larger. item’s price in XP and use up raw materials costing half of
this price.
Benefit: As a standard action, the creature can choose to
The creature can repair constructs that have taken damage.
subtract 4 from its melee attack roll and deliver an awesome
In one day of work, the creature can repair up to 20 points
blow.
of damage by expending 50 gp per point of damage
If the creature hits a corporeal opponent smaller than itself
repaired.
with an awesome blow, its opponent must succeed on a
A newly created construct has average hit points for its Hit
Reflex save (DC equal to damage dealt) or be knocked
Dice.
flying 10 feet in a direction of the attacking creature’s
choice and fell prone.
The attacking creature can only push the opponent in a FLYBY ATTACK []
straight line, and the opponent can’t move closer to the
attacking creature than the square it started in. A creature with this feat can attack on the wing,.
If an obstacle prevents the completion of the opponent’s Prerequisite: Fly speed.
move, the opponent and the obstacle each take 1d6 points Benefit: When flying, the creature can take a move action
of damage, and the opponent stops in the space adjacent to (including a dive) and another standard action at any point
the obstacle. during the move.
Special: A fighter can select Awesome Blow as one of his The creature cannot take a second move action during a
fighter bonus feats. round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard
action either before or after its move.
CLINGING BREATH []
This feat enables a creature’s breath weapon to cling to GITHYANKI BATTLECASTER []
creatures and continue to affect them after it has breathed.
Prerequisites: Con 13, breath weapon with recharge A creature with this feat ignores arcane spell failure
time expressed in rounds. chances when wearing light armor.
Benefit: When a creature uses its breath weapon, it can Prerequisites: Githyanki.
choose for it to deal additional damage in the next round to ability to cast 2nd-level arcane spells, base attack bonus +3.
all creatures and objects affected by it. Benefit: The creature ignores arcane spell failure chances
This additional damage is equal to half the damage the for any kind of light armor it wears.
breath weapon dealt to that creature or object. If it wears medium or heavy armor or carries a shield, it has
A second save is not allowed, but any creature or object that the normal arcane spell failure chance.
avoided all damage from the breath weapon in the first Special: A fighter or wizard can choose this feat as one of
round (such as from evasion) does not take any extra the bonus feats those classes grant.
damage.
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Any creature in the area of the original breath weapon takes
GITHYANKI DRAGONRIDER no additional effect from the cloud, provided it is outside
[RACIAL] the cloud by the end of its next turn.
When a creature uses this teat, add 2 to the number of
A creature with this feat has a knack forgetting along with rounds it must wait before using its breath weapon again.
red dragons. Special: This feat originally appeared in Draconomicon;
Prerequisites: Githyanki, ride 5 ranks. this is a revised version.
Benefit: The creature gains a +2 bonus on Diplomacy If you have Draconomicon, Lingering Breath is treated as a
checks when dealing with red dragons and a +2 on Ride Metabreath feat.
checks it attempts when riding a red dragon.
While the creature is mounted on a red dragon, it and its
mount gain a +1 bonus on Reflex saves and a +1 insight MULTI ATTACK []
bonus to Armor Class. A creature with this feat is adept at using all its natural
Special: The Diplomacy bonus from this feat stacks with weapons at once.
the githyanki racial bonus on Diplomacy checks when Prerequisite: Three or more natural attacks.
dealing with red dragons. Benefit: The creature’s secondary attacks with natural
A githyanki fighter can choose this feat as a bonus feat. weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
IMPROVED NATURAL ATTACK [] attacks with natural weapons take a –5 penalty.
The natural attacks of a creature with this feat are more
dangerous than its size and type would otherwise dictate. POWERFUL CHARGE []
Prerequisite: Natural weapon, base attack bonus +4. A creature with this feat can charge with extra force.
Benefit: The damage for one of the creature’s natural Prerequisites: Medium or larger, base attack bonus +1.
attack forms increases by one step, as if the creature’s size
Benefit: When the creature charges, if its melee attack
had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6,
hits, it deals an extra 1d8 points of damage (if it is of
3d6,4d6, 6d6,8d6, 12d6.
Medium size).
A weapon or attack that deals 1d10 points of damage
For Large creatures, the extra damage is 2d6 points; for
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat only works when the creature makes a charge.
IMPROVED TOUGHNESS [] It does not work when the creature is mounted.
If the creature has the ability to make multiple attacks alter
A creature with this feat is significantly tougher than a charge, it can only apply this extra damage to one of those
normal. attacks.
Prerequisite: Base Fortitude save bonus +2. Special: A fighter can select Powerful Charge as one of
Benefit: The creature gains a number of hit points equal his fighter bonus feats.
to its current Hit Dice.
Each time it gains a Hit Die (such as by gaining a level or
advancing), it gains 1 additional hit point. QUICKEN SPELL-LIKE ABILITY []
If it loses a Hit Die (such as by losing a level), it loses 1 hit A creature with this feat can employ a spell-like ability with
point permanently. a moment’s thought.
Special: A fighter can select Improved Toughness as one Prerequisite: Spell-like ability at caster level 10th or
of his fighter bonus feats. higher.
Benefit: The creature can use one of its spell-like abilities
LINGERING BREATH [] as a quickened spell-like ability three times per day (or less,
if the ability is normally usable only once or twice per day).
The breath weapon of a creature with this feat forms a Using a quickened spell-like ability is a swift action (see
lingering cloud. page 219) that does not provoke attacks of opportunity.
Prerequisites: Con 15, breath weapon with recharge The creature can perform another action-—including the
time expressed in rounds, Clinging Breath. use of another spell-like ability—in the same round that it
Benefit: When the creature uses its breath weapon, it can uses a quickened spell-like ability.
choose for the effect to remain for 1 round as a lingering The creature can use only one quickened spell-like ability
cloud of the same shape and size as the original breath per round.
weapon. The creature can only select a spell-like ability duplicating a
Anyone who enters the cloud takes one-half of the breath spell with a level less than or equal to half its caster level
weapon’s normal effects; any saving throw the breath (round down) minus 4.
weapon normally allows still applies. For a summary, see the table below.
Damaging breath weapons deal one-half their normal For example, a creature that uses its spell-like abilities as a
damage, and breath weapons with effects that have 15th-level caster can only quicken spell-like abilities
durations last for one-half the normal time. duplicating spells of 3rd level or lower.
If a creature is affected by the same nondamaging breath In addition, a spell-like ability that duplicates a spell with a
weapon twice, the effects do not stack (use only the longer casting time greater than 1 full round cannot be quickened.
duration).
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Normal: Normally the use of a spell-like ability requires a
standard action and provokes attacks of opportunity unless
otherwise noted.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
one of its spell-like abilities.
345
Spell-like abilities without random variables are not
affected.
MONSTER MANUAL The creature can select only a spell-like ability duplicating a
spell of a level less than or equal to half its caster level
(round down) –2.
5 (3.5) For a summary, see the table in the description of the
Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
MAIN SECTION FEATS one of its spell-like abilities.
MULTIATTACK []
A creature that has this feat is adept at using all its natural
weapons at once.
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural
weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
attacks with natural weapons take a –5 penalty.
POWERFUL CHARGE []
A creature that has this feat can charge with extra force.
Prerequisites: Medium or larger, base attack bonus +1.
Benefit: When the creature charges, if its melee attack
hits, it deals an extra 1d8 points of damage (if it is of
Medium size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat works only when the creature makes a charge. SNATCH []
It does not work when the creature is mounted, if the The creature can grab opponents much smaller than it and
creature has the ability to make multiple attacks after a hold them in its mouth or claw.
charge, it can apply this extra damage to only one of those Prerequisite: Size Huge or larger.
attacks. Benefit: The creature can choose to start a grapple when
Special: A fighter can select Powerful Charge as one of it hits with a claw or bite attack, as though it had the
his fighter bonus feats. improved grab special attack, if the creature gets a hold on
an opponent three or more sizes smaller, it can squeeze
each round for bite or claw damage.
QUICKEN SPELL-LIKE ABILITY [] A snatched opponent held in the creature’s mouth is not
A creature that has this feat can employ a spell-like ability allowed a Reflex save against the creature’s breath weapon
with a moment’s thought. (if any).
Prerequisite: Spell-like ability at caster level 10th or The creature can drop an opponent it has snatched as a free
higher. action or use a standard action to fling it aside.
Benefit: The creature can use one of its spell-like abilities A flung opponent travels 1d6×10 feet, and takes 1d6 points
as a quickened spell-like ability three times per day (or less, of damage per 10 feet traveled.
if the ability is normally usable only once or twice per day). If the creature flings a snatched opponent when flying, the
Using a quickened spell-like ability is a swift action that opponent takes this amount or falling damage, whichever is
does not provoke attacks of opportunity. greater.
The creature can perform another action—including the
use of another spell-like ability—in the same round that it
uses a quickened spell-like ability. WINGOVER []
The creature can use only one quickened spell-like ability The creature can change direction quickly while flying.
per round. Prerequisite: Fly speed.
347
Benefit: A flying creature that has this feat can change If a monitor’s first punch hits, it sticks its hand to the target,
direction quickly once each round as a free action. executes an acrobatic tumble, and unfailingly lands its
This feat allows it to turn up to 180 degrees regardless of its second strike.
maneuverability, in addition to any other turns it is Prerequisites: Kuo-toa, flurry of blows.
normally allowed. Benefit: As a swift action, a kuo-toa can smear a strange,
A creature cannot gain altitude during a round when it sticky substance on its hands.
executes a wingover, but it can dive. When using flurry of blows, the kuo-toa automatically hits
The change of direction consumes 10 feet of flying with one of its extra attacks if its first attack hits.
movement. A kuo-toa that has this feat uses Hit Dice, rather than
character level, to determine its Stunning Fist save DC.
SIDEBAR FEATS
MAGE SLAYER []
You have studied the ways and weaknesses of spellcasters
BATTLE MAGIC TACTICS [] and Can time your attacks and defenses against them
Through intense training and impeccable timing, you and expertly.
your allies learn to augment each other’s magical attacks Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
when you focus your efforts on a single target. Benefit: You gain a +1 bonus on Will saves.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd. Spellcasters you threaten cannot cast defensively (they
Benefit: Each time you cast a spell that requires the target automatically fail their Concentration checks to do so), but
to make a saving throw, that target gains a Battle Magic they are aware that they cannot cast defensively while
Tactics token after the spell resolves. being threatened by you.
A creature gains a token whether the save succeeds or fails, Special: Taking this feat reduces your caster level for all
but a creature that avoids a spell through spell resistance your spells and spell-like abilities by 4.
does not gain a token.
Each Battle Magic Tactics token imposes a cumulative –1
penalty on saving throws against the spells of spellcasters MIND-SHATTERING STRIKE []
that have this feat. Violent madness lurks just beneath the surface in all kuo-
At the end of each round, all Battle Magic Tactics tokens toas.
disappear. The monitors learn to control this madness and channel it
into their enemies.
BRUTAL THROW [] Prerequisites: Kuo-toa, Kuo-Toa Monasticism,
Stunning Fist, flurry of blows.
You have learned how to hurl weapons to deadly effect. Benefit: Before making an unarmed strike, a kuo-toa
Benefit: You can add your Strength modifier (instead of monitor can choose to use this feat, consuming one of the
your Dexterity modifier) to attack rolls with thrown monitor’s daily uses of the Stunning Fist feat.
weapons. If kuo-toa monitor’s next unarmed attack hits, the struck
Normal: A character attacking with a ranged weapon adds opponent must make a Will save (DC 10 + 1/2 the
his Dexterity modifier to the attack roll. monitor’s HD + its Wis modifier).
Special: A fighter can select Brutal Throw as one of his On a failed save, that foe attacks the closest nonkuo-toa on
fighter bonus feats. his next turn.
This feat also grants one additional daily use of the
Stunning Fist feat.
DAUNTING PRESENCE []
You are skilled at inducing fear in your opponents.
Prerequisites: Cha 13, base attack bonus +1. SENSE QUINTESSENCE []
Benefit: You can take a standard action to awe an You are capable of discerning sources of quintessence, a
opponent. magic substance precious to Thoon.
The opponent must be within 30 feet, have line of sight to Prerequisites: Detect magic (as a spell or spell-like
you, and have an Intelligence score. ability), affiliation with Thoon.
If the opponent fails a Will saving throw (DC 10 + 1/2 your Benefit: When you use detect magic, you also detect any
character level + your Cha modifier), it is shaken for 10 quantities of quintessence within the spell’s area.
minutes. The amount of information revealed depends on how long
This feat has no effect on a creature that is already shaken. you study a particular area or subject.
Special: A fighter can select Daunting Presence as one of 1st Round: Presence or absence of quintessence.
his fighter bonus feats. 2nd Round: Number of different quintessence sources, and
the size and potency (moderate or strong) of the most
powerful quintessence source.
KUO-TOAN MONASTICISM [] 3rd Round: The location and potency of each quintessence
The monitors learn to use the strange, sticky substance source.
common to kuo-toas as part of their martial arts.
348
See Attacking with Two Weapons in Chapter 8 of the
Player’s Handbook.
MONSTERS OF Special: This feat replaces the Two-Weapon Fighting feat
for creatures with more than two arms.
The Multidexterity feat further reduces penalties for off-
FAERÛN (3.0) hand attacks.
SIDEBAR FEATS
FLYBY ATTACK [GENERAL]
The creature can attack on the wing.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action
(including a dive) and another partial action at any point
during the move.
The creature cannot take a second move action during a
round when it makes a flyby attack.
Normal: Without this feat, the creature takes a partial
action either before or after its move.
MULTIATTACK [GENERAL]
The creature is adept at using all its natural weapons at
once.
Prerequisite: Three or more natural weapons.
Benefit: The creature’s secondary attacks with natural
weapons suffer only a –2 penalty.
Normal: Without this feat, the creature’s secondary
natural attacks suffer a –5 penalty.
MULTIDEXTERITY [GENERAL]
The creature is adept at using all its hands in combat.
Prerequisite: Dex 15+, three or more arms.
Benefit: The creature ignores all penalties for using an off
hand.
Normal: Without this feat, a creature who uses an off
hand suffers a –4 penalty on attack rolls, ability checks, and
skill checks.
A creature has one primary hand, and all the others are off
hands; for example, a four-armed creature has one primary
hand and three off hands.
Special: This feat replaces the Ambidexterity feat for
creatures with more than two arms.
MULTIWEAPON FIGHTING
[GENERAL]
A creature with three or more hands can fight with a
weapon in each hand.
The creature can make one extra attack each round with
each extra weapon.
Prerequisite: Three or more hands.
Benefit: Penalties for fighting with multiple weapons are
reduced by 2.
Normal: A creature without this feat suffers a –6 penalty
on attacks made with its primary hand and a –10 penalty on
attacks made with its off hands.
(It has one primary hand; all the others are off hands).
349
MYSTERIES OF THE
MOONSEA (3.5)
350
BORN DUELIST [ANCESTOR]
ORIENTAL You claim descent from Mirumoto, one of the first two
samurai to join Togashi in his meditative retreat.
Clan: Dragon.
ADVENTURES (3.0) Benefit: If you adopt the Mirumoto niten master prestige
class, you gain an additional +1 AC bonus from the use of
the niten technique.
MAIN SECTION FEATS This feat is only available if the Mirumoto niten master
prestige class, described in Chapter 11 : The Empire of
Rokugan, is available.
ART OF FASCINATION [ANCESTOR]
You claim descent from Kakita Wayozu, the first female CHOKE HOLD [GENERAL]
Mistress of the Kakita Academy, whose art was so great it is You have learned the correct way to apply pressure to
said that she helped create an alternate world. render an opponent unconscious.
Clan: Crane. Prerequisites: Improved Unarmed Strike, Improved
Benefit: You can fascinate a single creature with your Grapple, Stunning Fist.
music or poetics. Benefit: If you pin your opponent while grappling and
You make a Perform check, and the target can negate the maintain the pin for 1 full round, at the end of the round
effect with a Will saving throw equal to or greater than your opponent must make a Fortitude saving throw (DC 10
your check result. + 1/2 your level + your Wisdom modifier).
If the saving throw succeeds, you cannot attempt to If the saving throw fails, your opponent falls unconscious
fascinate that creature again for 24 hours. for 1d3 rounds.
If the saving throw fails, the creature sits quietly and listens
to the song for up to 1 round per level you possess.
While fascinated, the target’s Spot and Listen checks suffer a COOL HEAD [ANCESTOR]
–4 penalty. You are descended from the great diplomat Ide, who was
Any potential threat allows the fascinated creature a second chosen to be the voice of Shinjo in all dealings with
saving throw against a breaks the effect. strangers.
You must concentrate, as if casting or maintaining a spell. Clan: Unicorn.
This is a spell-like, mind-affecting charm ability. Benefit: You get a +3 bonus on Diplomacy checks.
354
know, but you get no benefit from this feat until you learn
KEEN INTELLECT [ANCESTOR] the item creation feat you have selected.
You are descended from Agasha, the founder of the original
Dragon shugenja school, a shugenja known for her keen
intellect and powers of observation. MAGISTRATE’S MIND [ANCESTOR]
Clan: Dragon, Phoenix. You claim descent from Soshi Saibankan, a great Scorpion
Benefit: You gain a +1 bonus on intelligence checks and a judge who helped establish the Empire’s institution of
+1 bonus on Knowledge, Scry, and Search checks. Emerald Magistrates.
Clan: Scorpion.
Benefit: You get a +2 bonus on Knowledge (history) and
KI SHOUT [GENERAL] Knowledge (nobility and royalty) checks.
You can bellow forth a ki-empowered shout that strikes
terror into your enemies.
Prerequisites: Base attack bonus +1 or higher, Cha 13+. MANY MASKS [ANCESTOR]
Benefit: Making a ki shout is a standard action. You are descended from Shosuro Furuyari, an important
Opponents who can hear your shout and who are within 30 Scorpion playwright.
feet of you may become shaken for 1d6 rounds. Clan: Scorpion.
The ki shout affects only opponents with fewer Hit Dice or Benefit: You get a +2 bonus on Disguise and Perform
levels than you have. checks.
An affected opponent can resist the effects with a
successful Will save against a DC of 10 + 1/2 your character
level + your Charisma modifier. ONI’S BANE [ANCESTOR]
You can use Ki Shout once per day. Your ancestor, Isawa Akuma, was a Phoenix shugenja who
Shaken characters suffer a –2 morale penalty on attack sought to understand the mystery of identity.
rolls, saves, and checks. Venturing into the Shadowlands, he lost his own identity
to an oni.
LION SPY [ANCESTOR] Clan: Phoenix.
Benefit: You gain a +3 bonus on caster level checks (1d20
Your ancestor, Akodo Shinju, was the greatest spy of the + caster level) to beat an outsider’s spell resistance.
Lion clan. However, because of Akumds fall, you suffer a –2 penalty
Clan: Lion. on Diplomacy checks.
Benefit: You gain a +2 bonus on Disguise and Gather
information checks.
PAIN TOUCH [GENERAL]
You cause intense pain in an opponent with a successful
LUCK OF HEROES [ANCESTOR] stunning attack.
You are descended from the quick-footed and quick-witted Prerequisites: Base attack bonus +2 or higher, Stunning
Hiruma, the archetypal hunter and scout. Fist or monk’s stunning attack, Wis 19+.
Clan: Crab. Benefit: Victims of a successful stunning attack are
Benefit: You get a +1 bonus on all saving throws. subject to such debilitating pain that they are nauseated for
1 round following the round they are stunned.
Nauseated creatures are unable to attack, cast spells,
MAGIC IN THE BLOOD [ANCESTOR] concentrate on spells, or do anything else requiring
You claim a karmic link with Iuchi, one of the most attention.
resourceful shugenjas in early Rokugan. The only action such a character can take is a single move
Clan: Unicorn. (or move-equivalent) action per turn.
Benefit: You get a +2 bonus on Alchemy and Spellcraft Creatures that are immune to stunning attacks are also
checks. immune to this feat, as are any creatures that are more than
one size category larger than the feat user.
MAGICAL ARTISAN [ANCESTOR]
You are descended from Asahina Yajinden, a shugenja of POWER ATTACK—IAIJUTSU
the Crane clan who became the greatest lieutenant of the [ANCESTOR]
dread sorcerer Iuchiban.
Yajinden abused his power, creating the Bloodswords and Your ancestor, Kakita Rensei, was a renowned duelist
other evil magic items used by the armies of Iuchiban. whose strength was legendary.
Clan: Crane. Clan: Crane.
Benefit: Choose one item creation feat. Benefit: In an iaijutsu duel, you add an extra 1d6 points
When determining your cost in XP and raw materials for of damage to the damage from your Iaijutsu Focus checks.
creating items with that feat, multiply the base price by
75%.
Since you must choose this feat at character creation, you
do not have to select an item creation feat you already
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POWER ATTACK—SHADOWLANDS RESIST TAINT [ANCESTOR]
[ANCESTOR] You are descended from Kuni, the founder of the Kuni
family, a scholar of-and mighty warrior against-the
You are descended from Kaiu Gineza, the engineer who not Shadowlands.
only helped construct the tomb of Iuchiban, but also Clan: Crab.
remained in the tomb to set the last trap. Benefit: You gain a +4 bonus on all Fortitude saving
Clan : Crab. throws to determine whether you acquire the Shadowlands
Benefit: When you use the Power Attack feat against a Taint.
creature with the Shadowlands type modifier or a character This feat is only available in Rokugan.
with the Shadowlands Taint, you subtract a number from
your melee attack rolls and add 11/2 times that number to
your melee damage rolls. ROUNDABOUT KICK [GENERAL]
The normal restrictions of the Power Attack feat apply. You can follow up on a particularly powerful unarmed
You gain no benefit from this ancestor feat if you do not attack with a mighty kick, spinning in a complete circle
have the Power Attack feat. before landing the kick.
This feat is only available in Rokugan.
Prerequisites: Sir 15+, Power Attack, Improved
Unarmed Strike.
POWERFUL VOICE [ANCESTOR] Benefit: If you strike a successful critical hit with an
unarmed attack, you can immediately make an additional.
You are karmically linked to Utaku, Shinjo’s most trusted unarmed attack against the same opponent, as if you hadn’t
lieutenant and devoted bodyguard. used your attack for the critical hit.
Clan : Unicorn. You use the same attack bonus that you used for the critical
Benefit: Your powerful speaking voice gives you a +2 hit.
bonus on Diplomacy checks and Perform checks when you For example, Bujiko can make three unarmed attacks in a
are speaking or singing. round, at base ` attack bonuses of +9, +6, and +3.
If she gets a critical hit on her second attack, she can make
PRONE ATTACK [GENERAL] an additional attack using her +6 base attack bonus.
She then makes her third attack (at+3) as normal.
You attack from a prone position without penalty.
Prerequisites: Base attack bonus +2 or higher, Dex 15+,
Lightning Reflexes. SADDLEBACK [ANCESTOR]
Benefit: You can make an attack from the prone position You have a unique karmic tie to Moto Chai, one of the
and suffer no penalty on your attack roll. greatest riders ever to live, even by Unicorn standards.
If your attack roll is successful, you may regain your feet Clan: Unicorn.
immediately as a free action. Benefit: You receive a +3 bonus on all Ride checks.
Special: Prone Attack is a bonus feat for fighters.
It can be taken whenever a fighter is eligible for a bonus
feat, as long as the character has met the prerequisites. SCHOLAR OF NATURE [ANCESTOR]
You are descended from Asako Hanasaku, a great scholar
REMAIN CONSCIOUS [GENERAL] who threw himself into the study of medicine, herbs, and
poison.
You have a tenacity of will that supports you even when Clan: Phoenix.
you are disabled or dying. Benefit: You gain a +2 bonus on Alchemy and Heal
Prerequisites: Base attack bonus +2 or higher, checks.
Endurance, Iron Will, Toughness.
Benefit: When your hit points are reduced to 0, you may
take one partial action on your turn every round until you SEA LEGS [ANCESTOR]
reach –10 hit points, or your hit point total returns to 0 or You are descended from Yasuki Fumoki, a notorious pirate
higher. who preyed on Crane merchant ships off the coast.
If stabilized, you can continue to take partial actions, but
Clan: Crab.
the first partial action you take revokes the stabilization.
Benefit: You gain a +2 bonus on Balance and Profession
If you reach –10 hit points, you die.
(sailor) checks.
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Prerequisite: Nonchaotic alignment.
Benefit: You gain a +4 bonus on Will saving throws
PLANAR against enchantment (charm) spells and effects.
You also gain a +1 bonus on saving throws against spells or
other effects created by chaotic creatures.
HANDBOOK (3.5) CELESTIAL HERITAGE [HERITAGE]
You are descended from creatures native to the Upper
MAIN SECTION FEATS Planes.
You share some of your ancestors’ natural resistance to
disease, and you are resistant to the magic of evil foes.
ACHERON FLURRY [GENERAL] Prerequisite: Nonevil alignment.
You master the secret technique developed by Acheron- Benefit: You gain a +4 bonus on Fortitude saving throws
native special forces of limiting a foe’s options in hand-to- against disease.
hand combat. You also gain a +1 bonus on saving throws against spells or
Prerequisites: Dex 15, Wis 15, Improved Unarmed other effects created by evil creatures.
Strike, Knowledge (the planes) 4 ranks.
Benefit: During your turn, designate an opponent within
reach to whom you have dealt damage during this CELESTIAL SUMMONING
encounter using an unarmed strike. SPECIALIST [GENERAL]
You can spend a standard action to confound and distract
your chosen foe with a constant flood of distracting mock You can select from a larger number of options when
attacks. summoning good creatures.
While doing this leaves you open to attacks (applying a –2 Prerequisites: Nonevil alignment, Knowledge (the
penalty to your Armor Class), your foe may take only a planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast
single standard action or move action on his next turn. any summon monster spell.
If you move away (or are otherwise no longer conscious Benefit: Add one good-aligned creature to the list of
and adjacent to your foe) before your chosen foe’s next creatures for each summon monster spell that you can cast.
turn, he may act normally. (Work with the DM to select creatures appropriate to the
spell’s list of summonable creatures).
Each time you gain the ability to cast a new summon monster
AIR HERITAGE [HERITAGE] spell, you may add one good-aligned creature to the list.
You are descended from creatures native to the Elemental Normal: Without this feat, adding a creature to your
Plane of Air. summoning list requires you to remove one that is already
You share some of your ancestors’ natural agility and grace. on the list.
Benefit: Your fly speed increases by 30 feet (up to a
maximum increase equal to your normal fly speed).
If you don’t have a fly speed as a racial ability, this benefit
EARTH HERITAGE [HERITAGE]
has no effect. You are descended from creatures native to the Elemental
You also gain a +2 bonus on Balance and Jump checks when Plane of Earth.
carrying a light load or no load and wearing light armor or You share some of your ancestors’ natural stability and
no armor. physical power.
Benefit: Your stability grants you a +4 bonus on checks to
avoid being bull rushed or tripped while standing on the
ANARCHIC HERITAGE [HERITAGE] ground.
You are descended from creatures native to the planes of This bonus stacks with the benefits of similar effects, such
chaos. as a dwarf’s stability.
You share some of your ancestors’ natural resistance to You also gain a +1 bonus on weapon damage rolls if both
effects that would reshape your form, and you are resistant you and your foe touch the ground.
to the magic of lawful foes.
Prerequisite: Nonlawful alignment.
Benefit: You gain a +4 bonus on saving throws against
ELEMENTAL SPELLCASTING
polymorph or petrification effects. [GENERAL]
You also gain a +1 bonus on saving throws against spells or
other effects created by lawful creatures. Choose an element (air, earth, fire, or water).
You cast spells with that descriptor more effectively than
normal.
AXIOMATIC HERITAGE [HERITAGE] Prerequisite: Knowledge (the planes) 2 ranks.
You are descended from creatures native to the planes of Benefit: You cast spells with the chosen descriptor at +1
caster level.
law.
You share some of your ancestors’ natural resistance to Special: You can gain this feat multiple times.
charms, and you are resistant to the magic of chaotic foes. Its effects do not stack.
Each time you take this feat, it applies to a new element. 359
Prerequisite: Anarchic Heritage, Axiomatic Heritage,
FIENDISH HERITAGE [HERITAGE] Celestial Heritage, or Fiendish Heritage.
You are descended from creatures native to the Lower Benefit: Your unarmed attacks and natural weapons (but
Planes. not the weapons you wield) are treated as having an
You share some of your ancestors’ natural resistance to alignment for the purpose of overcoming damage
poison, and you are resistant to the magic of good foes. reduction.
Prerequisite: Nongood alignment. The alignment depends on the heritage feat you used to
Benefit: You gain a +4 bonus on Fortitude saving throws qualify for this feat: chaotic (Anarchic Heritage), evil
against poison. (Fiendish Heritage), good (Celestial Heritage), or lawful
You also gain a +1 bonus on saving throws against spells or (Axiomatic Heritage).
other effects created by good creatures.
NATURAL HEAVYWEIGHT
FIENDISH SUMMONING SPECIALIST
[HERITAGE]
[GENERAL] You are descended from creatures native to a plane of heavy
You can select from a larger number of options when gravity.
summoning evil creatures. On planes with normal gravity, you feel light and buoyant.
Prerequisites: Nongood alignment, Knowledge (the Benefit: Your carrying capacity is doubled.
planes) 2 ranks, Knowledge (religion) 2 ranks, ability to cast Double the values given in Table 9–1, page 162 of the
any summon monster spell. Player’s Handbook, to determine what your light, medium,
Benefit: Add one evil-aligned creature to the list of and heavy loads are.
creatures for each summon monster spell that you can cast. On a plane with normal gravity, you gain a +2 circumstance
(Work with the DM to select creatures appropriate to the bonus on Climb and Jump checks, but you also take a –2
spell’s list of summonable creatures). penalty on Balance, Ride, Swim, and Tumble checks.
Each time you gain the ability to cast a new summon monster On a plane with light gravity, these bonuses and penalties
spell, you may add one evil-aligned creature to the list. are doubled (and replace the normal bonuses and penalties
Normal: Without this feat, adding a creature to your on these skill checks).
summoning list requires you to remove one that is already
on the list.
NERAPH CHARGE [GENERAL]
You master the Limbo-native neraph martial art of motion
FIRE HERITAGE [HERITAGE] camouflage when you charge a foe.
You are descended from creatures native to the Elemental Prerequisites: Wis 15, Knowledge (the planes) 5 ranks.
Plane of Fire. Benefit: You can charge in such a way as to fool your foe
You share some of your ancestors’ natural reaction speed, into believing that you are not moving closer, or moving
and your natural attacks are red-hot. closer too slowly to attack effectively.
Benefits: You gain a +1 bonus on initiative checks. A victim of your Neraph Charge attack may not apply its
In addition, your unarmed attacks and natural weapons Dexterity bonus to its Armor Class.
deal an extra 1 point of fire damage. All conditions that pertain when a foe cannot apply his
Dexterity bonus to Armor Class also pertain to the Neraph
Charge attack, if any (for instance, a sneak attack also could
IMPROVED ELEMENTAL HERITAGE be made with this attack if you can make such an attack).
[HERITAGE] Once you have used a Neraph Charge attack against an
enemy (regardless of the attack’s success), any later
You have manifested an even stronger tie to your elemental attempts to use Neraph Charge against that enemy in the
ancestor, resulting in a minor resistance to elemental same encounter automatically fail.
effects. Once a foe sees the attack in action against himself, the foe
Prerequisite: Air Heritage, Earth Heritage, Fire can discern it for what it is for the duration of that combat.
Heritage, or Water Heritage. Special: Neraph Charge has no effect against foes who
Benefit: You gain resistance 5 to a specific type of energy, can’t see you.
based on your elemental heritage: acid (earth), cold (water),
electricity (air), or fire (fire).
You also gain a +2 bonus on saving throws against spells NERAPH THROW [GENERAL]
with the descriptor that matches your chosen elemental You master the Limbo-native neraph martial art of motion
heritage (air, earth, fire, or water). camouflage for your thrown weapons.
Prerequisites: Dex 15, Knowledge (the planes) 5 ranks.
IMPROVED OUTER PLANAR Benefit: You can throw a weapon in such a way as to fool
your foe into believing that the thrown weapon is not
HERITAGE [HERITAGE] moving closer, or moving closer too slowly to be an
Your ancestral tie to the Outer Planes manifests as an ability effective attack.
to deal damage with your natural attacks as if they matched A victim of your Neraph Throw attack may not apply its
the alignment of your ancestors. Dexterity bonus to its Armor Class.
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All conditions that pertain when a foe cannot apply his Prerequisite: Ability to ac quire a new familiar,
Dexterity bonus to Armor Class also pertain to the Neraph compatible alignment, sufficient arcane spellcaster level,
Throw attack, if any (for instance, a sneak attack also could Knowledge (the planes) 5 ranks.
be made with this attack if you can make such an attack). Benefit: When choosing a familiar, you may add the
Once you have used a Neraph Throw attack against an following creatures to your list of options.
enemy (regardless of the attack’s success), any later You may choose a familiar with an alignment up to one step
attempts to use Neraph Throw against that enemy in the away from yours on each of the alignment axes (lawful-
same encounter automatically fail. chaotic and good-evil).
Once a foe sees the attack in action against himself, the foe
can discern it for what it is for the duration of that combat.
Special: Neraph Throw has no effect against foes who
can’t see you.
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Benefit: You gain a +2 bonus on all Perform checks and
on checks with one Craft skill that involves art, such as
PLAYER’S GUIDE TO calligraphy, painting, sculpture, or weaving.
In addition, if you have the bardic music ability, you may
use it three additional times per day.
FAERÛN (3.5) For example, a 3rd-level bard with this feat could use her
bardic music ability six times per day.
Normal: A bard can use her bardic music ability once per
day per bard level.
MAIN SECTION FEATS Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
ARCANE PREPARATION [GENERAL]
You can prepare an arcane spell ahead of time just as a
wizard does. AXETHROWER [REGIONAL]
When you do so, you need not take any extra time to apply You have learned how to hurl heavy weapons to deadly
metamagic feats upon casting that spell. effect.
Prerequisite: Ability to cast arcane spells without Prerequisite: Dwarf (the Great Glacier), human (the
preparation. Great Glacier, the Moonshae Isles, the North, or Vaasa),
Benefit: Each day, you can use one or more of your spell lizardfolk (Surkh), or orc (the Moonsea or Underdark
slots to prepare spells you know. [Northdark]).
(Usually, you do this in order to apply a metamagic feat to Benefit: When you make a ranged attack with a thrown
the spell). weapon (axe, spear, javelin, or the like), you may add your
Thereafter, you can cast that spell as a standard action even Strength bonus instead of your Dexterity bonus to the
if you apply a metamagic feat to the spell as you cast it. attack roll.
Preparing a spell uses a slot of the appropriate level. Normal: A character attacking with a ranged weapon adds
Once the spell is prepared, you can’t use that spell slot for his Dexterity bonus to the attack roll.
anything else until you cast the prepared spell. Special: You may select this feat only as a 1st-level
Normal: A sorcerer or bard who applies a metamagic feat character.
to a spell must cast it as a full-round action instead of a You may have only one regional feat.
standard action.
BLOODED [REGIONAL]
ARCANE SCHOOLING [REGIONAL] You know what it means to fight for your life, and you
In your homeland, all who show some skill at the Art may understand the value of quick wits and quicker reactions
receive training as arcane spellcasters. when blades are bared and deadly spells are chanted.
Thus, many characters know something of the ways of the Prerequisite: Centaur (the Plateau of Thay), dwarf
bard, the sorcerer, or the wizard. (Underdark [Earthroot]), elf (Cormanthor Drow, the Inner
Prerequisite: Deep Imaskari (Underdark [Deep Sea, Menzoberranyr, or the Outer Sea), gnoll (the Plateau of
Imaskar]), human (Chessenta, the Golden Water, Halruaa, Thay), grimlock (Underdark [Reeshov]), halfling (the
Lantan, Mulhorand, Nimbral, Unther, or the Wizards’ Chondalwood), human (the Dalelands, the Nelanther Isles,
Reach), or planetouched (Chessenta). Silverymoon, or Tethyr), or orc (Underdark [Northdark]
Benefit: Choose one arcane spellcasting class (bard, or Vaasa).
sorcerer, or wizard). Benefit: You get a +2 bonus on initiative checks and a +2
You can activate spell trigger magic items as if you had 1 bonus on Spot checks.
level in the selected class. You cannot become shaken, and you ignore the effects of
The selected class also becomes a favored class for you in the shaken condition.
addition to any other favored class you have or select. However, you can still be frightened or panicked.
For example, a multiclass human fighter/rogue who selects Special: You may select this feat only as a 1st-level
wizard for this feat could add levels of wizard without character.
taking any experience penalty for multiclassing in three You may have only one regional feat.
classes.
Special: You may select this feat only as a 1st-level
character. BLOODLINE OF FIRE [REGIONAL]
You may have only one regional feat. You are descended from the efreet who ruled Calimshan
long ago.
ARTIST [REGIONAL] The blood of these fire spirits runs thick in your veins.
Prerequisite: Human (Calimshan) or planetouched
Your people are renowned for their skill at story and song. (Calimshan).
Prerequisite: Elf (Sildëyuir or Snow Eagle Aerie), Benefit: You receive a +4 bonus on saving throws against
Gnome (Thesk or the Western Heartlands), half-elf (the fire effects.
Dalelands), or human (Chessenta, Waterdeep, or the In addition, you cast spells with the fire descriptor at +2
Western Heartlands). caster level.
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Special: You may select this feat only as a 1st-level However, spells or effects that affect all creatures regardless
character. of race, such as a sunbeam or sunburst spell, still affect you
You may have only one regional feat. normally.
Special: You may select this feat only as a 1st-level
character.
BULLHEADED [REGIONAL] You may have only one regional feat.
The stubbornness and determination of your kind are
legendary.
You are exceptionally headstrong and difficult to sway from DELAY SPELL [METAMAGIC]
your course. You can cast spells that take effect after a short delay of
Prerequisite: Dwarf (Underdark [Earthroot], Underdark your choosing.
[Northdark], the Great Rift, or the Spine of the World), Prerequisite: Any other metamagic feat.
human (Altumbel, Damara, the Great Dale, Rashemen, or Benefit: A delayed spell doesn’t activate until 1 to 5
the Western Heartlands), or taer (the Icerim Mountains). rounds after you finish casting it.
Benefit: You receive a +2 bonus on all Will saves. You determine the delay when you finish casting the spell,
You cannot become shaken, and you ignore the effects of and it cannot be changed once set.
the shaken condition. The spell activates just before your turn on the round you
Special: You may select this feat only as a 1st-level designate.
character. Only personal or touch range spells and those with areas
You may have only one regional feat. can be affected by this feat.
Any decisions you would normally make about the spell
(including attack rolls, designating targets, or determining
COSMOPOLITAN [REGIONAL] or shaping an area) must be made when the spell is cast.
You’ve been lied to more times than you can count. Any effects resolved by the subject (including saving
This history has made you intimately familiar with the throws) are determined when the spell triggers.
deceit, guile, and doublespeak of city folk. If conditions change between casting and triggering in
Prerequisite: Dwarf (Waterdeep), elf (Waterdeep), half- such a fashion as to make the spell impossible (for example,
elf (Waterdeep), halfling (Amn), or human (Amn, the if the target you designate leaves the spell’s area or moves
Golden Water, the Sword Coast, or Waterdeep). out of range before it goes off), the spell fails.
Benefit: You gain a +2 bonus on Bluff, Gather A delayed spell may be dispelled norm ally during the delay
Information, and Sense Motive checks. period, and spells such as detect magic can detect it normally
Special: You may select this feat only as a 1st-level in the area or on the target.
character. A delayed spell uses up a slot three levels higher than the
You may have only one regional feat. spell’s actual level.
ETHRAN [REGIONAL]
You have been initiated into the secrets of the Witches of
Rashemen as a member of the Ethran (the “untrained”).
Prerequisites: Female, human (Rashemen).
Benefit: You gain a +2 bonus on Handle Animal and
Survival checks.
When dealing with other Rashemis, you gain a +2 bonus on
Charisma-based skill and ability checks. Prerequisite: Dwarf (the Galena Mountains or the Spine
Furthermore, you can participate in circle magic (see Circle of the World), half-elf (the Dragon Coast), halfling (the
Magic on page 59 in the FORGOTTEN REALMS Campaign North), or human (Chult, Cormyr, Impiltur, the Moonsea,
Setting). the North, Samarach, Tashalar, or Thindol).
Special: You may select this feat only as a 1st-level Benefit: You acquire a favored enemy.
character. This benefit functions like the ranger class feature of the
You may have only one regional feat. same name, except that the exact type of creature you
oppose is determined by your home region, according to
FEARLESS [REGIONAL] the table above.
You are a stranger to fear.
Nothing can shake your courage. FORESTER [REGIONAL]
Prerequisite: Aarakocra (the Stormhorns), elf (Elven You are one with Faerûn’s mighty forests.
Court or Snow Eagle Aerie), gloaming (Sphur Upra), Few can match your woodcraft or your skill on your chosen
gnome (Lantan), halfling (Channath Vale or the Western battlefield.
Heartlands), human (Anauroch or Impiltur), or orc (the Prerequisite: Elf (the Chondalwood, the Forest of
Hordelands). Lethyr, the High Forest, or Sildëyuir), gnome (the Great
Benefit: You are immune to fear effects, magical or Dale), half-elf (Aglarond or the High Forest), halfling (the
otherwise. Chondalwood), human (the Dalelands or the Great Dale),
or volodni (the Forest of Lethyr).
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Benefit: You gain a +1 bonus on Hide, Listen, Move
Silently, and Spot checks.
When you are in forest terrain, this bonus increases to +3.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
FORGEHEART [REGIONAL]
Because you are inured to the hellish heat of your Improved familiars do not grant any special abilities to
homeland, you are resistant to blasts of fire that would their masters other than the Alertness feat, an empathic
damage other creatures. link, and the ability to share spells with the familiar.
Prerequisite: Dwarf (the Smoking Mountains or the
Sword Coast).
Benefit: You gain resistance to fire 5.
INNATE SPELL [METAMAGIC]
Special: You may select this feat only as a 1st-level You have mastered a spell so thoroughly that you can now
character. use it as a spell-like ability.
You may have only one regional feat. Prerequisites: Silent Spell, Still Spell.
Benefit: Choose a spell that you know.
You can now use this spell three times per day as a spell-like
FURIOUS CHARGE [REGIONAL] ability.
Your people are known for their love of battle, and they If the innate spell has an XP cost, you pay that cost each
rarely waste time in meeting a foe blade-to-blade. time you use the spell.
You know how to make the most of a charge. If it has a focus, you must have it to use the spell in this
Prerequisite: Aarakocra (the Stormhorns), human manner.
(Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc If the innate spell has a costly material component, you
(Chessenta), or wemic (the Shaar). need an item worth 50 times that amount to use as a focus
Benefit: You gain a +4 bonus on the attack roll you make for the spell-like ability.
at the end of a charge. Otherwise, you need no components to use the innate spell
Normal: A character gains a +2 bonus on the attack roll as a spell-like ability.
made at the end of a charge. You must permanently assign one spell slot of the
Special: You may select this feat only as a 1st-level appropriate spell level to the innate spell.
character. You can’t use this spell slot for anything else—that is, you
You may have only one regional feat. can cast one fewer spell per day at that spell level than you
could if you didn’t have an innate spell.
For example, if you could normally cast three 3rd-level
HORSE NOMAD [REGIONAL] spells per day and you choose fireball as your innate spell,
You have been raised in a culture that relies upon riding you can now cast only two 3rd-level spells per day, but you
and shooting. gain three uses per day of fireball as a spell-like ability.
Prerequisite: Human (the Hordelands, Nimbral, the Special: You can choose this feat more than once,
Ride, or the Shaar). selecting a different innate spell each time.
Benefit: You gain proficiency with the composite
shortbow, light lance, and scimitar. INSCRIBE RUNE [ITEM CREATION]
You also get a +3 bonus on all Ride checks.
Special: You may select this feat only as a 1st-level You can create magic runes that hold spells until triggered.
character. Prerequisites: Int 13, appropriate Craft skill, divine
You may have only one regional feat. spellcaster level 3rd.
Benefit: You can cast any divine spell you have access to
as a rune.
IMPROVED FAMILIAR [GENERAL] You must have prepared the spell to be scribed and must
Refer to the Improved Familiar feat description on page provide any material components or focuses the spell
200 of the Dungeon Master’s Guide. requires.
In addition to the choices presented there, the following If casting the spell would reduce your XP total, you pay that
familiars are available in a FORGOTTEN REALMS cost upon beginning the rune in addition to the XP cost for
campaign. making the rune itself.
Likewise, material components are consumed when you
begin writing the rune, but focuses are not.
See Rune Magic in Chapter 2 of the FORGOTTEN REALMS
Campaign Setting for details on runes and rune magic.
A single object of Medium size or smaller can hold only
one rune.
A larger object can hold one rune per 25 square feet of
surface area.
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Runes cannot be placed on creatures, although they can be
drawn on equipment a creature carries. LUCK OF HEROES [REGIONAL]
The rune has a price equal to its spell level × caster level × Your land is known for producing heroes.
50 gp. Through pluck, determination, and resilience, you survive
(A 0-level spell counts as 1/2 level). when no one expects you to come through.
You must spend 1/25 of the price in XP and use up raw Prerequisite: Elf (Elven Court, the Forest of Lethyr, or
materials costing one-half the price to inscribe the rune. the Yuirwood), gloaming (Sphur Upra), half-elf (Aglarond),
Note: The rune cost multiple given here (50 gp) supersedes halfling (Channath Vale or the Western Heartlands), or
the one given in the FORGOTTEN REALMS Campaign human (Aglarond, the Dalelands, Tethyr, Turmish, or the
Setting (100 gp). Vast).
Benefit: You receive a +1 luck bonus on all saving throws
and a +1 luck bonus to Armor Class.
INSIDIOUS MAGIC [METAMAGIC] Special: You may select this feat only as a 1st-level
You can use the Shadow Weave to make your spells harder character.
for Weave users to detect. You may have only one regional feat.
Prerequisite: Shadow Weave Magic.
Benefit: Any Weave user who employs a divination spell
(such as detect magic), spell-like ability, or magic item that MAGIC IN THE BLOOD [REGIONAL]
could detect the magical aura of one of your spells must You have a knack for getting the most out of your innate
make a successful level check (DC 11 + your caster level) to magical abilities.
succeed. You can use them more often than others of your race can.
Similarly, a Weave user attempting to reveal the effects of Prerequisite: Dwarf (Oldonnar or Underdark
one of your spells via a divination spell (such as see [Darklands]), elf (Menzoberranyr), gnome (the Great Dale,
invisibility) must make a caster level check to succeed. Thesk, or Underdark [Northdark]), planetouched
The Weave user may check only once for each divination (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane).
spell used, no matter how many of your spell effects are Benefit: You can use your racial spell-like abilities more
operating in that area. often than you otherwise could.
All creatures employing spells or spell-like abilities are Any ability that is otherwise usable once per day is now
considered Weave users unless they possess the Shadow usable three times per day.
Weave Magic feat. Special: You may select this feat only as a 1st-level
This benefit does not extend to spells you cast from the character.
schools of evocation or transmutation. You may have only one regional feat.
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If you choose to cast spells as a sorcerer, the DC for saves For all subsequent levels, you use your Constitution
against your spells is 10 + your Cha modifier. modifier, as normal.
You know two 0-level spells of your choice from the In addition, you gain +1 hit point every time you learn a
sorcerer/wizard list. metamagic feat.
If you choose to cast spells as a wizard, the DC for saves Furthermore, if you can cast arcane spells, you get a +1
against your spells is 10 + your Int modifier. insight bonus to Armor Class.
You have a spellbook with three 0-level spells of your Special: You may select this feat only as a 1st-level
choice from the sorcerer/wizard list. character.
You prepare your spells exactly as a wizard does. You may have only one regional feat.
Special: If you already have levels in sorcerer or wizard,
increase the number of 0-level spells you can cast per day
by three. OTHERWORLDLY [REGIONAL]
You may select this feat only as a 1st-level character. Your folk are known for their mystic power and seem to
You may have only one regional feat. transcend their mortal forms.
Your inner radiance is so strong that you are more than
mortal.
MERCANTILE BACKGROUND Prerequisite: Deep Imaskari (Underdark [Deep
[REGIONAL] Imaskar]), elf (Evermeet, Sildëyuir), or spirit folk (Ashane).
Benefit: You are a native outsider, not a humanoid.
You come from a wealthy family with numerous contacts in You have darkvision out to 60 feet.
the trading costers and craft guilds of Faerûn’s bustling Furthermore, you gain a +2 bonus on all Diplomacy checks.
cities. Special: You may select this feat only as a 1st-level
You can get a good deal on almost anything you buy or sell. character.
Prerequisite: Dwarf (the Sword Coast or Underdark You may have only one regional feat.
[Darklands]), gnome (Lantan or Underdark [Northdark]),
halfling (Amn), or human (Amn, Lantan, Sembia, Shou
Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or PERNICIOUS MAGIC [METAMAGIC]
Waterdeep).
You can use the Shadow Weave to make your spells harder
Benefit: When you sell weapons, magic items, or other for Weave users to resist.
adventuring goods, you get 75% of the list price instead of
Prerequisite: Shadow Weave Magic.
50%.
Benefit: You gain a +4 bonus on caster level checks made
Once per month, you can buy any single item at 75% of the
offered price. to defeat a Weave user’s spell resistance.
All creatures employing spells or spell-like abilities are
You also receive an extra 300 gp to spend as you see fit
considered Weave users unless they possess the Shadow
during character creation.
Weave Magic feat.
Special: You may select this feat only as a 1st-level This benefit stacks with those from the Spell Penetration
character.
and Greater Spell Penetration feats, but it does not extend
You may have only one regional feat.
to spells you cast from the schools of evocation or
transmutation.
MILITIA [REGIONAL]
Your people rely on a well-trained and well-armed militia to PERSISTENT SPELL [METAMAGIC]
defend their land. You can make a spell last all day.
You’re no stranger to the use of weapons.
Prerequisite: Extend Spell.
Prerequisite: Half-elf (Aglarond), halfling (Luiren), or
Benefit: A persistent spell has a duration of 24 hours.
human (Altumbel, the Dalelands, Impiltur, Samarach,
The persistent spell must have a personal range or fixed
Thindol, or Turmish).
range (for example, comprehend languages or detect magic).
Benefit: You gain proficiency with all martial weapons. Spells of instantaneous duration cannot be affected by this
Special: You may select this feat only as a 1st-level feat, nor can spells whose effects are discharged.
character. You need not concentrate on spells such as detect magic or
You may have only one regional feat. detect thoughts to be aware of the mere presence or absence
of the thing detected, but you must still concentrate to gain
MIND OVER BODY [REGIONAL] additional information as normal.
Concentration on such a spell is a standard action that does
The aesthetics and mystics of your homeland have learned not provoke an attack of opportunity.
to overcome the frailties of the body with the unyielding A persistent spell uses up a spell slot six levels higher than
power of the mind. the spell’s actual level.
Prerequisite: Elf (Silverymoon or Snow Eagle Aerie),
half-elf (Silverymoon), human (Calimshan, Mulhorand,
Shou Expatriate, or Thay), planetouched (Calimshan or PORTAL MASTER [ITEM CREATION]
Thay), or spirit folk (Ashane). You are especially proficient at creating portals—permanent
Benefit: At 1st level, you may use your Intelligence or magic devices that instantaneously transport those who
Charisma modifier (your choice) to determine your bonus know their secrets from one locale to another.
368 hit points.
Faerûn is riddled with portals. (Essentially, you can substitute your Ride check result for
Prerequisite: Craft Wondrous Item. your Reflex save if the former is higher).
Benefit: When you build a portal, you pay only 50% of the You can attempt this substitution once per round for either
normal cost to create the device. yourself or your mount.
This benefit does not stack with that provided by the If both you and your mount fail a Reflex save against the
Magical Artisan feat. same effect (for example, a fireball spell or dragon breath
In addition, you know how to pass through dangerous that catches you and your mount in its area), your Ride
portals safely. check result applies to both your save and your mount’s
As a standard action, you can attempt to stabilize a save.
malfunctioning portal temporarily. Special: You may select this feat only as a 1st-level
Make a Spellcraft check and add the check result to the d% character.
roll for the effect of the malfunctioning portal (see Table 2– You may have only one regional feat.
2 in Chapter 2 of the FORGOTTEN REALMS Campaign
Setting).
The portal remains stable for 1 minute, and you can retry SHADOW WEAVE MAGIC [GENERAL]
the stabilization as often as you like. You have discovered the dangerous secret of the Shadow
Weave.
Prerequisite: Wis 15 or patron deity Shar.
REACTIVE COUNTERSPELL Benefit: From now on, your spells tap the Shadow Weave
[GENERAL] instead of the Weave.
You can also activate magic items that use the Shadow
You can react quickly to counter spells cast by opponents. Weave without taking damage.
Prerequisites: Improved Counterspell, Improved The saving throw for every spell you cast from the schools
Initiative. of enchantment, illusion, and necromancy increases by +1.
Benefit: Once per round, you can counterspell an You also get a +1 bonus on caster level checks to overcome
opponent’s spell even if you have not readied an action to spell resistance with spells from these schools.
do so. The Shadow Weave proves less than optimal for effects
This counterspell action takes the place of your next turn. involving energy or matter.
You can’t use this feat when you are flat-footed. Your effective caster level for spells you cast from the
Normal: Without this feat, you must ready an action each schools of evocation or transmutation (except spells with
round that you wish to use a counterspell. the darkness descriptor) is reduced by one.
A 1st-level Shadow Weave user cannot cast spells from
RESIST POISON [REGIONAL] these schools at all.
You can no longer cast spells with the light descriptor.
Your people have become inured to many deadly No matter what school they are from, such spells
substances through controlled exposure or the simple automatically fail.
hostility of your home environment. Your ability to use magic items that produce light effects is
You can shrug off poisons that would kill someone else. also limited—you cannot invoke an item’s light power if its
Prerequisite: Bugbear (the Earthfast Mountains), activation method is spell completion or spell trigger.
chitine (Underdark [Yathchol]), dwarf (Underdark From now on, any magic item you create is a Shadow
[Northdark]), goblin (the Earth fast Mountains), hobgoblin Weave item (see Chapter 2 of the FORGOTTEN REALMS
(the Earthfast Mountains), human (Dambrath or Lapaliiya), Campaign Setting).
or orc (the Moonsea or the North).
Benefit: You get a +4 bonus on Fortitude saving throws
against poison. SIGNATURE SPELL [GENERAL]
Special: You may select this feat only as a 1st-level You are so familiar with a mastered spell that you can
character. convert other prepared spells into that spell.
You may have only one regional feat. Prerequisite: Spell Mastery.
Benefit: Choose one spell that you have mastered with
the Spell Mastery feat as your signature spell.
SADDLEBACK [REGIONAL] You may now convert prepared arcane spells of that spell’s
You’ve spent endless hours learning how to handle a mount level or higher into your signature spell, just as a good
in a fight. cleric can spontaneously cast prepared spells as cure spells.
Prerequisites: Human (Cormyr, Dambrath, the Special: You can gain Signature Spell multiple times.
Hordelands, Narfell, Nimbral, the North, the Western Each time you take the feat, it applies to a different
Heartlands). mastered spell.
Benefit: You can take 10 on Ride checks, even if you are
rushed or threatened.
If either you or your mount fails a Reflex save while SILVER PALM [REGIONAL]
mounted, you can attempt a Ride check to succeed on the Your culture is based on haggling and the art of the deal.
saving throw anyway. Prerequisite: Dwarf (the Great Rift, Turmish, or
The save is successful if your Ride check result is equal to Waterdeep), halfling (Amn), or human (Amn, the Dragon
or greater than the spell’s save DC.
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Coast, the Golden Water, Sembia, Tharsult, Thesk, the You can’t use this feat to make your spell manifestations
Vilhon Reach, or Waterdeep). invisible, nor do your spell thematics change the type of
Benefit: You get a +2 bonus on all Appraise, Bluff, and damage a spell deals, regardless of its appearance.
Sense Motive checks. This feat supersedes the version found in Magic of Faerûn.
Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat. SPELLCASTING PRODIGY [GENERAL]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells,
SMOOTH TALK [REGIONAL] treat the ability score that controls your spellcasting
Your people rarely have to draw their weapons to deal with (Charisma for bards and sorcerers, Wisdom for divine
potential adversaries. spellcasters, or Intelligence for wizards) as 2 points higher
There are few problems that you can’t talk your way out of. than its actual value.
Prerequisite: Elf (Waterdeep), gloaming (Sphur Upra), Special: You can gain Spellcasting Prodigy multiple
gnome (Thesk), half-elf (Waterdeep), or human times.
(Silverymoon, Thesk, Waterdeep). Each time you take the feat, it applies to a different
Benefit: You take only a –5 penalty if you attempt a spellcasting ability score.
Diplomacy check as a full-round action. You can take this feat even if you don’t have any levels in a
Normal: A Diplomacy check usually requires at least 1 spellcasting class yet.
minute. You may select this feat only as a 1st-level character.
You can attempt a rushed Diplomacy check as a full-round
action, but you take a –10 penalty.
Special: You may select this feat only as a 1st-level
SPELLWISE [REGIONAL]
character. You were raised in a land where mighty wizards are
You may have only one regional feat. common.
Everyone in your homeland knows something about magic,
and you have learned that things are sometimes not as they
SNAKE BLOOD [REGIONAL] appear.
The taint of the yuan-ti runs in your veins. Prerequisite: Elf (Evermeet) or human (Calimshan,
No outward signs give away your heritage, but you are Halruaa, Nimbral, Samarach, Shadovar, or the Wizards’
something more—or less—than human. Reach).
Prerequisite: Human (Chult, the Lake of Steam, Benefit: You receive a +2 bonus on all Knowledge
Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon (arcana) and Spellcraft checks.
Reach, or the Western Heartlands). You also get a +2 bonus on saving throws against illusion
Benefit: You gain a +2 bonus on Reflex saving throws and spells or effects.
a +2 bonus on Fortitude saves against poison. Special: You may select this feat only as a 1st-level
Special: You may select this feat only as a 1st-level character.
character. You may have only one regional feat.
You may have only one regional feat.
STORMHEART [REGIONAL]
SPELL THEMATICS [GENERAL] The sea is in your blood.
Your spells manifest with a distinct theme or appearance. You are no stranger to sea chases and blood on the decks.
Prerequisite: Arcane spellcaster level 1st. Prerequisite: Human (Altumbel, the Dragon Coast, the
Benefit: Due to the unusual appearance of your spells, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword
DC of any Spellcraft check made to identify a spell you Coast, or Tharsult).
have cast increases by +4. Benefit: You gain a +2 bonus on Balance and Profession
In addition, you may designate one spell you know per (sailor) checks.
spell level as a thematic spell and cast it at +1 caster level. You ignore any hampered movement penalties for fighting
As you gain access to new spell levels, you can designate on pitching or slippery decks, and you gain a +1 dodge
new thematic spells; you don’t need to select this feat again bonus to Armor Class during any fight that takes place on
to acquire new thematic spells. or in a boat or ship.
Nearly any theme is possible, so long as you can describe a Normal: A character moving on difficult or treacherous
visual link for unification. surfaces counts each square of movement as two squares.
For example, your theme might be “lightning,” “spheres,” or Special: You may select this feat only as a 1st-level
“screaming skulls”. character.
If you choose spheres as your theme, your magic missiles You may have only one regional feat.
might take the form of glowing spheres of light, and your
summoned monsters might emerge from mysterious
rainbow-colored globes. STREET SMART [REGIONAL]
If your theme is “lightning,” your haste spell might manifest You know how to keep informed, ask questions, and
as a bright green spark that leaps from ally to ally. interact with the underworld without raising suspicions.
370
Prerequisite: Halfling (Amn or Calimshan), human
(Amn, Calimshan, Chessenta, the Moonsea, Unther, or the
SWIFT AND SILENT [REGIONAL]
Wizards’ Reach), or planetouched (Chessenta or the The shadows are your friends, and your footfalls are
Western Heartlands). whispers of death.
Benefit: You gain a +2 bonus on Gather Information, Prerequisite: Bugbear (the Earthfast Mountains), elf
Intimidate, and Sense Motive checks. (Cormanthor Drow or the Wealdath), goblin (the Earthfast
Special: You may select this feat only as a 1st-level Mountains), halfling (the Chondalwood or the North),
character. hobgoblin (the Earthfast Mountains), human (Uthgardt
You may have only one regional feat. Tribesfolk), orc (the North), or wemic (the Shaar).
Benefit: You can move up to your normal speed while
using the Hide or Move Silently skill at no penalty.
STRONG SOUL [REGIONAL] Normal: A character who moves faster than one-half her
You possess an innate resistance to fell magic and normal speed takes a –5 penalty on Hide and Move Silently
supernatural attack s. checks.
The souls of your people are difficult to separate from their Special: You may select this feat only as a 1st-level
bodies. character.
Prerequisite: Dwarf (Oldonnar), elf (Elven Court and You may have only one regional feat.
Silverymoon), gnome (Underdark [Northdark] or the
Western Heartlands), half-elf (Dambrath, the Dalelands, or
Silverymoon), halfling (Channath Vale or Luiren), or TATTOO FOCUS [REGIONAL]
human (the Moonshae Isles). You bear the powerful magical tattoos of a Red Wizard of
Benefit: You gain a +1 bonus on all Fortitude and Will Thay.
saves. Prerequisite: Specialized in a school of magic, human
Against death effects, energy drain, and ability drain (Thay) or planetouched (Thay).
attacks, this bonus increases to +3. Benefit: The saving throw DC for any spell you cast from
Special: You may select this feat only as a 1st-level your specialized school increases by 1.
character. You also gain a +1 bonus on caster level checks made to
You may have only one regional feat. overcome a creature’s spell resistance when you cast spells
from that school.
In addition, you are capable of participating in Red Wizard
SUREFOOTED [REGIONAL] circle magic.
You are used to fighting on steep slopes and treacherous Special: You may select this feat only as a 1st-level
surfaces. character.
Prerequisite: Grimlock (Underdark [Reeshov]), human You may have only one regional feat.
(the Great Glacier or Uthgardt Tribesfolk), or orc (Amn, the
Moonsea, or Vaasa).
Benefit: You gain a +2 bonus on Climb and Jump check s.
TENACIOUS MAGIC [GENERAL]
You also ignore hampered movement penalties for ice and You can use the Shadow Weave to make your spells harder
steep slopes (see Movement in Chapter 9 of the Player’s for Weave users to dispel.
Handbook). Prerequisite: Shadow Weave Magic.
If a surface is both steep and icy, you treat it as a ×2 Benefit: Your spells resist dispelling attempts made by
movement cost instead of ×4. Weave users.
Normal: A character moving on ice or on a steep slope All creatures employing spells or spell-like abilities are
counts each square of movement as two squares. considered Weave users unless they possess the Shadow
Special: You may select this feat only as a 1st-level Weave Magic feat.
character. When a Weave user makes a dispel check to dispel one of
You may have only one regional feat. your spells (including using dispel magic to counterspell a
spell you are casting), the DC is 15 + your caster level.
This benefit does not extend to spells you cast from the
SURVIVOR [REGIONAL] schools of evocation or transmutation.
Your people thrive in places that others find almost
uninhabitable, and you know many of the secrets of the
wilderness.
THUG [REGIONAL]
Prerequisite: Dwarf (Chult or the Great Glacier), elf (the You have a knack for getting the jump on the competition
Chondalwood, the Inner Sea or the Outer Sea), human and pushing other people around.
(Anauroch, Chult, the Great Glacier, Narfell, or the Shaar), While others debate, you act.
kuo-toa (Underdark [Sloopdilmonpolop]), slyth Prerequisite: Centaur (the Plateau of Thay), dwarf
(Underdark [Fluvenilstra]), or taer (the Icerim Mountains). (Underdark [Northdark]
Benefit: You get a +2 bonus on Fortitude saves and a +2 or Waterdeep), gnoll (the Plateau of Thay), grimlock
bonus on Survival checks. (Underdark [Reeshov]), human (the Dragon Coast, the
Special: You may select this feat only as a 1st-level Moonsea, the Nelanther Isles, Unther, the Vast, or the
character. Vilhon Reach), orc (Amn, Thesk, or Underdark
You may have only one regional feat.
371
[Northdark]), or planetouched (Impiltur, the Silver Normal: A climbing character loses his Dexterity bonus
Marches, Unther, or the Western Heartlands). to Armor Class while climbing, and an attacker gains a +2
Benefit: You gain a +2 bonus on initiative checks and a +2 bonus on attack rolls made to hit him.
bonus on Appraise and Intimidate checks. Special: You may select this feat only as a 1st-level
Special: You may select this feat only as a 1st-level character.
character. You may have only one regional feat.
You may have only one regional feat.
TWIN SPELL [METAMAGIC]
THUNDER TWIN [REGIONAL] You can cast a spell simultaneously with another spell just
You are one of the generation of dwarf twins born after like it.
Moradin’s Thunder Blessing in the Year of Thunder. Prerequisite: Any other metamagic feat.
Prerequisite: Dwarf (the Galena Mountains, the Great Benefit: A spell altered by this feat takes effect twice, as if
Rift, the Smoking Mountains, the Spine of the World, the you were simultaneously casting the same spell two times
Sword Coast, Turmish, Underdark [Old Shanatar], or on the same location or against the same target.
Waterdeep). Any variables in the spell (such as targets, shaping an area,
Benefit: You have a twin brother or sister (fraternal or and so on) apply to both of the resulting spells.
identical). The target suffers all the effects of both spells individually
If your twin is alive and on the same plane, you may and receives a saving throw for each.
attempt a DC 12 Wisdom check to sense his or her In some cases, such as a twinned charm person, failure of
direction. both of the target’s saving throws results in redundant
If successful, you can note your twin’s direction with a effects, although any ally of the target would have to
move action any time you take the time to do so during the succeed on two dispel checks to remove the effect.
next hour. As with other metamagic feats, twinning a spell does not
You can retry this check once per hour. affect its vulnerability to counterspelling.
You also gain a +2 bonus on Diplomacy and Intimidate (For example, countering with an untwinned spell doesn’t
checks. negate just half of the twinned spell).
Special: You may select this feat only as a 1st-level A twinned spell uses up a spell slot four levels higher than
character. the spell’s actual level.
You may have only one regional feat.
TWIN SWORD STYLE [REGIONAL]
TIRELESS [REGIONAL] You have mastered a defensive style based on wielding a
You don’t know the meaning of the word “quit”. blade in each hand.
Prerequisite: Dwarf (the Galena Mountains, the Sword Prerequisites: Elf (Menzoberranyr or Waterdeep), half-
Coast, or Underdark [Old Shanatar]), human (the elf (Waterdeep), or human (Sembia or Waterdeep),
Hordelands, the Ride, Thindol, or Vaasa), lizardfolk proficient with martial weapons.
(Surkh), orc (the Hordelands), or wemic (the Shaar). Benefit: When fighting with two blades (dagger,
Benefit: You reduce the effects of exhaustion and fatigue longsword, rapier, scimitar, or short sword, in any
by one step. combination), you can designate a melee opponent during
You cannot become exhausted. your action and receive a +2 shield bonus to your Armor
If you are exposed to an effect or condition that would Class against attacks from that opponent.
normally make you exhausted (such as the spell waves of This bonus stacks with the shield bonus from a buckler or
exhaustion), you become fatigued instead. animated shield.
If an effect or condition (such as the end of barbarian rage) You can select a new melee opponent as a free action on
would normally make you fatigued, that effect is negated. your turn.
Special: You may select this feat only as a 1st-level You lose this bonus if you are caught flat-footed or lose your
character. Dexterity bonus to AC for any reason.
You may have only one regional feat. Special: You may select this feat only as a 1st-level
character.
You may have only one regional feat.
TREETOPPER [REGIONAL]
Your people are at home in trees and high places.
You can dare climbs that few other folk would care to try. EPIC FEATS
Prerequisite: Elf (the Chondalwood, the High Forest, or
the Yuirwood), half-elf (Aglarond or the High Forest),
halfling (the Chondalwood), or human (Aglarond).
AXIOMATIC STRIKE [EPIC]
Benefit: You get a +2 bonus on Balance and Climb Your attacks deal incredible damage to chaotic creatures.
checks. Prerequisites: Smite anarchy class feature, any lawful
You do not lose your Dexterity bonus to AC while alignment.
climbing, and attackers do not gain any bonuses to attack Benefit: Any weapon you wield is treated as an axiomatic
you while you are climbing. weapon (lawful-aligned, deals an extra 2d6 points of
damage against creatures of chaotic alignment).
372
If the weapon already has an alignment, this feat has no You can even use this feat when flat-footed.
effect on it. Normal: Without this feat, a character must ready an
action in each round that she wishes to use a counterspell.
A character with the Reactive Counterspell feat can
CHOSEN WEAPON SPECIALIZATION counterspell an opponent’s spell if she hasn’t readied an
[EPIC] action, but only once per turn and not when flat-footed.
Special: This feat should be considered part of the epic
You deal more damage than normal when wielding your bonus feat list for any class that grants access to spells of at
deity’s chosen weapon. least 6th level as part of normal (nonepic) class progression
Prerequisites: War domain, Epic Prowess, Weapon (such as bards, clerics, druids, sorcerers, and wizards), as
Focus with deity’s chosen weapon. well as for any prestige class that grants a “+1 level of
Benefits: You gain a +2 bonus on weapon damage rolls existing class” spell progression at all levels.
when wielding your deity’s chosen weapon.
377
Normal: A character who is wearing armor with which
she is not proficient suffers its armor check penalty on
PLAYER’S attack rolls and on all skill checks that involve moving,
including Ride.
Special: All classes except wizards, sorcerers, and monks
HANDBOOK 3.0 have this feat for free.
385
Alternatively, you can choose a rapier, provided you can use
it in one hand, or a spiked chain, provided you’re at least
Medium-size.
Prerequisite: Proficient with weapon, base attack bonus
+1 or higher.
Benefit: With the selected weapon, you may use your
Dexterity modifier instead of your Strength modifier on
attack rolls.
Since you need your second hand for balance, if you carry a
shield, apply the shield’s armor check penalty to your attack
rolls.
Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take the feat, it applies to a new weapon.
387
applies only to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Pick Pocket, and Tumble checks.
PLAYER’S Normal: A character who is wearing armor with which
she is not proficient applies its armor check penalty to
attack rolls and to all skill checks that involve moving,
HANDBOOK 1 3.5 including Ride.
Special: All characters except wizards, sorcerers, and
monks automatically have Armor Proficiency (light) as a
(3.5) bonus feat.
They need not select it.
DIEHARD [GENERAL]
You can remain conscious after attacks that would fell
390 others.
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points,
ENDURANCE [GENERAL]
you automatically become stable. You are capable of amazing feats of stamina.
You don’t have to roll d% to see if you lose 1 hit point each Benefit: You gain a +4 bonus on the following checks and
round. saves: Swim checks made to resist nonlethal damage (see
When reduced to negative hit points, you may choose to act page 84), Constitution checks made to continue running
as if you were disabled, rather than dying. (see page 144), Constitution checks made to avoid
You must make this decision as soon as you are reduced to nonlethal damage from a forced march (see page 164),
negative hit points (even if it isn’t your turn). Constitution checks made to hold your breath (see page
If you do not choose to act as if you were disabled, you 84), Constitution checks made to avoid nonlethal damage
immediately fall unconscious. from starvation or thirst (see page 304 of the Dungeon
When using this feat, you can take either a single move or Master’s Guide), Fortitude saves made to avoid nonlethal
standard action each turn, but not both, and you cannot damage from hot or cold environments (see pages 302 and
take a full-round action. 303 of the Dungeon Master’s Guide), and Fortitude saves
You can take a move action without further injuring made to resist damage from suffocation (see page 304 of the
yourself, but if you perform any standard action (or any Dungeon Master’s Guide).
other action the DM deems as strenuous, including some Also, you may sleep in light or medium armor without
free actions, such as casting a quickened spell) you take 1 becoming fatigued.
point of damage after completing the act. Normal: A character without this feat who sleeps in
If you reach –10 hit points, you immediately die. medium or heavier armor is automatically fatigued the next
Normal: A character without this feat who is reduced to day.
between –1 and –9 hit points is unconscious and dying, as Special: A ranger automatically gains Endurance as a
described in Chapter 8: Combat. bonus feat at 3rd level (see page 48).
He need not select it.
DILIGENT [GENERAL]
Your meticulousness allows you to analyze minute details ENLARGE SPELL [METAMAGIC]
that others miss. You can cast spells farther than normal.
Benefit: You get a +2 bonus on all Appraise checks and Benefit: You can alter a spell with a range of close,
Decipher Script checks. medium, or long to increase its range by 100%.
An enlarged spell with a range of close now has a range of
50 ft. + 5 ft./level, while medium-range spells have a range
DODGE [GENERAL] of 200 ft. + 20 ft./level and long-range spells have a range of
You are adept at dodging blows. 800 ft. + 80 ft./level.
Prerequisite: Dex 13. An enlarged spell uses up a spell slot one level higher than
Benefit: During your action, you designate an opponent the spell’s actual level.
and receive a +1 dodge bonus to Armor Class against attacks Spells whose ranges are not defined by distance, as well as
from that opponent. spells whose ranges are not close, medium, or long, do not
You can select a new opponent on any action. have increased ranges.
A condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses.
Also, dodge bonuses (such as this one and a dwarf’s racial
ESCHEW MATERIALS [GENERAL]
bonus on dodge attempts against giants) stack with each You can cast spells without relying on material
other, unlike most other types of bonuses. components.
Special: A fighter may select Dodge as one of his fighter Benefit: You can cast any spell that has a material
bonus feats (see page 38). component costing 1 gp or less without needing that
component.
(The casting of the spell still provokes attacks of
EMPOWER SPELL [METAMAGIC] opportunity as normal).
You can cast spells to greater effect. If the spell requires a material component that costs more
Benefit: All variable, numeric effects of an empowered than 1 gp, you must have the material component at hand
spell are increased by one-half. to cast the spell, just as normal.
An empowered spell deals half again as much damage as
normal, cures half again as many hit points, affects half EXOTIC WEAPON PROFICIENCY
again as many targets, and so forth, as appropriate.
For example, an empowered magic missile deals 1-1/2 times [GENERAL]
its normal damage (roll 1d4+1 and multiply the result by 1-
Choose a type of exotic weapon, such as dire flail or
1/2 for each missile).
shuriken (see Table 7–5: Weapons, page 116, for a list of
Saving throws and opposed rolls (such as the one you make
exotic weapons).
when you cast dispel magic) are not affected, nor are spells
You understand how to use that type of exotic weapon in
without random variables.
combat.
An empowered spell uses up a spell slot two levels higher
than the spell’s actual level. Prerequisite: Base attack bonus +1 (plus Str 13 for
bastard sword or dwarven waraxe). 391
Benefit: You make attack rolls with the weapon normally. Crafting a ring takes one day for each 1,000 gp in its base
Normal: A character who uses a weapon with which he or price.
she is not proficient takes a –4 penalty on attack rolls. To craft a ring, you must spend 1/25 of its base price in XP
Special: You can gain Exotic Weapon Proficiency and use up raw materials costing one-half of its base price.
multiple times. You can also mend a broken ring if it is one that you could
Each time you take the feat, it applies to a new type of make.
exotic weapon. Doing so costs half the XP, half the raw materials, and half
Proficiency with the bastard sword or the dwarven waraxe the time it would take to forge that ring in the first place.
has an additional prerequisite of Str 13. Some magic rings incur extra costs in material components
A fighter may select Exotic Weapon Proficiency as one of or XP, as noted in their descriptions.
his fighter bonus feats (see page 38) For example, a ring of three wishes costs 15,000 XP in
addition to costs derived from its base price (as many XP as
it costs to cast wish three times).
EXTEND SPELL [METAMAGIC] You must pay such a cost to forge such a ring or to mend a
You can cast spells that last longer than normal. broken one.
Benefit: An extended spell lasts twice as long as normal.
A spell with a duration of concentration, instantaneous, or GREAT CLEAVE [GENERAL]
permanent is not affected by this feat.
An extended spell uses up a spell slot one level higher than You can wield a melee weapon with such power that you
the spell’s actual level. can strike multiple times when you fell your foes.
Prerequisites: Str 13, Cleave, Power Attack, base attack
bonus +4.
EXTRA TURNING [GENERAL] Benefit: This feat works like Cleave, except that there is
You can turn or rebuke creatures more often than normal. no limit to the number of times you can use it per round.
Prerequisite: Ability to turn or rebuke creatures. Special: A fighter may select Great Cleave as one of his
Benefit: Each time you take this feat, you can use your fighter bonus feats (see page 38).
ability to turn or rebuke creatures four more times per day
than normal.
If you have the ability to turn or rebuke more than one
GREAT FORTITUDE [GENERAL]
kind of creature (such as a good-aligned cleric with access You are tougher than normal.
to the Fire domain, who can turn undead and water Benefit: You get a +2 bonus on all Fortitude saving
creatures and can also rebuke fire creatures), each of your throws.
turning or rebuking abilities gains four additional uses per
day.
Normal: Without this feat, a character can typically turn GREATER SPELL FOCUS [GENERAL]
or rebuke undead (or other creatures) a number of times Choose a school of magic to which you already have
per day equal to 3 + his or her Charisma modifier. applied the Spell Focus feat.
Special: You can gain Extra Turning multiple times. Your spells of that school are now even more potent than
Its effects stack. before.
Each time you take the feat, you can use each of your Benefit: Add +1 to the Difficulty Class for all saving
turning or rebuking abilities four additional times per day. throws against spells from the school of magic you select.
This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times.
FAR SHOT [GENERAL] Its effects do not stack.
You can get greater distance out of a ranged weapon. Each time you take the feat, it applies to a new school of
Prerequisite: Point Blank Shot. magic to which you already have applied the Spell Focus
Benefit: When you use a projectile weapon, such as a feat.
bow, its range increment increases by one-half (multiply by
1-1/2).
When you use a thrown weapon, its range increment is GREATER SPELL PENETRATION
doubled. [GENERAL]
Special: A fighter may select Far Shot as one of his fighter
Your spells are remarkably potent, breaking through spell
bonus feats (see page 38).
resistance more readily than normal.
Prerequisite: Spell Penetration.
FORGE RING [ITEM CREATION] Benefit: You get a +2 bonus on caster level checks (1d20 +
You can create magic rings, which have varied magical caster level) made to overcome a creature’s spell resistance.
effects. This bonus stacks with the one from Spell Penetration (see
page 100).
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you
meet (see the Dungeon Master’s Guide for prerequisites and
other information on rings).
392
Each time you take the feat, it applies to a new type of
GREATER TWO-WEAPON FIGHTING weapon.
[GENERAL] A fighter may select Greater Weapon Specialization as one
of his fighter bonus feats (see page 38).
You are a master at fighting two-handed.
Prerequisites: Dex 19, Improved Two-Weapon
Fighting, Two-Weapon Fighting, base attack bonus +11. HEIGHTEN SPELL [METAMAGIC]
Benefit: You get a third attack with your off-hand You can cast a spell as if it were a higher-level spell than it
weapon, albeit at a –10 penalty. actually is.
Special: A fighter may select Greater Two-Weapon Benefit: A heightened spell has a higher spell level than
Fighting as one of his fighter bonus feats (see page 38). normal (up to a maximum of 9th level).
An 11th-level ranger who has chosen the two-weapon Unlike other metamagic feats, Heighten Spell actually
combat style is treated as having Greater Two-Weapon increases the effective level of the spell that it modifies.
Fighting, even if he does not have the prerequisites for it, All effects dependent on spell level (such as saving throw
but only when he is wearing light or no armor (see page DCs and ability to penetrate a lesser globe of invulnerability)
48). are calculated according to the heightened level.
The heightened spell is as difficult to prepare and cast as a
GREATER WEAPON FOCUS spell of its effective level.
For example, a cleric could prepare hold person as a 4th-level
[GENERAL] spell (instead of a 2nd-level spell), and it would in all ways
Choose one type of weapon, such as greataxe, for which you be treated as a 4th-level spell.
have already selected Weapon Focus.
You can also choose unarmed strike or grapple as your IMPROVED BULL RUSH [GENERAL]
weapon for purposes of this feat.
You are especially good at using this weapon. You know how to push opponents back.
Prerequisites: Proficiency with selected weapon, Prerequisites: Str 13, Power Attack.
Weapon Focus with selected weapon, fighter level 8th. Benefit: When you perform a bull rush (page 154), you
Benefit: You gain a +1 bonus on all attack rolls you make do not provoke an attack of opportunity from the defender.
using the selected weapon. You also gain a +4 bonus on the opposed Strength check
This bonus stacks with other bonuses on attack rolls, you make to push back the defender.
including the one from Weapon Focus (see below). Special: A fighter may select Improved Bull Rush as one
Special: You can gain Greater Weapon Focus multiple of his fighter bonus feats (see page 38).
times.
Its effects do not stack. IMPROVED COUNTERSPELL
Each time you take the feat, it applies to a new type of
weapon. [GENERAL]
A fighter must have Greater Weapon Focus with a given You understand the nuances of magic to such an extent that
weapon to gain the Greater Weapon Specialization feat for you can counter your opponent’s spells with great
that weapon. efficiency.
A fighter may select Greater Weapon Focus as one of his
Benefit: When counterspelling, you may use a spell of
fighter bonus feats (see page 38).
the same school that is one or more spell levels higher than
the target spell.
GREATER WEAPON SPECIALIZATION Normal: Without this feat, you may counter a spell only
with the same spell or with a spell specifically designated as
[GENERAL] countering the target spell.
Choose one type of weapon, such as greataxe, for which you
have already selected Weapon Specialization. IMPROVED CRITICAL [GENERAL]
You can also choose unarmed strike or grapple as your
weapon for purposes of this feat. Choose one type of weapon, such as longsword or greataxe.
You deal extra damage when using this weapon. With that weapon, you know how to hit where it hurts.
Prerequisites: Proficiency with selected weapon, Prerequisite: Proficient with weapon, base attack bonus
Greater Weapon Focus with selected weapon, Weapon +8.
Focus with selected weapon, Weapon Specialization with Benefit: When using the weapon you selected, your
selected weapon, fighter level 12th. threat range is doubled.
Benefit: You gain a +2 bonus on all damage rolls you For example, a longsword usually threatens a critical hit on
make using the selected weapon. a roll of 19–20 (two numbers).
This bonus stacks with other bonuses on damage rolls, If a character using a longsword has Improved Critical
including the one from Weapon Specialization (see below). (longsword), the threat range becomes 17–20 (four
Special: You can gain Greater Weapon Specialization numbers).
multiple times. Special: You can gain Improved Critical multiple times.
Its effects do not stack. The effects do not stack.
Each time you take the feat, it applies to a new type of
weapon. 393
This effect doesn’t stack with any other effect that expands Normal: Without this feat, the target of an overrun can
the threat range of a weapon (such as the keen edge spell). choose to avoid you or to block you.
A fighter may select Improved Critical as one of his fighter Special: A fighter may select Improved Overrun as one of
bonus feats (see page 38). his fighter bonus feats (see page 38).
395
Benefit: All variable, numeric effects of a spell modified
MANYSHOT [GENERAL] by this feat are maximized.
You can fire multiple arrows simultaneously against a A maximized spell deals maximum damage, cures the
nearby target. maximum number of hit points, affects the maximum
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, number of targets, etc., as appropriate.
base attack bonus +6. For example, a maximized fireball deals 6 points of damage
Benefit: As a standard action, you may fire two arrows at a per caster level (up to a maximum of 60 points of damage at
single opponent within 30 feet. 10th caster level).
Both arrows use the same attack roll (with a –4 penalty) to Saving throws and opposed rolls (such as the one you make
determine success and deal damage normally (but see when you cast dispel magic) are not affected, nor are spells
Special). without random variables.
For every five points of base attack bonus you have above A maximized spell uses up a spell slot three levels higher
+6, you may add one additional arrow to this attack, to a than the spell’s actual level.
maximum of four arrows at a base attack bonus of +16. An empowered, maximized spell gains the separate benefits
However, each arrow after the second adds a cumulative –2 of each feat: the maximum result plus one-half the
penalty on the attack roll (for a total penalty of –6 for three normally rolled result.
arrows and –8 for four). An empowered, maximized fireball cast by a 15th-level
Damage reduction and other resistances apply separately wizard deals points of damage equal to 60 plus one-half of
against each arrow fired. 10d6.
Special: Regardless of the number of arrows you fire, you
apply precision-based damage (such as sneak attack
damage) only once. MOBILITY [GENERAL]
If you score a critical hit, only the first arrow fired deals You are skilled at dodging past opponents and avoiding
critical damage; all others deal regular damage. blows.
A fighter may select Manyshot as one of his fighter bonus Prerequisites: Dex 13, Dodge.
feats (see page 38). Benefit: You get a +4 dodge bonus to Armor Class against
A 6th-level ranger who has chosen the archery combat style attacks of opportunity caused when you move out of or
is treated as having Manyshot even if he does not have the within a threatened area.
prerequisites for it, but only when he is wearing light or no A condition that makes you lose your Dexterity bonus to
armor (see page 48). Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses (such as this one and a dwarf’s racial bonus
on dodge attempts against giants) stack with each other,
MARTIAL WEAPON PROFICIENCY unlike most types of bonuses.
[GENERAL] Special: A fighter may select Mobility as one of his fighter
bonus feats (see page 38).
Choose a type of martial weapon, such as a longbow (see
Table 7–5: Weapons, page 116, for a list of martial weapons).
You understand how to use that type of martial weapon in MOUNTED ARCHERY [GENERAL]
combat.
You are skilled at using ranged weapons while mounted.
Use this feat to expand the list of weapons with which you
are proficient beyond the basic list in your class Prerequisites: Ride 1 rank, Mounted Combat.
description. Benefit: The penalty you take when using a ranged
Benefit: You make attack rolls with the selected weapon weapon while mounted is halved: –2 instead of –4 if your
mount is taking a double move, and –4 instead of –8 if your
normally.
mount is running (see Mounted Combat, page 157).
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls. Special: A fighter may select Mounted Archery as one of
his fighter bonus feats (see page 38).
Special: Barbarians, fighters, paladins, and rangers are
proficient with all martial weapons.
They need not select this feat. MOUNTED COMBAT [GENERAL]
You can gain Martial Weapon Proficiency multiple times.
Each time you take the feat, it applies to a new type of You are skilled in mounted combat.
weapon. Prerequisite: Ride 1 rank.
A cleric who chooses the War domain automatically gains Benefit: Once per round when your mount is hit in
the Martial Weapon Proficiency feat related to his deity’s combat, you may attempt a Ride check (as a reaction) to
favored weapon as a bonus feat, if the weapon is a martial negate the hit.
one. The hit is negated if your Ride check result is greater than
He need not select it. the opponent’s attack roll.
A sorcerer or wizard who casts the spell Tenser’s (Essentially, the Ride check result becomes the mount’s
transformation on himself or herself gains proficiency with Armor Class if it’s higher than the mount’s regular AC).
all martial weapons for the duration of the spell. Special: A fighter may select Mounted Combat as one of
his fighter bonus feats (see page 38).
402
You and everyone else who participated in this ritual gains
a +4 morale bonus on Will saves against tear as long as each
PLAYER’S individual can see one other ally who took part in this
ritual.
This ritual requires 10 minutes of incantation and a vial of
HANDBOOK 2 (3.5) holy water or unholy water.
Its effect lasts for 24 hours.
Vengeful Bonds of Brotherhood (Knowledge [religion] 8 ranks):
You create a close, mystical bond between you and your
CERIMONY FEATS allies.
Up to six individuals can participate with you in this ritual.
Each participant cuts his hand.
RITUAL BLESSING [] Everyone in the ritual then clasps hands in a circle while
You call upon the powers of goodness and light to bless you stand in the middle.
your allies. You speak a prayer while sprinkling holy or unholy water
If your religious studies are advanced enough, the rituals on each participant.
you learn allow you to ward against illness or poison, This ritual grants a benefit to its participants (including
enhance your healing abilities, and protect against evil. you) when an ally falls in battle.
Prerequisites: Good alignment Knowledge (religion) 4 If an individual who participated in this ritual sees another
ranks. participant drop to 0 or fewer hit points due to an
Benefit: You gain access to rituals based on your ranks in opponent’s actions, he gains a +2 morale bonus on attack
Knowledge (religion). rolls against the foe who dropped his ally.
Anoint (Knowledge [religion] 4 ranks): You speak a blessing The benefit lasts for 1 minute every lime it is triggered.
over the recipient of this ritual, anoint him with holy water, You can gain this bonus against multiple foes during the
and say a short prayer for him. duration of the effect.
When you cast a cure spell on the recipient, he heals an This ritual requires 10 minutes of incantation, a vial of holy
extra 2 points of damage. water or unholy water, and silver dust worth 10 gp.
Performing this ritual requires 5 minutes of incantation The ritual’s benefit lasts for 24 hours.
and a vial of holy water, its effects Last for 24 hours.
Cleanse (Knowledge [religion] 8 ranks): You sprinkle holy
water over the recipient of this ritual and speak a prayer to
RITUAL TRANSFERENCE []
his health and vigor. You can transfer the XP of other creatures into an agreed
The target gains a +2 bonus on saves against disease and upon magic item and construct magic items with
poison. prerequisites that you do not meet.
Performing this ritual requires 10 minutes of incantation Prerequisites: Knowledge (arcana) or Knowledge
and a vial of holy water. (religion), any item creation feat.
Its effects last for 24 hours. Benefit: You gain access to rituals based on your ranks in
Ward (Knowledge [religion] 13 ranks): You use a special Knowledge (arcana) or Knowledge (religion).
combination of powdered silver and holy water to create a If you qualified for this feat with Knowledge (arcana), only
mystical ward that offers protection against demons and magic items with arcane spell prerequisites can be
devils. constructed with the transfer ritual.
The recipient of this ritual gains a +1 bonus on saves against If you qualified for this feat with Knowledge (religion),
spells and special attacks used by evil outsiders. only magic items with divine spell prerequisites can be
Performing this ritual requires 10 minutes of work, a vial of constructed with the transfer ritual.
holy water, and powdered silver worth 30 gp. Transfer (Knowledge [arcana] 4 ranks or Knowledge [religion] 4
Its effects last for 24 hours. ranks): You can courier a transfer of XP from one or more
creatures (maximum five) into an agreed upon magic item
you are constructing.
RITUAL BLOOD BONDS [] Any creatures participating in this ritual control how much
You invest your allies with the mighty power of your totem, XP to transfer.
god, or similar divine entity. You cannot courier a transfer of more XP than is needed to
These rituals allow you to forge bonds between warriors construct the agreed upon magic item.
that stand the test of combat. All the requirements for transferring XP, compensating for
Prerequisites: Ore or half-ore. XP, and sharing XP costs apply to participating in this
Knowledge (religion) 4 ranks. ritual.
Benefit: You gain access to rituals based on your total If allowable changes are made that require more XP, you or
ranks in Knowledge (religion). the participating creatures must provide that XP as needed.
Blood Brothers (Knowledge [religion] 4 ranks): Yon gather up to If allowable changes are made that require less XP, the
six of your allies together in a circle. difference is returned to you or the participating creatures
Each member of this circle pledges allegiance to the others, in proportionate amounts (as per their original
cuts himself, and bleeds into a bowl containing holy water contributions).
or unholy water (as appropriate to your alignment). If you start making a magic item that is not allowed by even
You then sprinkle this mixture on yourself and the- one of the creatures participating in this ritual, all the
members of the circle. transferred XP is returned to those creatures. 403
If you spend at least one day making the agreed upon magic
item, the XP is consumed regardless of whether the magic COMBAT DEFENSE []
item is completed or not. The state of keen focus and mental discipline you attain in
If you start working on a new magic item after spending at combat allows you to shift the focus of your defense from
least one day making the agreed upon magic item, the XP is one opponent to another with careful, precise maneuvers.
consumed and lost (as per the normal rules for creating Prerequisites: Dex 13, Wis 13, Combat Focus, Dodge,
magic items). base attack bonus +6.
Any creatures participating in this ritual must be present Benefit: While you maintain your combat focus, you can
while the magic item is being created (one day per 1,000 gp change the target of your Dodge feat to a new opponent as
in the item’s base price, 8 hours per day; potions always take an immediate action.
just one day to make, regardless of cost). If you have three or more combat form feats, you gain an
If any creatures participating in this ritual are not present, additional +1 dodge bonus to AC against the target of your
then no progress can be made toward the magic item that Dodge feat.
day. Normal: Designating or changing the target of your
If any creature leaves before 8 hours per day has elapsed, no Dodge feat can only be done on your turn as a free action.
portion of that day counts toward the construction time. Special: A fighter can select Combat Defense as one of his
Coalesce (Knowledge [arcana] 8 ranks or Knowledge [religion] 8 fighter bonus feats.
ranks): You can rely on any creature participating in this
ritual who transferred at least 50% of the XP cost to provide
prerequisite spells for the agreed upon magic item. COMBAT FOCUS []
The creature must provide any material components or The way of the warrior requires more than simple, brute
focuses the spells require, and must pay any XP costs strength.
required for the spells. Some warriors bring their minds in such keen focus during
The act of constructing the magic item triggers these spells, the heat of battle that they can attain superhuman levels of
making them unavailable for casting during each day of the endurance, perception, and mental toughness.
magic item’s creation. Through intense mental exercise and training, you learn to
Note: If you are commissioning the creation of a magic item enter a state of perfect martial clarity.
from an NPC with this feat (for which you are providing Prerequisite: Wis 13.
spells), a discount consistent with your contribution and Benefit: In battle, you push aside the chaos of the fight
type of magic item is subtracted from the final market price and attain a focused state that grants you a keen, clear
(see Table 7–33: Estimating Magic Item Gold Piece Values, picture of the bailie.
page 285 of the Dungeon Master’s Guide). Fear and pain ebb away as you focus solely on defeating
Similarly, you can rely on any creature participating in this your enemy.
ritual who transferred at least 50% of the XP cost to provide The first time you make a successful attack during an
ability score, alignment, character level, class level, class encounter, you gain your combat focus.
feature, race, or skill rank prerequisites for the agreed upon In this state, your mind and body become one, allowing
magic item. you to overcome mundane physical limits.
No discount is given for providing these qualities. You can maintain your combat focus for 10 rounds after
You must always provide the caster level and item creation entering it, +1 additional round per combat form feat you
feat needed to make a magic item. possess aside from this one.
Special: A character who meets the prerequisites You can only gain your combat focus once per encounter.
automatically gains Ritual Transference as a bonus feat after While you are maintaining your combat focus, you gain a
constructing five talismans of transference. 42 bonus on Will saves.
If you have three or more combat form feats, this bonus
COMBAT FORM FEATS increases to+4.
Special: A fighter can select Combat Focus as one of his
fighter bonus feats.
COMBAT AWARENESS []
When you maintain your combat focus, you have an COMBAT STABILITY []
uncanny ability to sense the ebb and flow of your When you maintain your combat focus, you become
opponents’ vitality. difficult to dislodge.
As you attain greater mastery of this fighting style, you Your muscles lock into an unyielding position, granting
learn to sense a foe’s presence even with your eyes closed. you superior ability to resist trip attacks, bull rushes.
Prerequisites: Wis 13, Blind-Fight, Combat Focus, base disarms, and similar effects.
attack bonus +12. Prerequisite: Wis 13, Combat Focus, base attack bonus
Benefit: While maintaining your combat focus, you learn +3.
the current hit point total of each adjacent opponent and Benefit: You gain a +4 bonus on checks or rolls to resist
ally. bull rush, disarm, grapple, overrun, and trip attempts made
If you have three or more combat form feats, you gain against you.
blindsight out to 5 feet. If you have three or more combat form feats, the bonus
Special: A fighter can select Combat Awareness as one of granted by this feat increases to +8.
his fighter bonus feats.
404
Special: A fighter can select Combat Stability as one of his If this benefit is not used immediately, it lasts until the start
tighter bonus feats. of your next turn.
406
These spells are in addition to the spells you gain normally
based on your sorcerer level. INFERNAL SORCERER RESISTANCE
[]
CELESTIAL SORCERER WINGS [] You are as tough and resilient as an infernal monstrosity,
You channel your inborn magical abilities to spawn a pair allowing you to shrug off acid and cold damage.
of spectral, magical wings that glow with majestic power. Prerequisites: Infernal Sorcerer Heritage, sorcerer level
Prerequisites: Celestial Sorcerer Heritage, sorcerer 1st.
level 1st. Benefit: You gain resistance to acid and resistance to cold
equal to the total number of infernal sorcerer heritage feats
Benefit: You can expend a spell slot as a standard action
lo gain the ability lo fly. you have.
You fly at a speed equal to twice your base land speed with
good maneuverability.
This benefit lasts for 1 round per level of the spell slot used
METAMAGIC FEATS
to activate it.
This is a supernatural ability. BLISTERING SPELL []
Your fire spells sear the flesh from your enemies’ bones.
INFERNAL SORCERER EYES [] leaving them wracked with pain.
Benefit: This metamagic feat can be applied only to a
Your eyes glow with infernal fire, allowing you to see
spell that has the fire descriptor.
through magical darkness.
A blistering spell deals an extra 2 points of fire damage per
Prerequisites: Infernal Sorcerer Heritage, sorcerer level level of the spell.
1st.
In addition to the spells normal effect, any creature that
Benefit: As a swift action, you can expend a spell slot to fails its save against a blistering spell takes a –2 penalty on
cause your eyes to emit a spectral red glow. attack rolls and checks until the beginning of your next
You gain the ability to see perfectly in darkness of any kind, turn.
out to the limit of your line of sight. A blistering spell uses up a spell slot one level higher than
You ignore the concealment provided by darkness spells the spell’s actual level.
and effects.
This benefit lasts for 10 minutes per level of the spell slot
used to activate it. EARTHBOUND SPELL []
You bind a spell into the rock and soil, leaving it there until
INFERNAL SORCERER HERITAGE [] an opponent stumbles across it.
At that time, the spell releases its energy.
Your innate magic derives from infernal ancestors.
Benefit: When you cast an earthbound spell, you place it
Your blood is thick with their power, allowing you to within a square adjacent to you.
exhibit a variety of abilities.
You must specify all effects, options, and other relevant
Prerequisite: Sorcerer level 1st. variables when you cast the spell.
Benefit: You gain a bonus on saves against fire and poison The next creature to enter the warded square triggers the
equal to the number of infernal sorcerer heritage feats you spell.
possess. If the spell affects an area, that square is the center of the
When you use a conjuration (summoning) spell 10 area or the point at which the area begins.
summon an evil outsider, you gain a +2 bonus to your caster For a cone.
level. line, or similar area, you must designate the direction in
which the cone or line extends.
INFERNAL SORCERER HOWL [] An earthbound spell that does not affect an area targets the
creature that triggered it.
You channel the fury of your infernal ancestors into a You cannot apply the Earthbound Spell metamagic feat to a
thunderous roar that blasts your enemies with sonic power. spell with a range of personal.
Prerequisites: Infernal Sorcerer Heritage, sorcerer level An earthbound spell remains in place for 1 hour or until it
1st. is triggered.
Benefit: By expending one of your spell slots, you create a A Search check (DC 25 + the spell’s level) reveals its
30-foot cone of sonic energy. presence, as does detect magic and similar abilities.
All opponents within the cone rake 2d6 points of damage A character with trapfinding can make a Disable Device
per level of the spell slot expended. check (DC 25 + the spell’s level) to remove an earthbound
Each target can attempt a Fortitude save (DC 10 + the level spell (as if it is a magic trap).
of the spell slot expended + your Cha modifier) for half A dispel magic effect can also remove an earthbound spell,
damage. thus preventing it from functioning.
This is a supernatural ability. An earthbound spell uses up a spell slot two levels higher
than the spell’s actual level.
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FLASH FROST SPELL [] REGULAR FEATS
Your spells that use cold and ice to damage your foes leave
behind a thin layer of slippery frost.
Benefit: This metamagic feat can be applied only to spells
ACROBATIC STRIKE []
that have the cold descriptor and that affect an area. Your dexterous maneuvers and skilled acrobatics allow you
A flash frost spell deals an extra 2 points of cold damage per I.
level of the spell to all targets in the area. I slip past a foe’s defenses and deliver an accurate strike
When you cast such a spell, the area of the spell is covered against him.
with a slippery layer of ice for 1 round. Prerequisite: rumble 12 ranks.
Anyone attempting to move through ibis icy area must Benefit: If you succeed in using fumble to avoid an
make a DC 10 Balance check or fall prone. opponent’s attack of opportunity, you gain a +4 bonus on
A creature that runs or charges through the area must make the next attack that you make against that foe as long as the
a DC 20 Balance check to avoid falling. attack occurs before the end of your current turn.
A flash frost spell uses up a spell slot one level higher than Special: A fighter can select Acrobatic Strike as one of his
the spell’s actual level. fighter bonus feats.
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Benefit: When making a shield bash and armed strike Prerequisites: Knowledge (arcana) 9 ranks, ability to
attack as part of a lull attack action, you rake a –2 penalty on cast arcane spells.
each attack. Benefit: Choose one arcane spell that you can cast ID be
These penalties replace the normal ones you incur for your thesis spell.
lighting with two weapons. When casting that spell, you do so at +2 caster level.
Special: A fighter can select Agile Shield Fighter as one of When you apply a metamagic feat other than Heighten
his fighter bonus teats. Spell to that spell, the enhanced spell uses up a spell slot
one level lower than normal.
For example, an empowered thesis spell uses up a spell slot
ARCANE ACCOMPANIMENT [] one level higher than the spell’s actual slot (rather than the
You infuse your performance with magical energy, normal two levels higher).
allowing its effects to continue even as you attend to other Special: You can gain this feat multiple times.
tasks. Its effects do not stack.
Prerequisites: Perform 4 ranks, Arcane Flourish, arcane Each lime you take the feat, it applies to a new spell.
caster level 1st, bardic music.
Benefit: As a swift action, you can expend a prepared
spell or a spell slot to extend the duration of your bardic ARCANE TOUGHNESS []
music ability alter you stop performing. You draw upon the power of your magic to sustain yourself,
You extend the duration a number of rounds equal to the allowing you to continue fighting long alter your physical
level of the spell used in this manner. body has failed you.
This extension is in addition to the normal duration of the Prerequisites: Toughness, arcane caster level 3rd.
effect after you stop your performance. Benefit: You can expend a prepared spell or spell slot as
You can expend only one spell slot to extend the duration an immediate action when you are reduced to 0 or fewer hit
of your bardic music. points.
The slot can come from any of your arcane caster classes, You heal a number of points of damage equal to the level of
nor just bard. the spell or spell slot used in this manner.
This has no effect on bardic music or similar abilities with a You cannot use this ability to negate effects that disable you
duration of instantaneous or permanent. without causing bit point damage, such as a medusa’s ability
to turn you to stone.
Even if this healing does not bring you above negative hit
ARCANE CONSUMPTION [] points, it still stabilizes you.
You can sacrifice your physical health to strengthen a spell. Using a 0-level spell with this feat grants no benefit.
This process leaves you wracked with pain, but the
enhanced energy you draw from the spell might provide
the margin between victory and defeat. ARMOR SPECIALIZATION []
Prerequisites: Arcane Toughness, Toughness, arcane Through long wear and hours of combat, you have trained
caster level 6th. your body to believe in its armor.
Benefit: Once per day as a swift action, you can grant the Where others flinch, you confront.
next spell you cast a +4 bonus on its save DC. When the sword falls, your instincts, born of bruises and
You must cast and complete this spell on the same turn that rent flesh, present your cuirass, cuisse.
you use a swift action to activate this feat. helm, or gorget to meet the blade at the perfect angle,
In return, you take a –4 penalty to Constitution for 12 causing it to skitter off harmlessly.
hours and are fatigued. Prerequisites: Proficiency with selected armor type,
base attack bonus +12.
Benefit: Choose one type of medium or heavy armor with
ARCANE FLOURISH [] which you are proficient.
You use your magical abilities to improve your performance When wearing masterwork armor : including magic armor;
talents. of that type, you gain damage reduction 2/–.
By bleeding magical energy into your singing, oratory, or Any time you lose your Dexterity bonus to Armor Class,
other abilities, you enhance the pitch and sound, project you lose the benefit of this feat, because you cannot
your voice with a more commanding tone, and so forth. properly deflect the blows of the enemy.
Prerequisites: Perform 4 ranks, arcane easier level 1st. Special: You can gain this feat multiple times.
Benefit: As a swift action, you can expend a prepared Its effects do not slack.
spell or spell slot to grant your next Perform check a Each time you take the feat it applies to a new type of
competence bonus equal to 1 + the level of the spell or slot. armor.
You must make a check within 1 minute of using ibis feat, A fighter can select Armor Specialization as one of his
or the energy you expend dissipates with no effect. fighter bonus feats.
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If you ready a ranged attack to occur when an ally strikes a Choose a single spell in your spellbook when you take this
particular target, and your ally succeeds, that target loses his feat.
Dexterity bonus to AC against your attack. When preparing that spell, you can alter the type of damage
Special: A fighter can select Deadeye Shot as one of his it deals 10 a single type of your choice.
fighter bonus feats You must make this choice when preparing the spell (those
who do not prepare spells cannot benefit from this aspect
of the feat).
DEFENSIVE SWEEP [] You can prepare the spell multiple times, selecting the
You sweep your weapon through the area you threaten, same or a different energy type for it with each preparation.
warding away opponents and forcing them to move away or You can gain this feat multiple times.
suffer a fearsome blow. The easier level bonus does not slack, and each time you
Prerequisite: Base attack bonus + 15. take the lent, a different spell must be chosen.
Benefit: If an opponent begins his action adjacent to you
and does not move, he provokes an attack of opportunity
from you immediately after his turn ends, provided that
FADE INTO VIOLENCE []
you threaten the square that he occupies. While the chaos of battle swirls around you.
Any sort of movement, including a 5-foot step, allows the you rely on your ability to slip into the background 10
opponent to avoid provoking this special at lack of avoid your enemy’s notice.
opportunity. Your frightened demeanor and pitiable appearance causes
This feat does not give you any ability to make additional your opponents to seek out other targets.
attacks of opportunity in a given round. Prerequisites: Bluff 6 ranks, Hide 6 ranks.
Special: A fighter can select Defensive Sweep as one of Benefit: When you wear no armor or light armor and
his fighter bonus feats. carry nothing in your hands, your opponents might assume
that you are an ineffectual fighter.
As an immediate action, choose a single target for this feat.
DRIVING ATTACK [] If that opponent threatens both you and one of your allies,
When you strike an opponent with a piercing weapon, the that foe strikes your ally rather than you unless he succeeds
brutal impact of your strike sends him sprawling. on a Sense Motive check opposed by your Bluff check.
Prerequisites: Proficiency with selected piercing If your foe is larger than you, you gain a +4 bonus on your
weapon. Bluff check.
Weapon Focus with selected piercing weapon, Weapon You lose this benefit if you attack any opponent or target an
Mastery (piercing), Weapon Specialization with selected opponent with a spell.
piercing weapon, base attack bonus +14. This benefit does not apply 10 ranged attacks or attacks of
Benefit: If you use a full-round action to make a single opportunity that you provoke.
melee attack with any piercing weapon and succeed in Once you choose a target for this feat, you cannot switch to
hitting, you can initiate a special bull rush attempt against a new target for the rest of the encounter.
the target.
This bull rush uses your total bonus on damage rolls in FIERY FIST []
place of your Strength modifier.
You do not provoke an attack of opportunity with this bull By channeling your ki energy, you sheathe your limbs in
rush, and you cannot move forward with your opponent. magical fire.
If you succeed in pushing an opponent back 10 feet or Your unarmed strikes deal extra fire damage.
more, you can reduce the distance you push him by 10 feet. Prerequisites: Hex 13.
In return, your foe falls prone in the square where he ends Wis 13.
his movement. Improved Unarmed Strike, Stunning Fist, base attack
Note that by reducing the distance you push your bonus +8.
opponent, you can have him fall prone in his current space. Benefit: As a swift action, you can expend one of your
uses of the Stunning Fist feat to surround your fists and feet
in flame.
ELVEN SPELL LORE [] For the rest of your turn, you gain an extra 1d6 points of lire
You have studied the mighty arcane traditions of the elves, damage on your unarmed strikes.
granting you insight into (he intricate workings of magic When you select this feat, you gain an additional daily use
and the theoretical structures behind spells. of Stunning Fist.
Prerequisites: Int 17 or elf, Knowledge (arcane) Special: A fighter can select Fiery Fist as one of his fighter
12 ranks. bonus feats.
Benefit: Your understanding of the elven secrets of magic A monk with the Stunning Fist feat can select Fiery Fist as
grams you two benefits. her bonus feat a) 2nd level, even if she does not meet the
When you cast dispel magic or greater dispel magic, you gain a other prerequisites.
+2 bonus on your caster level check, Your understanding of
magic allows you to more easily unravel the power that
sustains a foe’s spell.
FIERY KI DEFENSE []
In addition, your knowledge of magic grants you rare You channel your ki energy into a cloak of flame that
insights into forgotten spell lore. injures all who attempt to strike you.
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Prerequisites: Dex 13, Wis 15.
Fiery Fist, Improved Unarmed Strike.
INTIMIDATING STRIKE []
Stunning Fist, base attack bonus +8. You make a display of your combat prowess designed to
Benefit: As a swift action, you can expend one of your strike terror in your foe.
uses of the Stunning Fist feat to cloak yourself in flame. Your stance, attack method, and demeanor demonstrate to
Any creature that strikes you with a melee attack takes 1d6 your foe that you are capable of defeating him with little
points of fire damage. effort.
This benefit lasts until the start of your next turn. Your intent is clear—if you decide to hit your foe.
Special: A fighter can select Fiery Ki Defense as one of his you could easily slay him.
fighter bonus feats. Prerequisites: Intimidate 4 ranks.
A monk with the Stunning Fist feat can select Fiery Ki Benefit: As a standard action, you make a single melee
Defense as her bonus feat at 8th level, as long as she also attack against your foe.
possesses the Fiery Fist feat (other prerequisites can be You subtract a number from this attack equal to or less than
ignored). your base attack bonus.
If your attack hits, you can make an Intimidate check
against the foe you struck, with a bonus equal to the
FLAY [] number you subtracted from your attack roll.
When fighting unarmored opponents, you excel at twisting If this check succeeds, your opponent is shaken for the rest
your weapon just before impact. of the encounter.
This motion rips and tears at your foe’s flesh, causing You cannot use (his feat IO worsen an opponent’s fear
intense pain. condition beyond shaken.
This attack is wholly ineffective against armored foes, but it Special: A fighter can select Intimidating Strike as one of
tears through natural defenses. his fighter bonus feats.
Prerequisites: Str 13, Power Attack.
Benefit: When you use your Power Attack feat with a INDOMITABLE SOUL []
slashing or piercing weapon against a foe who lacks an
armor bonus to AC. Your physical toughness translates into greater menial
you inflict horrid pain on your target. resiliency.
11 your attack hits, your opponent must make a Fortitude Where others cave in to magical effects that alter their
save (DC 10 + your damage bonus from Power Attack on minds, you stand resolute.
the strike). Prerequisites: Endurance, Iron Will.
If this save fails, he takes a –2 penalty on attacks for 1 Benefit: Whenever you make a Will save against a
round. mindaffecting or fear ability, you can roll 2d20 and use (he
You can use this feat once per round against a given target. higher of the two die rolls.
Special: A fighter can select Flay as one of his fighter
bonus feats.
KEEN-EARED SCOUT []
Your sharp sense of hearing allows you to determine much
GRENADIER [] more about your surroundings.
You are skilled in using grenade-like weapons. Prerequisites: Listen 6 ranks, Alertness or Skill focus
You excel at tossing them to just the right spot to maximize (Listen).
the amount of damage they cause as they burst open upon Benefit: When you make a Listen check, you might learn
the battlefield. more than normal about a source of noise.
Benefit: You are an expert with splash weapons and all If you beat the Listen DC by 5 or more, you determine the
manner of incendiary mixtures. size, speed, and direction of the source of noise If you beat
You gain a –1 bonus on attack rolls with splash weapons the DC by to or more, you determine the precise, current
and a +1 bonus on the weapon’s damage (including splash position of the creature or object that caused the sound.
damage). If you beat the DC by 15 or more, you determine the type of
Special: A fighter can select Grenadier as one of his armor the creature wears and what it carries, if anything.
fighter bonus feats. If you beat the DC by 20 or more, you learn the creature’s
type and subtypes.
The information you learn is cumulative.
HINDERING OPPORTUNIST [] For example, if you got a Listen check result of 35 against a
When you have a chance to strike a distracted foe, you DC of 23.
instead use that opportunity to aid or protect an ally against you gain the information for bearing the check by Id and
him. by 5.
Prerequisites: Combat Reflexes, base attack bonus +3. These benefits apply to both standard and opposed Listen
Benefit: Whenever an opponent provokes an attack of checks.
opportunity from you, you can choose to replace that attack Also, you gain a –5 bonus on Listen checks to pinpoint
with an aid another action targeting that opponent. invisible creatures.
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If your familiar then leaves your space to attack an
KI BLAST [] opponent, it gains the normal benefit for attacking from a
You focus your ki into a ball of energy that you can hurl at hidden position.
an opponent.
Prerequisites: Dex 13.
Wis 13. MAD FOAM RAGER []
Fiery Fist, Improved Unarmed Strike. You fight with the rage that only a rabid badger or a beer-
Stunning Fist, base attack bonus +8. addled dwarf can bring to bear.
Benefit: You can expend two daily uses of your Stunning In combat, you shrug off attacks and continue fighting
Fist feat as a move action to create an orb of raw ki energy. even in the face of horrific injuries and effects.
You can then throw the seething orb as a standard action Prerequisite: Rage or frenzy ability.
with a range of 60 feet. Benefit: When fighting, you can endure tremendous
This ranged touch attack deals damage equal to 3d6 points 4 blows with little visible effect.
your Wis modifier. As an immediate action, you can choose to delay the effect
The let orb is a force effect. of a single attack, spell, or ability used against you.
If you fail to throw the orb before the end of your turn, it The damage or effect does not lake hold until the end of
dissipates harmlessly. your next turn.
When you take this feat, you gain an additional daily use of You can only use this ability while under the effect of your
Stunning Fist. rage or frenzy ability.
Special: A fighter can select Ki Blast as one of his fighter You can activate it once every time you use your rage or
bonus feats. frenzy ability.
A monk with the Stunning Fist feat can select Ki Blast as
her bonus feat at 8th level, as long as she possesses the Fiery
Fist feat and a base attack bonus of +6 (other prerequisites MASTER MANIPULATOR []
can be ignored). Your words are your weapons.
You confuse others with your n, luring them into giving up
vital secrets and leaving them dumbfounded with your
LEAP OF THE HEAVENS [] carefully constructed, conversational static.
Your excellent athletic ability and superior conditioning Prerequisites: Cha 13, Diplomacy 9 ranks.
allow you to make near-superhuman leaps. Benefit: This feat grants two new uses for the Diplomacy
Prerequisite: Jump 4 ranks. skill.
Benefit: When making a Jump check, the DC for the You must share a language with a creature to use these
check doesn’t double if you fail to move 20 feet in a straight options against it.
line prior to jumping, if you do move 20 feet in a straight Neither ability functions during combat.
line before attempting a jump, you gain a +5 competence Captivating Speech: You can distract a creature with your
bonus on your check. compelling delivery and witticisms.
Normal: All Jump checks require a 20-foot running start With a successful Diplomacy check opposed by the target’s
to avoid doubling the DC of the check. own Diplomacy check or Will save, you can impose a –4
penalty on the target’s Listen.
Sense Motive, and Spot checks so long as you continue
LUNGING STRIKE [] speaking.
You make a single attack against a foe who stands just You can affect a number of targets equal to 1 + your Cha
beyond your reach. bonus (if any) as long as they are all Within 20 feet.
Prerequisite: Base attack bonus +6. Trap of Words: If a creature attempts and fails to successfully
Benefit: As a full-round action, you can make a single to use Bluff to lie to you, you skillfully maneuver the
strike with a 5-foot bonus to your attack’s reach. conversation to confuse the target or trick him into letting
This benefit applies to both armed and unarmed al racks, slip a vita clue.
including touch attacks made to deliver spells. After succeeding on your Sense Motive check, you can
Special: A fighter can select Lunging Strike as one of his then engage the target in conversation for at least 1 minute.
fighter bonus feats. At the end of this time, make a Diplomacy check opposed
by the target’s Bluff check.
If you succeed, the target inadvertently reveals his lie and
LURKING FAMILIAR [] the reason behind it.
Your familiar hides within the (olds of your robe or lakes
cover behind you as your opponents close in. MELEE EVASION []
When it moves to attack, its sudden appearance might
catch your foe by surprise. Your speed, agility, and talent for intelligent fighting allow
Prerequisites: Combat Familiar, arcane caster level 6th, you to avoid your opponent’s blows.
familiar. You take careful stock of an opponent and slip away from
Benefit: If your familiar occupies your square, it gains his sword blow just as he commits to the attack.
cover against all attacks. Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge.
As a consequence, it can make a Hide check to avoid your
foe’s notice.
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Benefit: While lighting defensively, you can attempt to Special: A fighter can select Penetrating Shot as one of his
negate a single attack made by the target of your Dodge fighter bonus feats.
feat.
If this opponent attacks you.
use an immediate action to make a d20 roll modified by RANGED WEAPON MASTERY []
your highest base attack bonus. You have mastered a wide range of weapons.
The result is used as your normal AC and touch AC against Your training with one specific weapon now extends to
that single, specific attack from your opponent. other weapons of a similar son.
You cannot use this feat if your Dexterity bonus to AC does Prerequisites: Proficiency with selected weapon.
not apply against your opponent’s attack. Weapon Focus with selected weapon, Weapon
Special: A fighter can select Melee Evasion as one of his Specialization with selected weapon, base attack bonus +3.
fighter bonus feats. Benefit: When you select this feat, choose bludgeoning,
piercing, or slashing.
You must have Weapon Focus and Weapon Specialization
MELEE WEAPON MASTERY [] with a ranged weapon that deals this type of damage.
You have mastered a wide range of weapons. When using any ranged weapon that has the damage type
Your training with one specific weapon now extends to you selected, you gain a +2 bonus on attacks and a +2 bonus
other weapons of a similar sort. on damage.
Prerequisites: Proficiency with selected weapon. In addition, you increase its range increment by 20 feet.
Weapon Focus with selected weapon, Weapon Special: You can select this feat more than once.
Specialization with selected weapon, base attack bonus 48. Each time you can select a new damage type.
Benefit: When you select this feat, choose bludgeoning, A fighter can choose Ranged Weapon Mastery as one of his
piercing, or slashing. fighter bonus feats.
You must have Weapon Focus and Weapon Specialization
with a melee weapon that deals this type of damage.
When using any melee weapon that has the damage type RAPID BLITZ []
you selected, you gain a +2 bonus on attack rolls and a –2 You charge across the battlefield, combining your speed
bonus on damage rolls. and fighting ability to move and attack with unmatched
Special: You can select this feat more than once. skill.
Each time, you can select a new damage type. Prerequisites: Dex 13, Bounding Assault, Dodge,
A fighter can choose Melee Weapon Mastery as one of his Mobility, Spring Attack, base attack bonus +18.
fighter bonus feats. Benefit: You can designate a third target for your Spring
Attack teat.
In addition to the second attack you gain from your
OVERWHELMING ASSAULT [] Bounding Assault feat, you can make a third attack with a –
If you attack a foe who does nothing to turn aside your 10 penalty.
attack, you press forward with an indomitable strike.
Only a fool ignores the deadly threat you present.
Prerequisite: Base attack bonus +15. ROBILAR’S GAMBIT []
Benefit: As a free action, designate one specific foe as the By offering Robilar’s Gambit, you absorb damage to place
target of this feat. yourself in an advantageous position.
If this foe begins his turn adjacent to you, ends his turn still This dangerous sacrifice is not for the unfit or the unwise,
adjacent to you, and does not attack you, target you with a for one failed retaliatory strike can undo the advantage
spell, or use a special ability against you, you gain a +4 gained.
bonus on melee attack rolls against him on your next turn. Lord Robilar, a rash and impetuous fighter, gained fame
using this technique against his enemies.
Prerequisites: Combat Reflexes, base attack bonus +12.
PENETRATING SHOT [] Benefit: At the start of your action, you can adopt a
You send a powerful shot cleaving through your enemies. fighting stance that exposes you lo harm bill allows you to
Prerequisites: Str 15, Point Blank Shot, base attack take advantage of your opponents’ exposed defenses as they
bonus +10. reach in to attack you.
Benefit: When you make a ranged attack with a projectile Anyone who strikes al you gains a 14 bonus on attack rolls
weapon (such as a bow, crossbow, or sling), you can instead and damage rolls against you.
choose to unleash a single, mighty attack that blasts In return, they provoke attacks of opportunity from you
through multiple opponents. each time they swing.
This attack requires a standard action, and your shot takes Resolve your attack of opportunity after your foe’s attack.
the form of a 60-foot line Make a separate attack roll against Normal; Opponents do not provoke attacks of opportunity
each creature in the line. by attacking.
If struck, creatures along this line take damage from your Further, when an opponent provokes an attack of
shot, though any extra damage (such as from a sneak attack opportunity, you resolve your attack before he completes
or a flaming weapon) is applied only against the first the action that provoked the attack of opportunity.
creature struck. Special: A fighter can select Robilar’s Gambit as one of his
fighter bonus feats.
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With another swift action, you can give up this feat’s
SHIELD SLING [] benefit in order to regain the use of your weapon’s superior
You can hurl your shield as a deadly missile, turning it from reach.
a defensive item to a crushing, thrown weapon. Special: A fighter can select Short Haft as one of his
Prerequisites: Proficiency with shields, Improved fighter bonus feats.
Shield Bash, Shield Specialization, base attack bonus +9.
Benefit: You can wield your light shield or heavy shield
as a thrown weapon with a range increment of 20 feet. SLASHING FLURRY []
The shield deals damage as normal for its size (see Table 7– You swing your weapon with uncanny speed, slicing apart a
5, PH 116), and you gain your Strength bonus on damage as foe in the blink of an eye.
normal for a thrown weapon. Prerequisites: Proficiency with selected slashing
In addition, you can make a ranged touch attack to initiate a weapon, Weapon Focus with selected slashing weapon,
trip attempt. Weapon Mastery (slashing), Weapon Specialization with
Your target resists the trip attempt as normal. selected slashing weapon, base attack bonus +14.
You lose your size bonus (though not a size penalty) on Benefit: When you use a standard action 10 attack with
your Strength check. any slashing weapon, you can choose to make a second
If your foe’s check succeeds, he cannot attempt to trip you. attack with that weapon.
You cannot throw a tower shield. You take a –5 penalty on the first attack, and a –10 penalty
You can throw a buckler, but it does no damage, and you on the second.
cannot use it to trip an opponent. When you use a full attack action with any slashing
Special: A fighter can select Shield Sling as one of his weapon, you gain one additional attack at your highest base
fighter bonus feats. attack bonus.
That attack and all other attacks you make in the current
round take a –5 penalty.
SHIELD SPECIALIZATION []
You are skilled in using a shield, allowing you to gain
greater defensive benefits from it. SPECTRAL SKIRMISHER []
Prerequisite: Proficiency with shields. You have trained extensively in the use of magic that
Benefit: Choose one type of shield from the following renders you invisible.
list: buckler, heavy, or light. In combat, you use this experience to vex your opponents
When using a shield of the appropriate type, you increase and increase your survivability.
its shield bonus to AC by 1. P re requisite: Base attack bonus +6.
Special: You can take this feat more than once, each time Benefit: While you are invisible, you gain additional
you select it, choose a different type of shield. benefits.
A fighter can select Shield Specialization as one of his Creatures unable to see you due to invisibility take a –5
fighter bonus feats. penalty on all Listen checks to detect you.
A creature using a melee attack against the square you
occupy provokes an attack of opportunity from you.
SHIELD WARD [] You must choose to make this attack before checking lo see
You use your shield like a wall of steel and wood. if the creature finds you.
When an opponent attempts to draw in close to you. If you attack and hit, the creature automatically finds you in
your shield forces him away or ruins his attacks. your square.
Prerequisite: Proficiency with shields, Shield See page 152 of the Player’s Handbook and page 295 of the
Specialization. Dungeon Master’s Guide for the effects of invisibility on
Benefit: You apply your shield bonus to your touch AC, combat.
and on checks or rolls to resist bull rush, disarm, grapple, Special: A fighter can select Spectral Skirmisher as one of
overrun, or trip attempts against you. his fighter bonus feats.
Special: A fighter can select Shield Ward as one of his
fighter bonus feats.
SPELL-LINKED FAMILIAR []
You and your familiar can share spell energy, allowing your
SHORT HAFT [] familiar to cast a limited number of spells each day.
You have trained in polearm fighiing alongside your Prerequisites: Arcane caster level 9th, familiar.
comrades in arms, sometimes reaching past them while Benefit: Your familiar can cast spells that you grant to it.
they shield you, and sometimes shielding them while they A familiar gains spells based on your arcane easier level, and
attack from behind you. any spells granted to your familiar are subtracted from your
Prerequisites: Proficiency with a reach weapon, daily allotment.
Weapon Focus with a reach weapon, base attack bonus +3. The maximum number of spells of a certain level that you
Benefit: As a swift action, you can choose to lose the can grant to your familiar is given on the table below.
benefit of wielding any reach weapon other than a spiked For example, as a 16th-level arcane caster, you can grant
chain or a whip. your familiar as many as three 0-level spells, two 1st-level
In return, you can use that weapon to threaten and attack spells, and one 2nd-level spell.
spaces adjacent to you.
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The memory of your past accomplishments drives you
onward, instilling in you the confidence needed lo face still
greater foes.
Prerequisite: Craft (taxidermy) 6 ranks.
Benefit: When you defeat a foe in combat, you can
preserve a part of its body and create a trophy that you can
The familiar uses 1/2 your caster level as its caster level. wear or brandish.
It cannot cast spells that have a gp or XP cost, or that In order to be worthy of your efforts, the opponent must
require a focus. have a CR greater than your current level.
A familiar does not need somatic, material, or verbal A trophy has a value equal to the defeated creature’s CR ×
components to cast a spell that was granted to it by this feat. 100 gp.
You must spend lime using the Craft (taxidermy) skill to
create the trophy as normal.
STALWART DEFENSE [] Once you create a trophy, you can sell it for its market price
You excel at aiding your allies in battle. or wear it.
When an opponent attempts to strike one of them, you When you create a trophy, you must design it to occupy
make a quick, distracting motion to ruin the foe’s efforts. space on your body as one of these kinds of magic items:
Prerequisites: Combat Reflexes, Hindering amulet, bell, boors, or cloak.
Opportunist, bass attack bonus +9. You cannot gain the benefit of both a magic item and a
Benefit: When an opponent you threaten attempts a trophy if both occupy the same space on your body; in such
melee attack against one of your allies, you can give up one a case, the object you donned last becomes functional and
of your attacks of opportunity lo attempt an aid another the other object does not work.
action. While wearing a trophy, you gain a +2 bonus on Intimidate
You target the attacking opponent with the aid another. checks per trophy against creatures of the same type as the
The target of your foe’s attack gains the benefit of your trophy, except for outsiders and humanoids.
action in the form of a +2 bonus to AC against the In these two cases, the target must share the same subtype
attempted attack. as the creature from which you crafted the trophy.
You cannot use this feat against the same opponent more You take a—4 penalty on Diplomacy checks against
than once per round. creatures of the same type or subtype as one or more of
your worn trophies.
For each trophy you wear, you gain a +1 bonus on saves
STEADFAST DETERMINATION [] against fear effects.
Your physical durability allows you to shrug off attacks that Once per day, you gain a morale bonus on a single Will save
would cripple a lesser person. equal to the number of trophies you wear.
Rather than depend on agility or willpower, you use your In this case, you draw upon the memories of past victories
raw toughness to survive. to strengthen your resolve.
Prerequisites: Endurance. If you choose to take this morale bonus on a save against a
fear effect, it stacks with the usual +1 bonus on saves per
Benefit: You can use your Constitution modifier in place
trophy worn.
of your Wisdom modifier on Will saves.
You do not automatically fail Fortitude saves on a roll of Special: You can only craft trophies from corporeal
natural 1. creatures that you actively helped defeat.
You cannot craft trophies from oozes.
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This check requires that you spend at least 1 minute Once per round before making an attack roll, you can
listening to the creature and watching its gestures and instead choose to treat your d20 result as a 10.
demeanor. You gain a +1 bonus lo AC.
The check’s base DC is 20. Special: You can choose this feat only once, for a single
If the creature is not the same type as you, the DC is 30. specific kind of weapon.
With a successful check, you learn the basic gist of the The dedication and focus it requires makes it impossible to
creatures speech. gain this feat for more than one weapon.
This ability gives you no special talent to speak the
creature’s tongue.
Social Agility: You can temporarily alter a creature’s attitude TACTICAL FEATS
toward you.
You can use Bluff against an unfriendly or less hostile
creature in the same way you use Diplomacy. BLOOD-SPIKED CHARGER []
Using Bluff in this manner is a standard action that takes You throw yourself into the fray, using your spiked armor
no special penalties. and spiked shield to tear your opponents to pieces.
The target’s attitude remains changed for 1 minute. Prerequisites: Str 13, proficiency with spiked armor
After this time, it becomes one grade more hostile than and spiked shields, Power Attack, Weapon Focus (spiked
where it started for 10 minutes. armor, Weapon Focus (spiked shield), base attack bonus +6.
Benefit: The Blood-Spiked Charger feat grants you access
to three special tactical maneuvers.
WATER SPLITTING STONE [] Spiked Avalanche: When you are using the charge action
You channel your ki energy to splinter the defenses of while wearing spiked armor and carrying cither a spiked
creatures whose tough hides or magical natures normally shield or nothing in your hands, you throw yourself into
allow them to shrug off your blows. the air, transforming yourself into a deadly, spiked
Prerequisite: Dex 13, Wis 13, Improved Unarmed projectile.
Strike. A successful attack with either your spiked shield or your
Stunning Fist, base attack bonus +9. spiked armor deals extra damage equal to twice your
Benefit: You gain a +4 bonus on damage rolls when you Strength bonus.
make an unarmed strike against an opponent whose You can attack with both your spiked armor and a spiked
damage reduction is effective against your unarmed strikes. shield on this charge, each one benefiting from the
This feat’s benefit does not apply against a target if its Strength bonus, but you take the normal penalties for using
damage reduction does not apply to your attacks. two weapons.
For example, a monk with ki strike (adamantine) does not Spiked Rebuke: When you are fighting defensively and
gain 1 lie bonus on damage rolls against a foe with damage carrying a spiked shield, you lash out at your foes with your
reduction that affects attacks with adamantine weapons. shield in response to their attacks.
Special: A fighter can select Water Splitting Stone as one Determine what your AC would be without your spiked
of his fighter bonus feats. shield and the AC bonus for fighting defensively.
A monk with the Stunning Fist feat can select Water If an opponent’s attack hits against this lower AC but
Splitting Stone as long as she has a base attack bonus +9 misses against your actual AC, the foe strikes your shield,
(other prerequisites can be ignored). allowing you to deflect his attack in such a way as to leave
him vulnerable to your counter.
On your next action, you gain a +2 bonus on attack rolls
WEAPON SUPREMACY [] against your chosen foe with your spiked shield.
You are a grandmaster in the use of your chosen weapon. Spiked Slam; As a full-round action when you are wielding a
When you hold it in your hands, no foe can stand against spiked shield, you can opt to make only a single attack at
you. your best base attack bonus.
Prerequisites: Proficiency with selected weapon. You brace yourself behind your spiked shield, drive
Greater Weapon Focus with selected weapon, Greater yourself forward, and slam into your foe.
Weapon Specialisation with selected weapon, Weapon You enter your foe’s space, which provokes attacks of
Focus with selected weapon, Weapon Specialization with opportunity.
selected weapon, Weapon Mastery with damage type of In return, your attack deals extra damage equal to twice
selected weapon, fighter level 18th. your Strength and an additional amount based on your size
Benefit: When fighting with the weapon that you choose (see below).
for this feat, you gain a number of additional advantages. After making this attack, you stumble back into the square
You gain a +4 bonus on all checks made to resist being you occupied just before making this attack.
disarmed. Until the start of your next turn, you do not threaten any
You can wield your weapon against a foe who grapples you squares.
without penalty and without first making a grapple check.
In this situation, you can take a standard action or a full
attack action as normal.
When you take a full attack action, you can apply a +5
bonus to any single attack after your first strike.
419
While others rely on swords and armor, you use your
cutting wit and ability to manipulate others.
Prerequisites: Bluff 8 ranks, Intimidate 8 ranks,
Perform 8 ranks.
Benefit: The Combat Panache feat grants you access to
three special tactical maneuvers.
Fortuitous Tumble: For a brief moment, you appear to let
your guard down.
As your foe swings at you, you slip out of the way, causing
his attack to slam into one of his allies.
Special: A fighter can select Blood-Spiked Charger as one By positioning yourself correctly and making yourself an
of his fighter bonus feats. appealing target, you dupe your foe into making a critical
blunder.
To use this maneuver, you must be successfully attacked by
COMBAT CLOAK EXPERT [] a foe.
On your next turn, you can take a move action to make a
You are adept at turning your cloak into a vital pan of your
Bluff check opposed by his Sense Motive check.
combat repertoire.
If you succeed on the check, you can take an immediate
By twirling it about you.
action at the start of your foe’s next turn and designate a
sweeping it over enemies, and using it lo conceal your
different larger for your opponent’s next melee attack
weapon, you can catch an opponent by surprise.
(which must be a creature it threatens).
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, Play Dead: You crumple to the ground as if slain, luring your
base attack bonus +6.
opponent into a false sense of security.
Benefit: The Combat Cloak Expert feat grants you access As an immediate action after you are hit for at least 10
to three special tactical maneuvers. points of damage by a single attack, you can attempt to play
You must wear a cloak in order to utilize them. dead.
Cloak Defense: While you are lighting defensively, you can You drop prone and make a Bluff check opposed by your
use your cloak to confuse your foes. attacker’s (or any other relevant observer’s) Sense Motive
You hold it before your chest like a curtain, making it check.
difficult for enemies to read your defensive moves. If you succeed on this check, the observer assumes you are
Your cloak grants you a +1 shield bonus to AC. dead.
If you use the total defense action, your cloak’s shield If you subsequently rise and attack him in the same round,
bonus improves to +2. he loses any attack of opportunity he might have been
(Shield bonuses do not stack, making it likely that this entitled to against you, and he loses his Dexterity bonus to
maneuver is a poor option if you already carry a shield). AC against the first attack that you make.
Cloaked Strike: You can use your cloak to hide a light You can use this ability once per encounter.
weapon. Standing up after playing dead does not provoke attacks of
To utilize this maneuver, on the first round you must move opportunity.
adjacent to an opponent while you do not have a weapon in Sneering Glower: With just the right mix of your
either hand. intimidating presence and your martial talents, you strike
On the second round, you make a Bluff check opposed by such fear into your target that he has difficulty fighting you
your foe’s Sense Motive check as you use a move action to effectively.
draw your weapon. On your next turn after you deal at least 1 point of damage
If this check succeeds, your opponent loses either his to your opponent, you can make an Intimidate check
Dexterity bonus to AC or his shield bonus to AC (your against him as a move action.
choice) until the end of your current turn. If you succeed on this check, your foe takes a penalty on his
Whirling Cloak: You can attempt to use your cloak to attack rolls against you equal to your Charisma bonus.
confuse your opponent. You can gain this benefit against only one foe at a time; it
As a move action after successfully striking an opponent in lasts for the duration of the encounter or until you switch
melee, make a melee touch attack against that foe. targets.
If this attack hits, you whirl your cloak around him, If you designate a new target for this ability (by attempting
temporarily ruining his defenses. a new Intimidate check against a different creature), the
Your opponent cannot make attacks of opportunity against previous target no longer takes the penalty on his attack
a particular ally of your choice until the start of his next rolls against you.
turn. Opponents that are immune to the effects of the Intimidate
Special: A fighter can select Combat Cloak Expert as one skill, such as mindless creatures and those with immunity
of his fighter bonus feats. to fear, are immune to this maneuver.
Special: A fighter can select Combat Panache as one of his
COMBAT PANACHE [] fighter bonus feats.
Your glowing personality and sharp performance abilities
allow you to navigate the battlefield on sheer chutzpah EINHANDER []
alone. You excel at wielding a one-handed weapon while carrying
420 nothing in your offhand.
Prerequisites: Tumble 6 ranks, base attack bonus +6. As a standard action, you can Transform a single square of
Benefit: If you are fighting with a one-handed weapon or clear term in into difficult terrain through the use of a
a light weapon and carrying nothing in your off hand, the tanglefoot bag.
Einhander feat grants you access to three special tactical This effect persists for 10 minutes before the tanglefoot bag
maneuvers. loses its potency.
Narrow Profile: You can tuck your arm behind your back and
offer a narrow profile when you concentrate on defense
rather than offense. SHADOW STRIKER []
You gain an additional +2 dodge bonus to AC when You melt into the shadows, hiding from your enemies until
fighting defensively or using the total defense action. the rime is right.
Off-Hand Balance: You use your off hand to balance yourself Your cunning, guile, and stealth allow you to pick the most
while performing acrobatic maneuvers. opportune moment to strike.
After you successfully strike an opponent, you gain a +2 Prerequisites: Hide 12 ranks, Move Silently 12 ranks.
bonus on Tumble checks to avoid his attacks of opportunity Benefit: The Shadow Striker feat grants you access to
until the start of your next turn. three special tactical maneuvers.
When you flip and roll out of harm’s way, you use one hand Evade Notice: If both you and an ally threaten an opponent,
to keep your balance and your other hand to keep your you can attempt to slip beneath your opponent’s notice.
weapon trained on your foe. On your turn, if you take no hostile actions, such as
Off-Hand Swap: With a flourish, you flip your weapon into attacking, casting an offensive spell, and so forth, you can
the air, catch it in your offhand, and continue to press the make a Hide check opposed by the threatened foe’s Spot
attack. check, if you succeed on this check, your foe cannot attack
When you use this maneuver, you must first take a full you on his next turn as long as he threatens another active
attack action to strike an opponent at least twice. opponent.
On your next turn, you cm make a special feint as a free If you attack your foe for any reason before or during his
action, using Sleight of Hand rather than Bluff. next turn, you lose this maneuver’s benefit.
Your opponent uses; the standard rules for resisting a feint. Fade Away: To use this maneuver, you must first attack an
Once you use this maneuver against a particular opponent, opponent as a standard action, then move away and attempt
whether it succeeds or fails, you cannot use it against him a Hide check as part of your move action for the turn.
again. If your attack hits, it creates a momentary diversion,
Special: A fighter can select Einhander as one of his granting you a +5 bonus on this Hide check.
fighter bonus feats. Ghost Strike: You use an ally’s distract ion and your talent to
move noiselessly and slip out of your opponent’s field of
vision for a single, crucial moment.
MAD ALCHEMIST [] To use this maneuver, both you and an ally must threaten a
You are an expert at using alchemical items. single foe.
Through expert meditation, research, and your careful As a Standard action, you make a Move Silently check
study of the art of alchemy, you have learned to make the opposed by your foe’s Listen check.
most of items such as alchemist’s fire. If you succeed on this check, you gain this maneuver’s
Prerequisites: Craft (alchemy) 6 ranks, Grenadier. benefit.
Benefit: The Mad Alchemist feat grants you access to On the next round, your target loses his Dexterity bonus to
three special tactical maneuvers. AC against your first attack of the round so long as your ally
Distracting Blast: If you ready an action to throw a still threatens him.
thunderstone at the square an opponent occupies, you can Special: A fighter can select Shadow Striker as one of his
disrupt his actions. fighter bonus feats.
The sudden bang from the stone’s detonation ruins your
foe’s concentration, possibly spoiling his attack or his
attempt to cast a spell.
If the target of this blast was casting a spell when you threw
the thunderstone, he must make a Concentration check
opposed by your Craft (alchemy) check.
If you succeed on this check, his spell is ruined.
If the target was not casting a spell, he must make a Will
save opposed by your Craft (alchemy) check or take a –2
penalty on attack rolls, checks, and saves until the
beginning of your next turn.
Fiery Blaze: To use this maneuver, you must first strike a
creature with a container of lantern oil or alchemist’s fire.
On your next turn, you must strike the creature with a spell
or weapon attack that deals fire damage.
If you do so, the creature takes an extra 1d6 points of fire
damage and catches on fire if it is nor already in flames.
Tanglefoot Defense: By tearing open a tanglefoot bag and
spreading its contents across an area, you can create a
vexing barrier that hinders an opponent’s approach. 421
This benefit functions like the ranger class feature of the
same name, except that the exact type of creature you
POWER OF FAERÛN oppose, usually followers of another deity, is determined by
your faith.
See Player’s Guide to Faerûn, page 50, for a list of appropriate
(3.5) enemies of your deity.
422
423
HERETIC OF THE FAITH [] INITIATE OF AMAUNATOR
You stray significantly from the teachings of your faith. [INITIATE]
Prerequisite: Patron deity and cither divine spellcasting
ability or code of conduct class ability. You have been initiated into the greatest secrets of
Benefit: You can grossly violate your deity’s code of Amaunator’s faith.
conduct, but not your class alignment restriction, without Prerequisite: Cleric or paladin 4th, Heretic of the Faith
risk of loss of loss of spells or class abilities. (Risen Sun), Heretic of the Faith (Three-Faced Sun), or
If you are a cleric, your alignment can be two steps away Servant of the Fallen (Amaunator).
from your respective deity’s alignment instead of just one. Benefit: You can spontaneously cast any spell on your
(In other words, you can violate your deity’s alignment spell list that has the fire descriptor.
restrictions by one extra step). This ability works like spontaneously casting cure spells
You can gain levels without atoning (see the atonement spell does.
description). In addition, you can add the following spells to your cleric
However, you are in no way exempt from or paladin spell list:
excommunication or immune to divine retribution from 2nd—augury; 3rd—haste; 4th—order’s wrath; 8th—sunburst;
your deity or his servants. 9th—time stop.
In fact, your actions invite the highest level of divine
scrutiny. LEADERSHIP FEAT OPTIONS
If you have access to domains, you can exchange any one
domain you have already selected for another domain
outside those normally available to your faith.
The new domain must be consistent with the tenets of your
heresy (as adjudicated by the DM).
Likewise, you can exchange your favored weapon and
weapon of the deity spell effect for another consistent with
the tenets of your heresy (as adjudicated by the DM).
Taking this feat automatically prompts a Leadership check.
All cohorts or followers who are members of your faith
either agree to the heresy or are lost.
Moreover, upon your death you are judged one of the False
(see page 259 of the FORGOTTEN REALMS Campaign
Setting) unless your deity specifically intervenes on your
behalf with Kelemvor.
Without the use of a miracle or wish spell, this does not
happen unless your heresies are adopted by the deity and
the faith as a whole.
It is theoretically possible that such intervention could
occur long after your death, but such cases are vanishingly
rare.
Normal: If you grossly violate your deity’s code of
conduct, you risk losing spells and class abilities until you
atone (see the atonement spell description and Sins and
Penance, page 232 of the FORGOTTEN REALMS Campaign
Setting).
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divination, you receive an answer in the form of a loud
booming voice accompanied by a visible manifestation of
the deity’s power, such as a nimbus of colored light in a hue
favored by the deity.
In the 3 rounds after such a display, you receive a +4 sacred
bonus (or profane bonus, for followers of evil deities) to the
DC of compulsion spells, spell-like abilities, and
supernatural abilities.
RULERSHIP []
You are a ruler of an economic, frontier, governmental
military, religious, transport, or other community.
Prerequisites: Leadership or Epic Leadership, effective
Leadership score of 10 or more.
Benefits: You gain a +4 bonus to your base Leadership
score.
You gain a +100 bonus to your base Influence modifier.
As a ruler, you have some degree of authority over
members of organizations in which you have followers.
Once per day you can exchange a follower you gained from
your Leadership feat for a different follower from the same
organization.
The DM determines the actual pool of followers available to
you.
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A delayed power may be negated normally during the
CRAFT UNIVERSAL ITEM [ITEM delay, and can be detected normally in the area or on the
CREATION] target with powers that can detect psionic effects.
A delayed power costs a number of power points equal to
You can create miscellaneous psionic items, such as third its standard cost + 6.
eyes or psychoactive skins (see Chapter 7: Psionic Items for
rules about universal items).
Prerequisite: Manifester level 3rd+. DISARM MIND [PSIONIC]
Benefit: You can create any miscellaneous psionic item You can directly deplete your foe’s power point total with
whose prerequisites you meet. psionic attacks.
Crafting a miscellaneous psionic item takes one day for Prerequisite: Cha 13+, Mental Adversary.
each 1,000 gp in its price. Benefit: You deplete a number of power points equal to
To empower a miscellaneous psionic item, the psionic your Charisma modifier × 4 from your opponent on any
character must spend 1/25 of the item’s price in XP and use psionic attack that deals 1 or more ability damage, after
up raw materials costing half of this price. accounting for your opponent’s mental hardness.
You can also mend a broken universal item if it is one that To use this feat, you must pay power points equal to the
you could make. cost of the psionic attack + 3.
Doing so costs half the XP, half the raw materials, and half You decide whether or not to pay the extra cost after
the time it would take to empower that item in the first discovering the failure or success of your psionic attack to
place. deal ability damage.
Some universal items incur extra costs in materials
components or XP as noted in their descriptions.
These costs are in addition to those derived from the item’s DODGE [GENERAL]
base price.
You are adept at dodging blows.
You must pay such a cost to create an item or mend a
broken one. Prerequisite: Dex 13+.
Benefit: During your action, you designate an opponent
and receive a +1 dodge bonus to Armor Class against attacks
DEEP IMPACT [PSIONIC] from that opponent.
You can strike your foe with a melee weapon as if making a You can select a new opponent on any action.
touch attack. Note: A condition that makes you lose your Dexterity
bonus to Armor Class (if any) also makes you lose dodge
Prerequisite: Str 13+, Power Attack, Psionic Weapon,
bonuses.
base attack bonus +3 or more.
Also, dodge bonuses (such as this one and a dwarf’s racial
Benefit: If you pay 5 power points per strike, you can bonus to dodge giants) stack with each other, unlike most
resolve your melee attack with a weapon as a touch attack other types of bonuses.
for purposes of assessing your foe’s Armor Class.
You must decide whether or not to pay the cost prior to
making the melee attack. ENCODE STONE [ITEM CREATION]
Your weapon remains “charged” for a maximum number of
You can create power stones, from which you or another
rounds equal to your Strength modifier +1, or until you
make your next attack, whichever occurs first. psion can manifest the powers stored therein (see Chapter
7: Psionic Items for rules on power stones).
If your attack misses, the power point expenditure is
wasted. Prerequisite: Manifester level 1st+.
Benefit: You can create a power stone of any power that
you know.
DELAY POWER [METAPSIONIC] Encoding a power stone takes one day for each 1,000 gp in
You can manifest powers that trigger a set duration after its base price.
The base price of a power stone is the level of the stored
manifestation.
psionic power × its manifester level × 25 gp (treat a o-level
Benefit: A delayed power doesn’t activate until 1 to 5
power as one-half level).
rounds after you finish manifesting it.
To encode a power stone, you must spend 1/25 of this base
You determine the delay when manifesting the power, and
price in XP and use up raw materials costing half of this
it cannot be changed once set.
base price.
The power activates just before your turn on the round you
Any power stone that stores a psionic power with an XP
designate.
cost also carries a commensurate cost.
Only area, personal, and touch powers may be affected by
In addition to the costs derived from the base price, you
this feat.
must pay the XP when encoding the stone.
Any decisions you would make about the power (including
attack rolls, designating targets, or determining or shaping
an area) are decided when the power is manifested, while ENLARGE POWER [METAPSIONIC]
any effects resolved by those affected by the power
(including saving throws) are decided when the power You can manifest powers farther than normal.
triggers. Benefit: An enlarged power has its range doubled.
Powers whose ranges are not defined by distance do not
have their ranges increased.
427
Determine an enlarged power’s area or effect as if you were
two manifester levels higher than you actually are. GREATER PSIONIC FOCUS
An enlarged power costs a number of power points equal to [PSIONIC]
its standard cost + 2.
Your powers within your primary discipline have even
greater potency.
EXTEND POWER [METAPSIONIC] Prerequisite: Psionic Focus.
You can manifest powers that last longer than normal. Benefit: Add +4 to the DC for all saving throws against
Benefit: An extended power lasts twice as long as normal. powers from within your discipline if you’ve already taken
Powers with a concentration, instantaneous, or permanent the Psionic Focus feat for the selected discipline.
duration are not extended. This bonus overlaps (does not stack with) the bonus from
An extended power costs a number of power points equal Psionic Focus.
to its standard cost + 2. Special: You can gain this feat multiple times.
Its effects do not stack.
Each time you take this feat, it applies to a new discipline,
FELL SHOT [PSIONIC] but a psion must choose her primary discipline the first
You can strike your foe with a ranged weapon as if making a time she takes this feat.
touch attack.
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, HEIGHTEN POWER [METAPSIONIC]
base attack bonus +3 or more.
You can manifest a power as if it were higher level than it
Benefit: If you pay 5 power points per shot, you can
resolve your ranged attack as a touch attack for purposes of actually is.
assessing your foe’s Armor Class. Benefit: A heightened power has a higher psionic power
You must decide whether or not to pay the cost prior to level than normal (up to 9th level).
making the ranged attack. Unlike other metapsionic feats, Heighten Power actually
Your bullet, bolt, or arrow remains “charged” for a increases the effective level of the power that it modifies.
maximum number of rounds equal to your Dexterity All effects dependent on power level (such as saving throw
modifier + 1, or until you make your next attack, whichever DCs and ability to penetrate a minor dead psionics zone or
occurs first. a minor globe of invulnerability) are calculated according to
If your attack misses, the power point expenditure is the heightened level.
wasted. The heightened power costs as many power points as a
power of its effective level.
429
You decide whether or not to pay the extra cost after Special: Possession of the Quicken Power feat reduces
discovering the failure or success of your opponent’s the extra cost of Power Touch to 0 power points (you still
psionic attack to deal ability damage. must pay the standard cost for the power used in the attack
of opportunity).
PERSISTENT POWER
PSIONIC BODY [PSIONIC]
[METAPSIONIC]
Your mind reinforces your body.
You make one of your powers last all day. Benefit: At 1st level, you may use your key ability
Prerequisite: Extend Power. modifier determined by your primary discipline, if a psion,
Benefit: A persistent power has a duration of 24 hours. instead of your Constitution modifier to determine bonus
The persistent power must have a personal range or a fixed hit points.
range; you can’t use this feat on a power with a variable At higher levels, your bonus hit points are determined by
range, or on a power with an instantaneous duration. your Constitution, as normal However, you now gain +1 hit
Note that you must concentrate on some powers to use point every time you learn a metapsionic feat.
their effects (for example, detect psionics and detect thoughts); Special: You may only take this feat as a 1st-level
concentration on such a power is a standard action that character.
does not provoke an attack of opportunity.
A persistent power costs a number of power points equal to
its standard cost + 8. PSIONIC CHARGE [PSIONIC]
You can charge in a crooked line.
POINT BLANK SHOT [GENERAL] Prerequisite: Wis 13+, Speed of Thought, reserve power
points 3+.
You are skilled at making well-placed shots with ranged Benefit: When taking a charge action in combat (see
weapons at close range. Chapter 8 of the Player’s Handbook), you can make a number
Benefit: You get a +1 bonus on attack and damage rolls of turns, each of not more than 90 degrees, equal to your
with ranged weapons at ranges of up to 30 feet. Dexterity modifier.
The action still counts as a charge.
POWER ATTACK [GENERAL]
You can make exceptionally powerful melee attacks. PSIONIC DODGE [PSIONIC]
Prerequisite: Str 13+. You are proficient at dodging blows.
Benefit: On your action, before making attack rolls for a Prerequisite: Dex 13+, Dodge, reserve power points 5+.
round, you may choose to subtract a number from all melee Benefit: During your action, you designate an opponent
attack rolls and add the same number to all melee damage and receive a + 1 dodge bonus to Armor Class against
rolls. attacks from that opponent.
This number may not exceed your base attack bonus. This can be the same opponent designated for the standard
The penalty on attacks and bonus on damage applies until Dodge feat, or a separate opponent.
your next action. If the same opponent is chosen for both Dodge and Psionic
Dodge, the bonuses stack.
POWER PENETRATJON [PSIONIC] You can select a new opponent on any action.
Note: A condition that makes you lose your Dexterity
Your powers are especially potent, breaking through power bonus to Armor Class (if any) does not make you lose the
resistance more readily than normal. dodge bonus from the Psionic Dodge feat.
Benefit: You get a +2 bonus on manifester level checks Also, dodge bonuses (such as this one, the one from the
(1d20 + manifester level) to beat a creature’s power Dodge feat, the one granted from the Mobility feat, and a
resistance. dwarf’s racial bonus to dodge giants) stack with one
another, unlike most other types of bonuses.
POWER TOUCH [PSIONIC]
You can make power-enhanced attacks of opportunity. PSIONIC FIST [PSIONIC]
Prerequisite: Str 13+, Psionic Fist. You can charge your unarmed strikes with additional
Benefit: You can make attacks of opportunity using any damage potential.
power you know with a range of touch, if you have at least Prerequisite: Str 13+.
one hand free. Benefit: Your unarmed strikes deal +1d4 points of
The Power Touch attack of opportunity does not preclude bludgeoning damage when you pay the cost of 1 power
the normal manifestation of a psionic power during the point.
same round. You must decide whether or not to pay the cost prior to
The power used in conjunction with this feat costs a making the melee attack.
number of power points equal to its standard cost + 2. Your hand or foot remains “charged” for a maximum
Normal: Attacks of opportunity do not involve casting number of rounds equal to your Strength modifier + 1, or
spells or manifesting powers. until you make your next attack, whichever occurs first.
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If your attack misses, the power point expenditure is You decide whether or not to pay the cost after
wasted. determining the failure or success of the psionic attack to
breach your Will save.
Special: You can gain this feat multiple times, each time
PSIONIC FOCUS [PSIONIC] gaining bonus mental hardness equal to the previous bonus
Your powers within your primary discipline are more + 1, but you must pay a cost equal to the previous cost + 8.
potent than normal. You decide what mental hardness increment to use within
Benefit: Add +2 to the DC for all saving throws against the range granted by gaining this feat multiple times.
powers from the selected discipline.
Special: You can gain this feat multiple times.
Its effects do not stack. PSYCHIC INQUISITOR [PSIONIC]
Each time you take the feat, it applies to a new discipline, You know when others lie.
but a psion must choose his primary discipline the first Prerequisite: cha 13+, Psychoanalyst.
time he takes this feat. Benefit: When a living humanoid lies directly to you, you
perceive it.
You detect a maximum number of lies per conversation
PSIONIC METABOLISM [PSIONIC] equal to your Charisma modifier.
Your wounds heal especially rapidly. A conversation with an individual, once concluded, may
Prerequisite: Con 13+, Rapid Metabolism. not be renewed with Psychic Inquisitor active for a period
Benefit: You convert 1 point of normal damage to 1 point of 8 hours.
of subdual damage per hour if you pay the cost of 1 power You decide when, or if, to begin using this feat during a
point per hour. conversation.
If you are unconscious or dying, Psionic Metabolism does
not work.
PSYCHOANALYST [PSIONIC]
Your knowledge of the mind gives you influence with
PSIONIC SHOT [PSIONIC] others.
You can charge your ranged attacks with additional damage Prerequisite: Cha 13+.
potential. Benefit: You get a +2 bonus on all Diplomacy, Bluff, and
Prerequisite: Dex 13+, Point Blank Shot. Intimidate checks against living humanoids with an
Benefit: Your ranged shots deal +1d4 points of piercing Intelligence score of 4 or higher.
damage when you pay the cost of 1 power point. You get the same +2 bonus on Charisma checks used to
You must decide whether or not to pay the cost prior to influence or interact with living humanoids having an
making the ranged attack. Intelligence score of 4 or higher.
Your arrow, bolt, or bullet remains “charged” for a
maximum number of rounds equal to your Strength
modifier + 1, or until you make your next attack, whichever QUICKEN POWER [METAPSIONIC]
occurs first. You can manifest a power with a moment’s thought.
If your attack misses, the power point expenditure is Benefit: Manifesting a quickened power is a free action.
wasted. You can perform another action, even manifest another
power, in the same round as you manifest a quickened
power.
PSIONIC WEAPON [PSIONIC] You may only manifest one quickened power per round.
You can charge your melee weapon with additional damage A power whose rime to manifest is more than 1 full round
potential. cannot be quickened.
Prerequisite: Str 13+, Power Attack. The quickened power costs a number of power points equal
Benefit: Your melee weapon deals +1d4 points of damage to its standard cost + 8.
(slashing, piercing, or bludgeoning, as appropriate to the Special: Possession of the Power Touch feat allows the
weapon) when you pay the cost of 1 power point. use of that feat and one quickened power in the same
You must decide whether or not to pay the cost prior to round.
making the melee attack.
Your weapon remains “charged” for a maximum number of
rounds equal to your Strength modifier + 1, or until you RAPID METABOLISM [PSIONIC]
make your next attack, whichever occurs first. Your wounds heal rapidly.
If your attack misses, the power point expenditure is Prerequisite: Con 13+.
wasted. Benefit: You naturally heal a number of hit points per day
of rest equal to the standard healing rate + your
Constitution modifier.
PSYCHIC BASTION [PSIONIC]
You can raise a fortified defense against psionic attacks.
Benefit: You gain +1 mental hardness against a foe’s RETURN SHOT [PSIONIC]
successful psionic attack when you pay the cost of 3 power You can return incoming arrows, as well as crossbow bolts,
points. spears, and other shot or thrown weapons.
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Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, Special: All Psychometabolism powers are an exception
reserve power points 5+. to the target criteria, and may be scribed into a tattoo
Benefit: You need not have a free hand (holding nothing) despite the fact that they are personal powers.
to use this feat, but you must relinquish a two-handed hold
on a single item or drop a shield as a free action.
Once per round when you would normally be hit with a SPEED OF THOUGHT [PSIONIC]
ranged weapon, you may make a Reflex save DC 20 (if the You move faster.
ranged weapon bas an enhancement bonus to attack, the Prerequisite: Wis 13+, reserve power points 1+.
DC increases by that amount). Benefit: Your base speed is equal to your normal speed
If you succeed, you snatch the ranged weapon. +10.
You must be aware of the attack and not flat-footed, and you Special: You can take this feat multiple times.
cannot already have acted in the round. Each time increases your base speed by 10 feet and
You may only use this feat once in any given round. increases your prerequisite of reserve power points by 4.
Snatching a ranged weapon or ammunition (such as an For instance, if Ma’varkith takes Speed of Thought three
arrow, bolt, or sling bullet) counts as a free action. times, her speed is equal to her normal speed + 30 if her
If you successfully retrieve a bolt, arrow, or sling bullet, you reserve power points are 9 or more, her normal speed + 20 if
can load and fire it back at your foe if you hold the her reserve power points are 5 or more, or her normal speed
appropriate weapon. + 10 if her reserve power points are 1 or more.
A bow requires a move-equivalent action, a crossbow
requires a standard action, and a thrown weapon such as a
spear or knife is a free action to throw back. STAND STILL [PSIONIC]
If you are not bolding a ranged weapon suitable to the You can prevent foes from fleeing or closing.
snatched ammunition in your off hand, you cannot return Prerequisite: Str 13+, reserve power points 1+.
the attack. Benefit: When a foe’s movement would otherwise grant
You make the return attack at a bonus equal to half your you an attack of opportunity, you may give up that attack
foe’s ranged attack bonus (round down) + your full ranged and instead attack your foe prior to your foe’s actual
attack bonus. movement.
Exceptional ranged weapons, such as boulders hurled by This is akin to a readied action, but Stand Still doesn’t affect
giants or Melf’s acid arrow, can’t be snatched. your initiative count or actual readied actions, if any.
Special: If you also have the Deflect Arrows feat (see the The foe must succeed at a Fortitude save against a DC equal
Player’s Handbook), you make return attacks at a bonus equal to 10 + the damage you deal, or be unable to move into or
to your foe’s full ranged attack bonus + your full attack out of the area you threaten-essentially, this ends the
bonus. movement of a foe who is closing, and prevents any
movement of a foe who is fleeing (if you are normally
SCRIBE TATTOO [ITEM CREATION] allowed an attack of opportunity against the fleeing foe).
Since you use the Stand Still feat in place of your attack of
You can create psionic tattoos, also called psionic circuits, opportunity, you may only do so a number of times pet
which store psionic powers within their designs (see round equal to the number of times per round you could
Chapter 7: Psionic Items for rules on psionic tattoos). make an attack of opportunity (normally just one).
Prerequisite: Manifester level 3rd+. Normal: Attacks of opportunity occur after a foe has
Benefit: You can create a psionic tattoo of any psionic already moved within the area you threaten; thus, you are
power of 3rd level or lower that you know and that targets a unable to affect their movement with an attack.
creature or creatures (see Special, below).
Scribing a psionic tattoo takes one day.
When you create a psionic tattoo, you set the manifester SUNDER [GENERAL]
level. You are skilled at attacking others’ weapons.
The manifester level must be sufficient to manifest the Prerequisite: Str 13+, Power Attack.
power in question and no higher than your own level. Benefit: When you strike at an opponent’s weapon, you
The base price of a psionic tattoo is its power level × its do not provoke an attack of opportunity (see Strike a
manifester level × 50 gp (inscribing a 0-level power costs 25 Weapon in Chapter 8 of the Player’s Handbook).
gp).
To scribe a tattoo, you must spend 1/25 of this base price in
XP and use up raw materials (special inks, masterwork TALENTED [PSIONIC]
needles, and so on) costing half of this base price. You can manifest more o-level powers for free.
When you create a psionic tattoo, you make any choices Prerequisite: Inner Strength.
that you would normally make when manifesting the
Benefit: You can manifest three more 0-level powers for
power. free per day than normal.
When its wearer physically activates the tattoo, the wearer
is the target of the power.
Any psionic tattoo that stores a power with an XP cost also TRIGGER POWER [PSIONIC]
carries a commensurate cost.
In addition to the costs derived from the base price, you You choose one power that you can attempt to manifest for
must pay the XP when creating the tattoo. free.
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Prerequisite: Inner Strength, Talented, reserve power
points (see below).
UP THE WALLS [PSIONIC]
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level power you You can run on walls for brief distances.
know. Prerequisite: Wis 13+, Speed of Thought, Psionic
From now on you can attempt to trigger that power Charge, reserve power points 5+.
without paying its cost. Benefit: You can take part of one of your move actions
To trigger a power, you must first satisfy the requirement of ant a wall if you begin and end your move on a horizontal
a power point reserve equal to or greater than what it would surface.
normally cost you to manifest the power. The height you can achieve on the wall is limited only by
Then, make an ability check appropriate for the power’s this movement restriction.
discipline (for instance, you would make a Charisma check If you do not end your move on a horizontal surface, you
for charm person). fall prone, taking damage as appropriate for your height
If you meet or exceed the ability check DC (see below), the above the floor.
power is manifested normally with no power point cost. Treat the wall as a normal floor for the purposes of
If you fail the check, you are forced to pay its cost, but the measuring your movement.
power is still manifested normally. Passing the boundary between horizontal and vertical is
You can’t use Trigger Power in conjunction with psionic equivalent to 5 feet of movement along a normal floor.
attack or defense modes. Opponents on the floor still get attacks of opportunity as
DCs for the ability check are determined by level: 0-level, you move up the wall within areas they threaten.
11; 1st level, 13; 2nd level, 15; and 3rd level, 17. For instance, Ma’varkith the psychic warrior has a speed of
Special: You can take this feat multiple times, each time 40 feet (due to her Speed of Thought feat).
using it for a new triggered power. She begins her action standing next to the wall.
She runs up the wall at a 45-degree angle (“diagonally”) for
15 feet, which also puts her 15 feet farther along the hall.
TWIN POWER [METAPSIONIC] At this point, Ma’varkith runs 15 feet straight down the
You can manifest a power simultaneously with another wall, ending her move on a 5 foot-square immediately next
power just like it. to the wall, and takes her attack normally against an
Benefit: Manifesting a power altered by this feat causes opponent there, which potentially sets up flanking for her
the power to take effect twice on the target, as if you were comrades.
simultaneously manifesting the same power two times on If the wall had a ledge within 30 feet, Ma’varkith could
the same location or target. have ended her move on it instead of heading back down
Any variables in the power (such as targets, shaping an area, the wall.
and so on) apply to both of the resulting powers. Special: You can take other move actions in conjunction,
The target suffers all the effects of both powers individually with moving on a wall.
and receives a saving throw for each. For instance, the Spring Attack feat allows you to make
In some cases, failure of both of the target’s saving throws your attack from the wall against a foe; standing on the
results in redundant effects, such as a twined charm person floor who is within the area you threaten; however, if you
(see Combining Magical Effects in Chapter 10 of the are somehow prevented from completing your move, you
Player’s Handbook, reading “psionic” for “magic”), although fall.
any ally of the target would have to succeed at two negate Likewise, you could tumble along the wall to avoid attacks
attempts in order to free the target from the charm. of opportunity.
A twinned power costs a number of power points equal to
its standard cost + 8.
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Prerequisite: Half-elf.
Benefit: Having 5 or more ranks in a skill gives you a +3
RACES OF DESTINY bonus on skill checks with each of its synergistic skills, as
noted in the skill description.
Normal: Synergistic skills provide a +2 bonus on skill
(3.5) checks.
SMATTERINGS []
You have a talent for acquiring languages—at least enough
of each one to get by.
Prerequisite: Int 13.
Benefit: You can learn enough of a language to ask and
understand simple questions, explanations, and
instructions.
This benefit only applies to verbal communication.
After 2d6 days of listening to a new language, you know
enough to ask simple questions and to follow simple
directions.
Upon every future encounter with this language, you need
only 1d4 days to regain that knowledge.
SOCIABLE PERSONALITY [RACIAL] If you fail a Gather Information check, you can retry after 1
You are adroit at avoiding social gaffes. hour of questioning.
Prerequisites: Half-elf, Cha 13. The DM should roll the number of checks required
Benefit: You may reroll any Diplomacy or Gather secretly, so that the player doesn’t know exactly how long
Information checks. the task will require.
You must take the result of the reroll, even if it’s worse than Normal: A character without this feat can use Gather
the original roll. Information to find out information about a particular
individual, but each check takes 1d4+1 hours and doesn’t
allow effective trailing.
SUBTLE SIGIL [RACIAL] Special: You can cut the time per Gather Information
You are able to fade your sigils into invisibility, but still tap check in half (to 30 minutes per check), but you take a –5
their magical energy. penalty on the check.
Prerequisite: Illumian.
Benefit: You can make your sigils disappear or reappear
as a free action. INITIATE FEATS
You gain the full benefits of your power sigils even when
they are not visible.
Normal: Illumians can douse their sigils or make them ARCANE INSIGHT [INITIATE]
reappear with a standard action, and they lose the benefits By immersing yourself in the teachings of Boccob, you
of their power sigils as long as they are doused. have unearthed magical secrets and gained special insight
into arcane spellcasting.
Prerequisites: Cleric level 3rd, deity Boccob.
URBAN STEALTH [] Benefit: Add Knowledge (arcana) to your list of cleric
You are particularly adept at moving quietly and unnoticed class skills.
through the city. You gain a +2 insight bonus on Spellcraft checks.
Prerequisite: Knowledge (local) 2 ranks. In addition, you may add the following spells to your cleric
Benefit: You gain a +3 bonus on Hide and Move Silently spell list:
checks in a small city or larger community. 1st True Strike: +20 on your next attack roll.
This bonus applies only when you are outside—trying to 3rd Arcane Sight: Magical auras become visible to you.
hide in a bedroom or office does not benefit from this feat, 5th Rary’s Telepathic Bond: Link lets allies
since your knowledge of urban environments is no help in communicate.
such confined spaces. 7th Arcane Sight, Greater: As arcane sight, but also
reveals magic effects on creatures and objects.
8th Moment of Prescience: You gain insight bonus on
URBAN TRACKING [] a single attack roll, check, or save.
You can track down the location of missing persons or
wanted individuals within communities.
Benefit: To find the trail of an individual or to follow it
DREAD TYRANNY [INITIATE]
for 1 hour requires a Gather Information check. A devoted student of Hextor’s militant teachings, you are
You must make another Gather Information check for skilled at intimidating and dominating weaker beings.
every hour of the search, as well as each time the trail Prerequisites: Cleric level 3rd, Str 13, deity Hextor.
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Benefit: Add Intimidate to your list of cleric class skills.
You add your Strength bonus in addition to your Charisma
LAW INVIOLATE [INITIATE]
bonus on Intimidate checks. Your unshakable faith in St. Cuthbert allows you to better
Furthermore, when you use a lethal weapon to deal apprehend fugitives or overcome villains who transgress
nonlethal damage, you lessen the penalty on attack rolls by the law.
2 (–2 penalty instead of –4). Prerequisites: Cleric level 1st, must be lawful, deity St.
In addition, you may add the following spells to your cleric Cuthbert.
spell list: Benefit: Your natural weapons, as well as any weapons
2nd Scare: Frightens creatures of less than 6 HD. you wield, are treated as lawful-aligned for the purpose of
4th Evard’s Black Tentacles: Tentacles grapple all overcoming damage reduction.
within 15-ft. spread. In addition, you may add the following spells to your cleric
5th Dominate Person: Controls humanoid spell list:
telepathically. 1st Color Spray: Knocks unconscious, blinds, and/or
6th Eyebite: Target becomes panicked, sickened, and stuns 1d6 weak creatures.
comatose. 2nd Daze Monster: Living creature of 6 HD or less
8th Demand: Delivers short message and suggestion loses next action.
anywhere, instantly. 3rd Suggestion: Compels subject to follow stated
9th Dominate Monster: As dominate person, but any course of action.
creature. 5th Passwall: Creates passage through wood or stone
wall.
6th Suggestion, Mass: As suggestion, plus one
ETERNAL STRENGTH [INITIATE] subject/level.
You have taken Kord’s fighting ways to heart. 8th Power Word Stun: Stuns creature with 150 hp or
Throwing yourself into every brawl, you draw upon your less.
mighty deity’s strength.
Prerequisites: Cleric level 5th, Str 13, deity Kord.
Benefit: You gain a +4 bonus on saving throws to resist
RADIANT FIRE [INITIATE]
effects that deal Strength damage or cause Strength drain. Pelor has ignited your faith and conviction, making you
In addition, you may add the following spells to your cleric better able to fight the creatures of darkness.
spell list: Prerequisites: Cleric level 3rd, deity Pelor.
3rd Heroism: Gives +2 bonus on attack rolls, saves, and Benefit: You gain a +2 insight bonus on damage rolls
skill checks. against creatures with the evil subtype.
5th Waves of Fatigue: Several targets become fatigued. In addition, you may add the following spells to your cleric
6th Heroism, Greater: Gives +4 bonus on attack rolls, spell list:
saves, skill checks; immunity to fear; temporary Level Spell
hp. 2nd Scorching Ray: Ranged touch attack deals 4d6 fire
7th Waves of Exhaustion: Several targets become damage, +1 ray/four levels (maximum 3).
exhausted. 3rd Summon Monster III*: Calls extraplanar creature
to fight for you.
5th Summon Monster V*: Calls extraplanar creature
FAR HORIZONS [INITIATE] to fight for you.
By dedicating yourself to the philosophies of Fharlanghn, 6th Summon Monster VI*: Calls extraplanar creature
you have become a more world-wise and capable traveler. to fight for you.
Prerequisites: Cleric level 1st, deity Fharlanghn. 8th Summon Monster VIII*: Calls extraplanar
Benefit: Add Climb, Jump, and Swim to your list of cleric creature to fight for you.
class skills. * Fire elementals only.
Furthermore, you always know the direction of north from
your current position.
You cannot use this extraordinary ability in any
UNDYING FATE [INITIATE]
environment where “north” does not exist. You have pledged your unswerving obedience to Wee Jas,
In addition, you may add the following spells to your cleric and she in turn has granted you special insight into life and
spell list: death.
1st Expeditious Retreat: Your speed increases by 30 ft. Prerequisites: Cleric level 3rd, deity Wee Jas.
3rd Leomund’s Tiny Hut: Creates shelter for ten Benefit: As a swift action, you can determine how close
creatures. creatures are to death.
5th Overland Flight: You fly at a speed of 40 ft. and This extraordinary ability can be used at will but otherwise
can hustle over long distances. functions like the deathwatch spell.
6th Shadow Walk: Step into shadow to travel rapidly. In addition, you may add the following spells to your cleric
spell list:
2nd False Life: Gain 1d10 temporary hp +1/level (max
+10).
3rd Halt Undead: Immobilizes undead for 1
round/level.
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5th Blight: Withers one plant or deals 1d6/level Fleet of Feet: You can walk across a precarious surface more
damage to plant creature. quickly than normal.
7th Finger of Death: Kills one subject or deals 3d6 You can move at your full speed without taking a –5
damage +1/level (max +25). penalty on your Balance check.
Graceful Drop: If you intentionally jump from a height, you
take less damage than you would if you fell.
WHISPERED SECRETS [INITIATE] If you succeed on a Jump check when jumping down (see
You revere the Maimed Lord and have devoted your page 77 of the Player’s Handbook), you take falling damage as
miserable, worthless life to learning but a few of the if you had dropped 20 fewer feet than you actually did.
Whispered One’s secrets. Master of the Roof: You know how to use the slopes to your
Prerequisites: Cleric level 1st, deity Vecna. advantage.
Benefit: Add Listen and Spot to your list of cleric class You gain a +1 dodge bonus to AC against any opponent
skills. who is at a different elevation from you.
Furthermore, you automatically become aware of any
attempt to observe you by means of a divination (scrying)
spell or effect.
This extraordinary ability does not enable you to discern
the scrier, the type of scrying device or spell used, or the
scrier’s location.
In addition, you may add the following spells to your cleric
spell list:
1st Disguise Self: Changes your appearance.
2nd Darkvision: See 60 ft. in total darkness.
3rd Glibness: You gain +30 on Bluff checks and your
lies can escape magical discernment.
4th Arcane Eye: Invisible floating eye moves 30
ft./round.
5th Prying Eyes: 1d4 +1/level floating eyes scout for
you.
6th Analyze Dweomer: Reveals magical aspects of
subject.
8th Mind Blank: Subject is immune to
mental/emotional magic and scrying.
TACTICAL FEATS
CROWD TACTICS [TACTICAL]
You are adept at moving through and fighting in crowds.
Prerequisites: Hide 5 ranks, Dodge.
Benefit: The Crowd Tactics feat enables the use of three
tactical maneuvers.
You only gain these benefits if the crowd is indifferent or
friendly.
Moving with the Flow: Entering a square with a crowd in it
does not cost you extra movement.
One with the Crowd: You gain a +4 bonus on Hide checks
made in square with a crowd.
Master of the Mob: You gain a +4 bonus on Diplomacy or
Intimidate checks when attempting to direct a crowd.
Normal: See page 100 of the Dungeon Master’s Guide for
rules on crowds.
ROOFWALKER [TACTICAL]
You are adept at moving and fighting on rooftops and
ledges.
Prerequisites: Balance 5 ranks, Jump 5 ranks, Dodge,
Mobility.
Benefit: The Roofwalker feat enables the use of three
tactical maneuvers.
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Benefit: You receive a +2 bonus on all Handle Animal
and Ride (any arachnid) checks.
RACES OF FAERÛN You may use the Handle Animal skill to affect monstrous
spiders of Large size or smaller.
BATRIDER [GENERAL]
ANCESTRAL SPIRIT [GENERAL] You are highly skilled in the art of flying dire bats, a
You have ties to the long-dead spirit of one of your clan’s common form of transportation among the shield dwarves
ancestors, who whispers ancient words of wisdom into your of the Far Hills.
mind in times of need. Prerequisite: Ride (dire bat) skill.
Prerequisites: Illuskan human, patron deity Uthgar. Region: Shield dwarf.
Regions: The North, the Great Glacier. Benefit: You receive a +2 bonus on Handle Animal and
Benefit: You receive a +2 bonus on all Heal and Ride (dire bat) checks.
Knowledge (history) checks.
440
DISENTANGLER [FIGHTER, ENERVATIVE HEALING [GENERAL]
GENERAL] You can use the life energy of an opponent to heal yourself.
Prerequisites: Fey’ri, ability to use enervation as a spell-
Thanks to the teachings of Thard Harr, you have practiced like ability.
evading the attacks of jungle plants. Benefit: When you use your enervation ability, you may
Prerequisite: Wild dwarf. choose to touch an opponent instead of firing a ray, making
Regions: Chult, wild dwarf. a melee touch attack to do so.
Benefit: You receive a +2 bonus on all Escape Artist If the target gains negative levels, you heal 5 hit points for
checks and a +2 bonus on opposed grapple checks. every negative level the target gains from this attack as if
you had been healed with positive energy.
DROW EYES [GENERAL]
You have trained your eyes to see in the dark as well as your EYES OF LIGHT [GENERAL]
full drow ancestors. You can focus the holy power within you to create a beam
Prerequisite: Half-drow elf. of destructive light energy.
Benefit: You gain darkvision 120 ft. Prerequisites: Aasimar, Celestial Bloodline.
Normal: A half-drow normally has darkvision 60 ft. Benefit: Once per day you may fire a ray of searing light
from your eyes as a spell-like ability.
DUERGAR MINDSHAPER [GENERAL] Your caster level for this ability is your character level.
Using this ability counts as your use of light (or daylight, if
You are accomplished at using the power of your mind to you have the Light to Daylight feat) for the day.
overcome weaker personalities.
Prerequisites: Gray dwarf.
Benefit: You gain +1 spell power (+1 on save DCs and a +1 FIENDISH BLOODLINE [GENERAL]
bonus on checks to overcome spell resistance) on Some of your latent fiendish abilities, inherited from an
enchantment spells and spell-like abilities. unusually powerful fiendish ancestor, have matured.
Prerequisites: Fey’ri, tanarukk, tiefling, base Fortitude,
Reflex, and Will saves +1.
ELDRITCH LINGUIST [GENERAL] Benefit: You gain the ability to cast protection from good
You have a deep understanding of how words themselves three times per day and bane once per day as spell-like
have their own kind of magic, and a mastery of the secret abilities with a caster level equal to your character level.
syntax of power.
Prerequisites: Illuskan human, ability to cast divine
spells. FOREST GNOME PHANTASIST
Benefit: You gain +1 caster level when casting a spell [GENERAL]
from the list below.
The tradition of the eldritch linguist consists of the You can protect your forest home with a variety of
following spells at the appropriate levels: 0—read magic; phantasms and patterns to befuddle your foes.
1st—command, comprehend languages; 2nd—speak with Prerequisite: Forest gnome.
animals, whispering wind; 3rd—bestow curse, explosive runes, Benefit: Your Illusion (pattern) and Illusion (phantasm)
glyph of warding, speak with dead, speak with plants; 4th— spells and spell-like abilities gain +1 spell power (+1 on save
dismissal, sending, shout, tongues; 5th—atonement, greater DCs and +1 bonus on checks to overcome spell resistance).
command, hallow; 6th—greater glyph of warding, word of recall;
7th—blasphemy, dictum, holy word, power word stun, word of
chaos; 8th—power word blind, symbol; 9th—power word kill. GENIE LORE [GENERAL]
You have studied centuries of Calishite lore regarding
geniekind.
ELEMENTAL BLOODLINE [GENERAL] Region: Calimshan.
You have taken on some of the aspects of the type of Benefit: Choose one type of energy: acid, cold, electricity,
element that infuses your flesh. or fire.
Prerequisites: Base Fortitude save +4, genasi (air, earth, You add +1 to the DC of saving throws for any sorcerer
fire, or water). spells with the energy type descriptor that you cast.
Benefit: You gain a +4 saving throw bonus on saving This benefit stacks with the Spell Focus feat if the spell you
throws against poison, sleep, paralysis, or stunning. cast is from your chosen school.
You also have a 25% chance to turn a critical hit or a sneak Special: You can gain this feat multiple times.
attack against you into a normal hit (as if you were wearing Each time you take the feat, it applies to a new energy type.
light fortification armor).
If you are wearing fortification armor (or a similar item or
have an ability with a similar effect), use the one that has GIFT OF TONGUES [GENERAL]
the larger percentage chance. You have an intuitive talent for learning languages.
Regions: Moon elf, sun elf.
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Benefit: Your Intelligence is 4 points higher for the Benefit: You receive a +2 bonus on Diplomacy and
purpose of determining how many bonus languages you Perform checks.
may start with.
You are not limited to the bonus languages of your region.
Speak Language is always a class skill for you. HEADLONG RUSH [FIGHTER,
You gain a +1 bonus on all Decipher Script and Sense GENERAL]
Motive checks.
Special: If you choose this feat after 1st level, you do not You charge your foes with immense force, heedless of your
immediately gain additional bonus languages, but all other own safety.
effects of the feat apply. Prerequisite: Orc or half-orc, base attack bonus +4 or
higher.
Benefit: Instead of a normal charge attack, you can
GOLD DWARF DWEOMERSMITH perform a headlong rush.
A headlong rush is a charge that provokes attacks of
[GENERAL] opportunity from every foe who can reach its path,
You have learned the secrets of gold dwarf magic that including the opponent you attack.
creates or enhances weapons. A headlong rush otherwise functions like a charge attack
Prerequisites: Gold dwarf. (+2 attack, –2 AC, straight-line movement only), except that
Benefit: You gain +1 caster level when casting a spell that a successful attack deals double damage.
creates a weapon or enhances an existing one.
An 11th-level caster with this feat, for example, grants a
weapon a +4 enhancement bonus when she casts greater HEALING FLAMES [GENERAL]
magic weapon, not just a +3 enhancement bonus. You can draw energy from open flames to heal yourself.
This bonus caster level allows you to exceed the normal Prerequisites: Base Will save +3, fire genasi or tanarukk.
maximum effect allowed by a spell.
The tradition of gold dwarf dweomersmiths includes the
following spells at each level: 1st—bless weapon, magic stone,
magic weapon, shillelagh; 2nd—flame blade, Melf’s acid arrow,
spiritual weapon; 3rd—flame arrow, keen edge; 4th—greater
magic weapon, holy sword; 6th—blade barrier, spellstaff; 7th—
changestaff, Mordenkainen’s sword.
Other spells gain this benefit if they target a weapon.
Additionally, any magic weapons you fashion cost 5% less
in gold pieces to make.
The experience point cost is unaffected.
Benefit: When you use your control flame spell-like ability,
GRIM VISAGE [GENERAL] you instead may touch the flame and heal yourself a
Your eyes have seen a lot, and now they show everyone that number of hit points of damage depending upon the size of
you aren’t to be trifled with. the fire.
Even glib people stammer in your presence. This counts as a use of your control flame ability for the day.
Regions: Damaran human. Touching the flame causes you no harm when you use this
Benefit: You gain a +2 bonus on Intimidate and Sense ability, but if you enter the flame, touch more than just its
Motive checks. edge, or remain in contact with it for more than 1 round,
you take damage from the fire.
THEOCRAT [GENERAL]
You have the delicate touch needed to maintain the favor of
your patron deity and the political skills needed to survive
in the trenches of bureaucratic warfare common in the
lands ruled by agents of the Mulhorandi pantheon.
Prerequisite: Patron deity from the Mulhorandi
pantheon.
Regions: Mulhorand, Unther.
Benefit: You get a +2 bonus on all Diplomacy and
Knowledge (religion) checks.
449
BURROW FRIEND [RACIAL]
RACES OF STONE Your natural rapport with burrowing mammals improves.
Prerequisites: Gnome, Cha 13.
Benefit: You gain a +2 bonus on Handle Animal checks
(3.5) and wild empathy checks involving burrowing mammals.
If you have the spell-like ability to speak with burrowing
mammals, you can use this ability one extra time per day
per point of Charisma bonus.
MAIN SECTION FEATS Normal: Gnomes can normally use speak with animals to
converse with burrowing animals only once per day.
ANCESTRAL KNOWLEDGE [RACIAL]
You have a strong connection to the ancestors of your clan, CLAN PRESTIGE [RACIAL]
giving you understanding and knowledge beyond the Your actions have brought you some measure of fame and
mortal realms. respect from your clan, whether from battle prowess or
Prerequisites: Dwarf, Wis 15. years of service to the clan.
Benefit: You can make any Knowledge check untrained, Prerequisites: Dwarf, Cha 13.
even if the DC is higher than 10. Benefit: Your prestigious actions grant you a +4 bonus on
In addition, you can use your Wisdom modifier for any all Charisma-based skill checks when dealing with other
Knowledge check in place of your Intelligence modifier. members of your clan.
Normal: A character can only make untrained The clan must be specified when the feat is taken, and it
Knowledge checks if the DC is 10 or lower, and Knowledge cannot be changed.
skills are Intelligence-based. Special: This feat is applicable to one clan only, typically
the one with which the character is affiliated.
It cannot be taken more than once.
AUSPICIOUS MARKING [RACIAL]
Goliaths place great stock in how the mottled variations in
skin pigmentation herald events in that goliath’s future. CRAFT RUNE CIRCLE [ITEM
Your skin patterns indicate that fate has marked you for CREATION]
greatness, and the patterns shift slowly to take new forms.
Prerequisite: Goliath. You can create rune circles, stationary magic items that
Benefit: Goliaths who can see your skin pattern are hold a variety of spells and effects.
subconsciously affected by it. Prerequisite: Caster level 5th.
You gain a +2 bonus on all Charisma-based skill checks Benefit: You can create a rune circle whose prerequisites
when dealing with other goliaths. you meet (see Sample Rune Circles on page 168 for
In addition, you can reroll any stabilization check once per prerequisites and other information on rune circles).
turn. Creating a rune circle takes one day for each 1,000 gp in its
price.
To create a rune circle, you must spend 1/25 of the item’s
AXESPIKE [STYLE] price in XP and use up raw materials costing one-half of
You have mastered the art of fighting in spiked armor while this price.
wielding a greataxe. You can also mend a broken rune circle if it is one that you
You blend greataxe blows and armor spike attacks into one could make.
constant, deadly attack form. Doing so costs half the XP, half the raw materials, and half
Prerequisites: Proficiency with armor spikes, the time it would take to craft that item in the first place.
proficiency with greataxe, Armor Proficiency (heavy), Some rune circles incur extra costs in material components
Weapon Focus (armor spikes). or XP, as noted in their descriptions.
Benefit: When you make a full attack with your greataxe, These costs are in addition to those derived from the item’s
you can make an additional attack with your armor spikes base price.
at a –5 penalty.
You can only add 1/2 your Strength modifier to the damage DEEP VISION [PSIONIC]
from this extra attack, as if it were an attack with an off-
hand weapon. Your mental focus helps you see farther with darkvision.
Prerequisite: Darkvision.
Benefit: While you are psionically focused, your natural
BATTLE HARDENED [RACIAL] darkvision range increases by 30 feet.
Your extensive battle experience has left you incredibly Special: This feat affects only darkvision permanently
calm and composed, even in the heat of battle. gained from a creature’s race, type, or class, not from
Prerequisites: Dwarf, base attack bonus +4. impermanent effects such as the darkvision spell or goggles of
Benefit: You receive a +4 bonus on saving throws against night.
fear effects.
You also gain a +2 bonus on initiative checks.
450
Benefit: You gain a +1 bonus on weapon damage rolls if
DEFLECTIVE ARMOR [PSIONIC] both you and your foe are touching the ground.
Your armor shields you from touch attacks as well as
regular blows.
Prerequisite: Heavy Armor Optimization. EARTH FIST [RACIAL]
Benefit: While you are psionically focused and wearing Your bond with the earth and martial training has imbued
heavy armor, the AC bonus from your armor (including any your fists with the qualities of cold iron.
enhancement bonuses) applies against touch attacks as well Prerequisites: Dwarf, gnome, or goliath, Con 13, Wis
as regular attacks. 13, Earth Sense, Improved Unarmed Strike.
Benefit: As long as you are touching the ground, your
unarmed attacks are treated as cold iron weapons for the
DIVINE DAMAGE REDUCTION purpose of dealing damage to creatures with damage
[DIVINE] reduction.
Special: A fighter may select Earth Fist as one of his
You can channel energy to give yourself a small amount of fighter bonus feats (see page 38 of the Player’s Handbook).
protection from weapons.
Prerequisites: Con 13, Wis 13, Earth Sense, Earth’s
Warding, ability to rebuke earth creatures. EARTH MASTER [GENERAL]
Benefit: As a standard action, you can spend one of your You are in tune with the ground at your feet, helping you
rebuke earth creatures attempts to give yourself damage anticipate your opponent’s movements in combat.
reduction 2/adamantine.
Prerequisites: Con 13, Wis 13, Earth Adept, Earth
This benefit lasts for a number of rounds equal to your
Sense.
character level.
You must be touching the ground to use this feat. Benefit: You gain a +1 bonus on attack rolls if both you
and your foe are touching the ground.
454
You cannot partially increase the level of the spell (or “split”
MARKINGS OF THE HUNTER the cost) to reduce the number of uses of bardic music
[RACIAL] spent when using the Metamagic Song feat.
Only one method can be used to pay for metamagic feats
Your skin markings shift into a pattern that makes you hard that affect a single spell.
to get the drop on. You cannot use the Metamagic Song feat to improve a spell
Prerequisites: Goliath, Auspicious Marking. with the Silent Spell metamagic feat.
Benefit: You can roll a second d20 when making an
initiative check and use either of the two results.
MISLEADING SONG [BARDIC
MARKINGS OF THE MAGI [RACIAL] MUSIC]
Your skin markings shift into a pattern that denotes you as You can channel the power of your bardic music to
having strong magical talent. temporarily increase the power of your illusion spells.
Prerequisites: Goliath, Auspicious Marking. Prerequisites: Perform (any one) 5 ranks, Spell Focus
Benefit: Up to three times per day, you can roll a second (illusion), bardic music.
d20 when attempting a caster level check and use either of Benefit: As you cast an illusion spell, you can spend one
the two results. daily use of your bardic music ability to increase the caster
level and the saving throw DC of that spell by 1.
These bonuses stack with those provided by other feats,
MARKINGS OF THE MAKER such as Spell Focus.
[RACIAL]
Your skin markings shift into a pattern that gives you fate’s MORADIN’S SMILE [RACIAL]
edge when using skills. Through the favor of Moradin, you are skilled at interacting
Prerequisites: Goliath, Auspicious Marking. with others.
Benefit: Up to three times per day, you can roll a second Prerequisite: Dwarf.
d20 when attempting any skill check and use either of the Benefit: You gain a +2 bonus on all Charisma-based skill
two results. checks.
462
Draconic Heritage for All True Dragons the normal bonus provided by the feat against magic sleep
The table above provides the benefits of the Draconic and paralysis effects.
Heritage feat for all the kinds of true dragons published in Special: A character who chooses yu lung as his draconic
D&D products to date. heritage can, when he selects another draconic feat, choose
Many of the draconic bloodlines listed on the table don’t to change his draconic heritage to any other lung dragon
grant a bonus on saves against effects of a particular energy (chiang lung, li lung, lung wang, pan lung, shen lung, t’ien
type. it can only be changed by undergoing the Rite of Draconic
Instead, you gain a bonus on saves against spells and Affinity (see page 59).
abilities associated with the effect (such as force for the
Tarterian dragon) or subschool (such as compulsion for the
chaos dragon) that matches the entry on the table, as well as
463
Benefit: You gain resistance to the energy type associated
DRACONIC LEGACY [DRACONIC] with your draconic heritage equal to three times the
You have realized greater arcane power through your number of draconic feats you have, including draconic feats
draconic heritage. you take after gaining this feat.
Prerequisites: Any four draconic feats. Special: This feat grants no benefit to a character whose
Benefit: Based on your draconic heritage, add the spells draconic heritage is not associated with an energy type,
noted on the accompanying table to your list of spells such as a sorcerer with pan lung heritage.
known.
Each spell is added at the spell level where a spellcaster
normally gains it unless otherwise indicated. DRACONIC SKIN [DRACONIC]
Special: With your DM’s permission, you can choose a Your skin takes on a sheen, luster, and hardness related to
draconic legacy associated with a kind of dragon not found your draconic ancestor.
in the Monster Manual. Prerequisites: Draconic Heritage, sorcerer level 1st.
See the table on page 103 for details. Benefit: Your natural armor bonus increases by 1.
SIDEBAR FEATS
DRACONIC RESERVOIR []
You can cast your Draconic Rite of Passage spell-like ability
more often than normal.
Prerequisite: Kobold, must have completed the
Draconic Rite of Passage, 3 HD.
Benefit: You can cast your 1st-level sorcerer spell-like
ability gained from Draconic Rite of Passage 3/day.
A kobold must complete the Searching for the Dragon
meditation in order to recharge their spell-like ability, but
does not have to increase the 15 minute duration for the
additional castings.
Normal: The spell-like ability gained from Draconic Rite
of Passage can only be cast 1/day.
465
BATTLE CASTING []
RACES OF THE WILD You have a knack for staying out of harm’s way when
casting spells.
Prerequisites: Dex 13, Concentration 5 ranks, Combat
(3.5) Casting.
Benefit: While casting a spell, you gain a +2 dodge bonus
to your Armor Class.
The bonus lasts until the beginning of your next turn.
MAIN SECTION FEATS You cannot make attacks of opportunity while claiming the
dodge bonus from this feat.
ABLE SNIPER []
You are accomplished at remaining unseen when you’re BORN FLYER []
sniping with a ranged weapon. You can fly as though born to do it.
Prerequisites: Dex 13, Hide 5 ranks. Prerequisite: Dex 13.
Benefit: You gain a +2 bonus on ranged attack rolls with a Benefits: You gain a +4 competence bonus on saves or
weapon made against flat-footed targets that are at least 30 checks you make to maneuver in the air or to stay aloft.
feet away. If you do not have a natural fly speed, this feat allows you to
In addition, you gain a +4 bonus on Hide checks made to take feats that have a natural fly speed as a prerequisite.
hide again after you have made an attack roll while hiding
(see page 76 of the Player’s Handbook).
CATFOLK POUNCE []
You can rush unaware foes and deliver several attacks
AERIAL REFLEXES [] before they have a chance to respond.
Your aerial agility allow you to avoid dangerous effects Prerequisite: Catfolk, Dex 13.
while airborne. Benefit: If you use the charge action against a flat-footed
Benefit: While flying, you gain a bonus on Reflex saves opponent, you can make a full attack at the end of a charge.
based on your maneuverability. Special: A catfolk fighter may select Catfolk Pounce as a
bonus feat.
CENTAUR TRAMPLE []
You have trained to use your large body and unique
physiology against your foes.
Much like a humanoid knight mounted on a warhorse, you
have learned how to knock down opponents and ride over
them in combat.
Prerequisite: Centaur, Dex 15.
Benefit: When you attempt to overrun an opponent, your
target may not choose to avoid you.
You may make one hoof attack against any target you
knock down (remember that prone targets take a –4
AERIAL SUPERIORITY [] penalty to Armor Class).
You can use your flying ability to gain an advantage against See Overrun, page 157 of the Player’s Handbook.
landbound foes or airborne foes that you can outmaneuver. Special: A centaur fighter may select Centaur Trample as
Benefit: While flying, you gain a +1 dodge bonus to a bonus feat.
Armor Class against opponents who cannot fly or have a The DM may make this feat available to other centaur-like
lower maneuverability than you. races if they are available in your campaign.
466
Special: Expeditious Dodge can be used in place of the
DALLAH THAUN’S LUCK [] Dodge feat to qualify for a feat, prestige class, or other
You can rely on a good dose of luck to get you through special ability.
almost any scrape. A fighter may select Expeditious Dodge as one of his
Other halflings say the blessing of Dallah Thaun is upon fighter bonus feats.
you.
Prerequisites: Halfling, Cha 13.
Benefit: Once per day, you can opt to gain a +5 luck FLICK OF THE WRIST []
bonus on a single saving throw. With a single motion, you can draw a light weapon and
However, if you use this ability, you gain a –2 penalty on all make a devastating attack.
other saving throws until sunrise the next morning. Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick
Draw.
Benefit: If you draw a light weapon and make a melee
DEFENSIVE ARCHERY [] attack with it in the same round, you catch your opponent
You can avoid attacks of opportunity when making ranged flat-footed (for the purpose of this attack only).
attacks while threatened. You can use this feat only once per round and once per
Prerequisite: Point Blank Shot. opponent during any single combat encounter.
Benefit: You gain a +4 dodge bonus to Armor Class
against attacks of opportunity provoked when you make a
ranged attack. FOCUSED MIND []
Special: A fighter may select Defensive Archery as one of When you have the opportunity to concentrate on a task,
his fighter bonus feats. you usually do very well at it.
Prerequisites: Elf, Concentration 2 ranks.
Benefit: When you take 10 or take 20 on an Intelligence
DIVING CHARGE [] check or Intelligence-based skill check, you gain a +2 bonus
You can dive down at a target to deal a devastating strike. on the check.
Benefit: When charging while flying, if you move at least
30 feet and descend at least 10 feet, you gain a bonus on
your damage roll based on your fly speed. GNOLL FEROCITY []
(The damage bonus is based on your fly speed, not how far You embody the savage ferocity of your people.
you have moved in your charge). When you fly into a berserk rage, you can bite opponents
with your powerful jaws.
Prerequisites: Gnoll, rage or frenzy ability.
Benefit: When you use your rage ability, you gain a bite
attack.
This attack deals 1d6 points of damage, scaling normally
with size (see Table 5–1, page 296 of the Monster Manual),
plus your Strength bonus.
In addition, after you make this attack you can choose, Alternatively, you can make the bite attack as part of a full
regardless of your maneuverability, to turn in place so that attack as a secondary weapon with a –5 penalty on the
you are now flying parallel to the ground. attack roll (your other attacks take no penalty), but in this
case you only add half your Strength bonus on damage.
Special: The DM may make this feat available to other
ELF DILETTANTE [] animal-headed races if they are available in your campaign.
Throughout the long years of your life, you have developed
a talent for doing just about anything. IMPROVED FLIGHT []
Prerequisites: Elf, Int 13.
Benefit: You gain a +1 bonus on all untrained skill You have gained greater maneuverability when flying than
checks. you would normally have.
You can attempt untrained checks using skills that Prerequisite: Natural fly speed.
normally do not allow untrained use. Benefit: Your maneuverability while flying improves by
If a skill doesn’t allow skill checks (such as Speak one category (see page 312 of the Monster Manual).
Language), this feat has no effect. For example, if your normal maneuverability is poor, it
Normal: Without any ranks in a skill, you can’t attempt becomes average.
some skill checks.
KILLOREN ANCIENT []
EXPEDITIOUS DODGE [] You favor the killoren aspect of the ancient.
You’re good at avoiding attacks while moving quickly. Prerequisite: Killoren.
Prerequisite: Dex 13. Benefit: When you are manifesting the aspect of the
Benefit: When you move 40 feet or more in a single turn, ancient (see page 103), you can spend 10 minutes of
you gain a +2 dodge bonus to your Armor Class until the uninterrupted time communing with nature on a specific
question.
beginning of your next turn. 467
After this time has passed, you can make a check using any You can’t take 10 on this check.
Knowledge skill. If you succeed, each target of your spell is healed of 2 points
You gain a +4 insight bonus on this check; if successful, you of damage per spell level, in addition to the spell’s normal
learn answers as if you were trained in the skill, even if you effects.
have no ranks in the Knowledge skill in question. If the spell doesn’t have a target entry, this feat has no
effect.
This healing power is positive energy, so an undead
KILLOREN DESTROYER [] creature instead takes 2 points of damage per spell level.
You favor the killoren aspect of the destroyer. An unwilling creature can attempt a Will save (at the spell’s
Prerequisite: Killoren. normal save DC) to negate this effect.
Benefit: When you are manifesting the aspect of the If the skill check fails, the prepared spell or spell slot is lost.
destroyer (see page 103), any foe struck by your killoren You cannot use this feat on any spell with an alignment
smite attack must succeed on a Will save (DC 10 + 1/2 your descriptor, nor with any necromancy spell.
character level + your Cha modifier) or be dazed for 1 The natural world favors balance in all things, and thus
round. does not support specific alignment-based magic, nor can
A foe who is not vulnerable to this smite attack is immune its life-giving power be used to enhance the magic of death.
to the daze effect (that is, it only affects an aberration,
construct, humanoid, ooze, outsider, or undead).
PLUNGING SHOT []
You can use the force of gravity to make your ranged
KILLOREN HUNTER [] attacks deal extra damage if your target is below you.
You favor the killoren aspect of the hunter. Prerequisites: Dex 13, Point Blank Shot.
Prerequisite: Killoren. Benefit: If your target is at least 30 feet lower than you,
Benefit: When you are manifesting the aspect of the you deal an extra 1d6 points of damage with a thrown or
hunter (see page 103), you can take a move action to projectile weapon.
pinpoint the location of any living creature within 30 feet,
provided that you have line of effect to the creature, even if
you cannot see the creature in question.
SHARED FURY []
Any opponent that you cannot see still has total Your fearsome rage spurs your animal companion to greater
concealment. heights.
Prerequisites: Handle Animal 4 ranks, animal
companion class feature, rage class feature.
LIGHTFEET [] Benefit: When you rage, your animal companion gains
You have an incredibly soft step, making it difficult to track the same benefits and penalties from your rage that you do,
or hear you. but only if it is within 5 feet of you.
Prerequisites: Elf, Dex 13, Balance 2 ranks, Move The companion’s rage ends when your rage ends, or as soon
Silently 2 ranks. as you are no longer within 5 feet of your companion.
Benefit: You can walk without leaving behind any but
the most subtle marks.
The Survival DC to track you increases by 5 (or by 10 if you
UNDERFOOT COMBAT []
move at half speed to hide your trail; see the Track feat, You can enter the space that a foe at least two size
page 101 of the Player’s Handbook). categories bigger than you occupies.
You ignore any penalties on your Move Silently checks Prerequisites: Small or smaller, Tumble 10 ranks.
incurred by noisy or very noisy terrain (see the Move Benefit: You can move into or through a square occupied
Silently skill description, page 79 of the Player’s Handbook). by a creature at least two size categories larger than you.
You do not provoke attacks of opportunity for doing so.
While you are in a square occupied by a creature at least
MAGIC OF THE LAND [] two size categories larger than you, you gain the benefit of
Your intimate understanding of the natural world allows soft cover (+4 bonus to AC) against all attacks, including
you to imbue your spells with life-giving magical power those of the creature whose space you occupy.
from the land itself. Normal: Without this feat, you can move through squares
Prerequisites: Concentration 5 ranks, Knowledge occupied by a creature at least three size categories larger
(nature) 5 ranks, Spellcraft 5 ranks, caster level 1st. than you, or a creature three size categories smaller than
Benefit: When in a natural setting, you can draw on the you (or any creature, if you are Tiny or smaller).
power of the land to imbue your spells with healing power.
For the purpose of this feat, a natural setting is defined as
any location not within a community and not a constructed YONDALLA’S SENSE []
area. You display a shrewd perception of danger.
“Natural setting” includes unworked caverns, but not Other halflings say the blessing of Yondalla is upon you.
crafted dungeons and the like. Prerequisite: Halfling.
To use the feat, you must succeed on a Knowledge (nature) Benefit: You add your Wisdom bonus on initiative
check (DC 15 + spell level), made as a free action while checks.
casting a spell.
468
TACTICAL FEATS Flying Leap: To use this maneuver, you must move a
distance greater than your base land speed during the
round.
If you do, you gain a +4 bonus on Jump, Balance, and Climb
CONFOUND THE BIG FOLK checks because your wings give you lift and stabilize you.
[TACTICAL] Shroud of Feathers: To use this maneuver, you must spend a
move action to pull your wings around your body.
You excel when battling foes bigger than you are. You cannot be flying during this maneuver.
Prerequisites: Small or smaller, Tumble 10 ranks, You can then attempt to feint in combat (as described in the
Underfoot Combat. Bluff skill description, page 68 of the Player’s Handbook) as
Benefit: This feat allows you to perform any of the part of your attack, suddenly spreading your wings to reveal
following three maneuvers. your weapon just as it’s about to land a blow.
Knee Striker: To use this maneuver, you must first move into The shroud of feathers maneuver works on a given foe only
a square occupied by a foe at least two size categories larger once per combat.
than you. Special: The Hover feat (see page 304 of the Monster
On the next round, the foe is automatically considered flat- Manual) grants creatures of Large size or larger a bigger
footed against your attacks, and you gain a +4 bonus on any dust cloud than that granted with the dustup maneuver.
roll you make to confirm a critical hit. Special: A fighter may select Winged Warrior as one of
Underfoot Defense: To use this maneuver, you must first his fighter bonus feats.
move into a square occupied by a foe at least two size
categories larger than you.
On any succeeding round in which you remain in the foe’s WOLFPACK [TACTICAL]
square and fight defensively, use total defense, or use
You can gain an extra advantage when you and your allies
Combat Expertise (minimum –1 penalty on attack rolls),
can gang up on a foe.
any melee or ranged attack made against you has a 50%
chance to strike the foe whose square you occupy instead. Prerequisites: Dex 15, Dodge, Mobility, Spring Attack,
This chance does not apply to attacks made by the creature base attack bonus +6.
whose square you occupy. Benefit: You can use the following maneuvers with this
Unsteady Footing: To use this maneuver, you must first move feat.
into a square occupied by a foe at least two size categories Distract Foe: You begin this maneuver when you and at least
larger than you. one ally flank a foe.
On the next round, you can use a standard action to attempt On the first round, you and your allies gain normal
to trip your foe without provoking attacks of opportunity. flanking bonuses (+2 on attack rolls).
If your touch attack to initiate the trip attack succeeds, you Starting in the second round that you and at least one ally
can attempt a Strength or Dexterity check (your choice) flank a foe, you can make a ferocious attack that forces the
opposed by your foe’s Strength or Dexterity check (as foe to concentrate on you and largely ignore your allies.
normal) to trip your foe. You make a melee attack as a full-round action.
Your foe may not add any bonus on his Strength or If you hit, you make a special Bluff check as a free action;
Dexterity check to avoid the trip that he would gain from the damage your attack dealt applies as a bonus on your
his size. check.
If your trip check fails, your opponent may not attempt to The foe you attack opposes your attack with a special Sense
trip you. Motive check, adding her base attack bonus to the check.
If you have Improved Trip, you can follow a successful trip If you win the opposed check, your foe turns her attention
attempt with an immediate melee attack. to you, and each of your allies who are in position to give
you a flanking bonus can make an attack of opportunity
against that foe.
WINGED WARRIOR [TACTICAL] Drive Back: To use this maneuver, you and at least one ally
must threaten the same foe, and at least one of those allies
You use your wings for more than just flying.
must use the aid another action to assist your attack roll.
Prerequisites: Hover, must have wings, base attack
You make a melee attack as a full-round action.
bonus +4. If you hit, you make a free bull rush attempt without
Benefit: The Winged Warrior feat enables the use of moving into the defender’s space or provoking attacks of
three tactical maneuvers. opportunity.
Dustup: To use this maneuver, you must be standing in, or Resolve the bull rush normally, except that you add the
flying no more than 10 feet above, an area with a lot of loose damage your attack dealt as a bonus on the Strength check
debris. you make to resolve the bull rush.
If you flap your wings hard as a move action, the draft You can’t push an opponent back more than 5 feet with this
creates a hemispherical cloud with a radius of 20 feet. maneuver.
Clear vision within the cloud is limited to 10 feet. Gang Dodge: This maneuver allows you to use the aid
Creatures 11 to 20 feet away have concealment. another action to assist all allies who threaten the same foe
At over 20 feet, creatures have total concealment. you target with the action.
Those caught in the cloud must succeed on a You use a standard action as normal to aid an ally’s defense
Concentration check (DC 10 + 1/2 your character level) to (see the Aid Another special attack, page 154 of the Player’s
cast a spell. Handbook).
469
If you succeed, all your allies who threaten your foe gain a
+2 bonus to AC against that foe’s attacks until the
beginning of your next turn, provided that you continue to
threaten that foe for that time.
470
MAIN SECTION FEATS
SANDSTORM (3.5)
SERPENT FANG []
You are able to project your ki to strike foes as though you
had extended reach.
Prerequisite: Wis 15, Improved Unarmed Strike,
Stunning Fist.
Benefit: You must declare that you are using this feat
before you make your attack roll (thus, a failed attack roll
ruins the attempt).
By expending one Stunning Fist use for the day, you can
project your ki to strike an opponent that is 5 feet beyond
your normal unarmed reach.
If the blow hits, it deals normal unarmed damage.
This feat can be used only once per round.
Special: Monks can use special monk weapons when
using this feat, dealing damage according to the weapon.
TOUCHSTONE []
You forge a link with a power-rich location, referred to as a
touchstone site.
Prerequisites: Knowledge (local) 8 ranks for the area in
which the touchstone lies, or possession of a touchstone
key (a portable object native to the touchstone’s area and
worth at least 250 gp).
To forge a link between yourself and the touchstone, you
must spend a day in meditation, spending 10 XP and 250 gp
in material components.
Alternatively, the key object for the touchstone can be
destroyed as part of the ritual, in place of the material
components.
Benefit: You gain the base ability associated with the
touchstone to which you are linked.
If you physically visit the location to which you have
forged a link, you can also gain a higher-order ability with a
limited number of uses, as described for that touchstone.
You can swap sites any time you visit a new one and fulfill
its higher-order recharge condition.
See Touchstone Sites for more information.
Special: You can take this feat more than once.
Each time you do, you are able to retain one more
touchstone site’s base ability.
You also gain the capacity to retain uses of one more
touchstone’s higher-order ability.
Thus, by taking this feat twice, you could retain the base
abilities for both the Shrine at Kahar and the Sunken City
474
The saving throw DC against this ability is based on your
ability scores, not those of a standard creature of the kind
SAVAGE SPECIES whose form you’ve assumed.
For a breath weapon, the saving throw DC is 10 + your
Constitution modifier + 1/2 your Hit Dice (rounded down).
(3.0) For all other supernatural abilities, the saving throw (if any)
DC is 10 + your Charisma modifier + 1/2 your Hit Dice
(rounded down).
If a creature, such as an undead, has no Constitution score,
MAIN SECTION FEATS use its Charisma modifier or its Constitution modifier (+0
for a nonability), whichever is higher, to determine the save
DC.
ABILITY FOCUS [GENERAL] Using this alien ability is disorienting.
Choose one of your special attacks. You take a –2 penalty on all attack rolls, saving throws, skill
This attack becomes more potent than normal. checks, and ability checks.
Prerequisite: Special attack. Additionally, in a stressful or demanding situation (such as
Benefit: Add +2 to the DC for all saving throws against combat), you must succeed on a Will save (DC 19) or be
the special attack on which you focus. unable to use the ability.
Special: You can gain this feat multiple times. Normal: Without this feat, you cannot use the
Its effects do not stack. supernatural abilities of a creature whose form you assume.
Each time you take the feat, it applies to a new special Special: You can take this feat multiple times.
attack. You cannot apply it more than once to the same special
ability in order to improve the Will save DC.
Each time you take this feat, it applies to a different special
AREA ATTACK [GENERAL] ability.
You can wield improvised weapons to attack several spaces
at once.
Prerequisite: Sir 19, Huge size, Power Attack.
BLOWHARD [GENERAL]
Benefit: You can use your great size and strength to pick You can blow targets over with your breath.
up a heavy object and attack an area as a standard action. Prerequisite: Con 20, Huge size, Power Attack.
Such an attack may consist of swinging a large log or Benefit: As an attack action, you can use your breath to
smashing a door down on opponents’ heads. affect all creatures in a cone 5 feet in length per point of
The area affected is a half-circle with a radius equal to your your Constitution bonus.
reach. Each creature in the area is affected as through struck by a
You deal damage to all creatures two or more size categories wind effect (see Table 3–17: Wind Effects in the
smaller than you within the area. DUNGEON MASTER’S Guide).
The base damage dealt depends on your size category, as The strength of the wind effect depends on your size
given on the table below. category, as given on the table below.
Add 1 1/2 times your Strength bonus to this base damage to
determine the total damage for the attack.
If you have a breath weapon, you cannot use this feat and
your breath weapon at the same time.
477
For example, a character is normally limited to two rings,
but a marilith (with six arms) could wear three rings with FLING ENEMY [GENERAL]
this feat. You can pick up an opponent and fling it.
Likewise, an ettin (with two heads) could wear two periapts Prerequisites: Str 23, Huge size, improved grab.
or necklaces instead of the one normally allowed. Benefit: You can make a grapple check at a –20 penalty
Normal: Usually only one or two magic items that are against an opponent at least two size categories smaller than
restricted to a particular body part can be used at once. you.
Special: You can take this feat more than once. If you succeed, on your next action you can use an attack
Each time, it adds a new item space. action to fling the held opponent.
You cannot have more item spaces than you have limbs or The range increment for the thrown creature is 120 feet.
body parts of the appropriate kind. A creature may be thrown horizontally or vertically.
If thrown vertically, it takes normal falling damage.
If thrown horizontally, it takes damage as if it had fallen
FINAL STRIKE [MONSTROUS] half the distance thrown (rounded down).
Your death throes are destructive. For example, if a hurled ore is thrown horizontally 170 feet,
Prerequisite: Acid, air, cold, earth, electricity, fire, or it takes 8d6 points of damage.
water subtype. You may also fling the creature at another creature.
Benefit: When you are killed (that is, when your hit To do so, make an attack roll at a –4 penalty, with
points drop to –10 or lower), your body explodes in a final appropriate range penalties, against the target creature, if
strike—a blast of elemental destruction—according to the you hit, both creatures take the amount of damage that the
table below. thrown creature would have taken otherwise, as given
Everything within 60 feet is subject to the effect. above.
Your final strike deals 1d6 points of damage per Hit Die, up
to a maximum of 20d6.
Each creature in the area may make a successful Reflex save
GAPE OF THE SERPENT [GENERAL]
(DC 10 + 1/2 your Hit Dice + your Con modifier) to halve You can swallow larger creatures than normal.
the damage dealt. Prerequisite: Swallow whole.
The blast also has a secondary effect, which can be reduced Benefit: You can swallow a creature of up to your own
or negated (as shown on the table below) by a second size category.
successful save of the type indicated (same DC as the save Like a snake, you can stretch your mouth to an outlandish
against the primary damage). extent to accommodate immense prey.
However, this process is time-consuming.
If your second grapple check is successful after you have
established a hold against a creature larger than you could
swallow normally, you begin to swallow the held creature.
On the following round, you must make an additional
grapple check to complete the swallowing.
The held creature can fight or try to break the grapple as
normal while you are attempting to swallow it.
Normal: Unless otherwise noted, a creature can swallow
opponents no larger than two size categories smaller than
itself.
Special: Your gullet can hold one creature of the
maximum size; other maximum numbers of swallowed
creatures remain the same.
Normal: Without this feat, you can attack with just one
natural weapon and do not have a chance to knock down
the opponent.
Special: If you fail in your overrun attempt and are
tripped in turn, you are knocked down, and you deal the
slam damage for the attack to yourself.
SUPERNATURAL TRANSFORMATION
REVERBERATION [GENERAL]
Your sonic attack is more potent than normal. [GENERAL]
Prerequisite: Sonic special attack. You convert a spell-like ability to a supernatural ability.
Benefit: Add +2 to the DC of all saving throws against Prerequisite: Innate spell-like ability.
your sonic attack. Benefit: One of your innate spell-like abilities becomes a
Special: If you have more than one form of sonic attack, supernatural ability.
you can take this feat multiple times. It is no longer subject to spell resistance, though it can still
Each time, it applies to a different one of your sonic attacks. be suppressed in an antimagic field.
Using this ability does not provoke an attack of
opportunity.
The number of uses, if limited, does not change.
483
The effective caster level equals your total Hit Dice or the
effective caster level of the original ability, whichever is THUNDERCLAP [GENERAL]
higher. You create a cone of deafening sound by clapping two
Special: You can gain this feat multiple times. limbs together.
Its effects do not stack. Prerequisite: Str 30, Improved Unarmed Strike, Power
Each time you take it, it applies to a new spell-like ability. Attack.
Benefit: You may, as a full-round action, clap two of your
limbs together and create a cone of sound that starts at your
SURROGATE SPELLCASTING position and continues out for a number of feet equal to 5 ×
[MONSTROUS] your Hit Dice.
A storm giant using this feat creates a cone 95 feet (5 × 19
You use substitute verbal and somatic components when Hit Dice) long.
casting spells. Creatures in the cone get a Fortitude save (DC 10 + 1/2
Prerequisite: Wis 13, nonhumanoid or nonhuman-like your Hit Dice + your Con modifier) to resist the effect.
form. Those who fail their save are deafened for the duration of
Benefit: You complete the verbal and somatic the encounter.
components of spells by substituting vocalizations and Those who fail their save by 5 or more are also knocked
gestures appropriate to your shape. down.
You must still have suitable appendages and vocal organs. See the Condition Summary in Chapter 3 of the
For example, a giant eagle could substitute screeches and DUNGEON MASTER’S Guide for the results of being
waves of its talons for the normal verbal and somatic deafened and knocked down.
components of a spell. Special: This effect automatically extinguishes
You can use any material component or focus that you can unprotected flames (candles, torches, and the like).
hold.
This feat does not permit the use of magic items by a
creature whose form could not ordinarily use them, and TREEFRIEND [GENERAL]
you do not gain the ability to speak if you cannot already. You are adapted to a forest environment.
Prerequisite: Forest terrain.
SWAMP STALKER [GENERAL] Benefit: You are completely at home in the forest.
You gain a +2 competence bonus on Climb checks and on
You are adapted to a marshy environment. Survival checks to avoid becoming lost in the forest.
Prerequisite: Marsh terrain.
Benefit: You move easily through the sucking bogs and
stagnant water of the swamps. UNCANNY SCENT [GENERAL]
You gain a +2 competence bonus on Swim checks and on You can pinpoint scents at a greater distance.
Strength checks to break free of nets, webs, entangle spells, Prerequisite: Scent ability, Improved Scent.
and similar hindrances. Benefit: You can pinpoint the location of a scent when
This feat does not grant a bonus on grapple checks. within 20 feet.
Normal: You can pinpoint the location of a scent when
THICK-SKINNED [MONSTROUS] within 5 feet.
Your tough hide grants improved damage reduction.
Prerequisite: Damage reduction. VICIOUS WOUND [GENERAL]
Benefit: Your existing damage reduction improves by 2, Damage you deal causes wounds that bleed excessively.
as indicated on the table below. Prerequisite: Expertise, wounding special attack.
Benefit: When using an attack that has a wounding
special ability, the wounds you cause bleed for an additional
+1 point of damage each round.
For instance, a hit from a barbazu’s glaive causes the victim
to bleed for 3 points of damage each round, not 2.
485
CHAMELEON HIDE [MONSTROUS]
SERPENT You can alter the hue of your scales to match the
surrounding terrain.
Prerequisite: Scaled One.
KINGDOMS (3.5) Benefit: As a full-round action, you can alter the color of
your scales to match your surroundings.
Doing so grants you a +2 bonus on Hide checks and a +1
circumstance bonus to Armor Class as long as you do not
MAIN SECTION FEATS move from the square.
Special: Any creature that already has a racial bonus on
Hide checks stemming from a chameleon-like ability (such
BARBED STINGER [MONSTROUS] as an ophidian) gains no benefits from this feat.
Your stinger is unusually difficult to dislodge.
Prerequisite: Sting attack.
Benefit: You gain the improved grab special attack with CHARM IMMUNITY [GENERAL]
your sting. You are immune to charm effects.
If you hit an opponent of any size with your sting attack, Prerequisites: Racial bonus on saving throws against
you can then attempt to start a grapple as a free action charm effects, Charm Resistance.
without provoking an attack of opportunity. Benefit: You are immune to all charm effects.
If you win the grapple check, you establish a hold and deal
automatic sting damage (including poison, if applicable)
each round that the hold is maintained. CHARM RESISTANCE [GENERAL]
You can resist charm effects better than you otherwise
could.
BODY POUCH [MONSTROUS] Prerequisite: Racial bonus on saving throws against
You can open a cavity in your body without harm to charm effects.
yourself and use it to carry or conceal items or creatures. Benefit: You gain a +3 bonus on saving throws against
Prerequisite: Scaled One. charm effects.
Benefit: You can part your scales to reach a hidden,
scalelined, flexible cavity in your body that can
accommodate objects or creatures. COBRA HEAD [MONSTROUS]
The pouch can hold a maximum volume equal to that of a You can extend the skin of your neck into a cobra hood.
creature two or more size categories smaller than yourself, Prerequisite: Serpent or serpentfolk.
and its maximum weight capacity is one-half your own Benefit: As a move action, you can dilate the skin on both
weight. sides of your neck to form a flat disk, in the manner of a
Opening or closing the pouch requires a move action, and cobra.
removing an item from it or placing one inside requires While you display this “hood,” you gain a +2 bonus on
another move action. Intimidate checks, and the save DC for each of your spells,
If you adopt a different body shape or size via any ability spell-like abilities, and supernatural abilities that causes fear
that allows a change of shape, everything in your body increases by +1.
pouch is immediately expelled onto the ground at your Furthermore, any creature with an Intelligence score of 2
feet. or below perceives you to be one size category larger than
If you carry a sharp-edged or pointed object (unless you actually are.
sheathed, wrapped, or otherwise guarded) in this cavity, You can retract your skin and resume your normal
you take 2d4 points of damage for each round in which you appearance as a free action.
fall, engage in combat, change shape, or make any other
violent movement, or 1d4 points of damage for any round
in which you make any other move action. DEADLY POISON [MONSTROUS]
Placing a living creature inside your pouch requires a Your poison attack deals more damage than normal.
successful grapple check if it chooses to resist. Prerequisites: Con 19, poison special attack that deals
Any creature inside your body pouch remains alive and ability damage as secondary damage, Ability Focus (poison).
comfortable for up to 24 hours unless you choose to attack Benefit: Your poison attack has the potential to deal more
it. secondary damage than it otherwise could.
You may constrict your pouch as an attack action, dealing If the target of the attack fails the secondary saving throw,
1d4+1 points of damage per round of constriction to each the poison deals double its normal secondary damage.
creature or object inside.
A creature inside the pouch dies of asphyxiation after being
constricted for a number of consecutive rounds equal to 2 DEADLY SPITTLE [MONSTROUS]
per Constitution point it possesses. You can use your spit attack against multiple opponents.
A creature inside the pouch can cut its way out by using a
Prerequisites: Spit Venom, spit attack, or spittle attack.
light slashing or piercing weapon to deal one-quarter of
your normal hit point total in damage to the pouch (AC Benefit: You can spray your spit in a 15-foot cone-shaped
burst.
486 equals your touch AC).
to maintain a hold with only the part of its body used to
FORKED TONGUE [MONSTROUS] make the attack.
You speak with a honeyed voice that bends listeners to your
will.
Prerequisites: Serpentfolk. IMPROVED FAMILIAR [GENERAL]
Benefit: Because of the enticing nature of your voice, you Refer to the Improved Familiar feat on page 200 of the
gain a +2 bonus on Bluff checks. Dungeon Master’s Guide.
Furthermore, the save DC for each of your spells, spell-like In addition to those choices, the following familiars are
abilities, and supernatural abilities that creates a charm available in a FORGOTTEN REALMS campaign.
effect through verbal means increases by +1. Improved familiars do not grant any special abilities to
their masters other than the Alertness feat, an empathic
link, and the ability to share spells with the familiar.
GAPE OF THE SERPENT
[MONSTROUS]
Like a snake, you can stretch your mouth to an outlandish
extent to accommodate immense prey.
Prerequisite: Swallow whole special attack.
Benefit: You can swallow a creature of up to your own
size category.
Swallowing a creature as big as yourself, however, is a time-
consuming process.
Once you have established a hold against such a creature,
you make a new grapple check as usual, but success
indicates only that you have begun to swallow.
On the following round, you must make an additional
grapple check to complete the swallowing.
The held creature can fight or try to break the grapple as
normal while you are attempting to swallow it. IMPROVED SPIT [MONSTROUS]
Normal: Unless otherwise noted, a creature can swallow You can spit farther than normal.
opponents up to one size category smaller than itself. Prerequisites: Precise Shot and Spit Venom, spit attack,
Special: Your gullet can hold one creature of the or spittle attack.
maximum size. Benefit: The range of your spit attack doubles.
Other maximum numbers of swallowed creatures remain Special: You may take Improved Spit multiple times.
the same. Each time you take the feat, the range of your spit attack
increases by an amount equal to its original range.
GRAFT YUAN-TI FLESH [ITEM
IRRESISTIBLE GAZE [MONSTROUS]
CREATION]
Your gaze attack is more potent than normal.
You can apply yuan-ti grafts to other living creatures or to Prerequisite: Gaze attack.
yourself. Benefit: The saving throw DC for your gaze attack
Prerequisites: Yuan-ti, Heal 10 ranks. increases by+2.
Benefit: You can create yuan-ti grafts (see Yuan-ti Grafts Special: The benefit of this feat stacks with that of the
in Chapter 10) and apply them to other living creatures or Ability Focus feat (see Monster Manual).
to yourself.
Creating a graft takes one day for each 1,000 gp in its price.
To create a graft, you must spend 1/25 of its price in XP and MULTIGRAB [MONSTROUS]
use raw material costing one-half of this price. You can grapple enemies more firmly than normal with
your natural attacks.
GREATER MULTIGRAB Prerequisites: Str 17, improved grab special attack.
Benefit: When grappling an opponent with the part of
[MONSTROUS] your body that made the attack, you take only a —10
You can grapple enemies effortlessly with your natural penalty on grapple checks made to maintain the hold.
weapons. Normal: Without this feat, a creature takes a –20 penalty
Prerequisites: Str 19, Dex 15”, improved grab special on grapple checks made to maintain a hold with only the
attack, Multigrab. part of its body used to make the attack.
Benefit: When grappling an opponent with only the part
of your body that made the attack, you take no penalty on NARROWED GAZE [MONSTROUS]
grapple checks made to maintain the hold.
Normal: Without this feat, a creature takes a –20 penalty Your gaze attack has a limited field of effect.
(or a –10 penalty with Multigrab) on grapple checks made Prerequisites: Int 13, gaze attack.
487
Benefit: You may choose to limit your gaze attack to an Benefit: You gain a +2 bonus on saving throws against
active gaze. poison.
Doing so prevents you from accidentally affecting friends If a creature of your own kind produces the poison, this
with your gaze. bonus increases to +4, assuming that you are not already
Normal: A gaze attack functions constantly on all those immune to the poison of your own kind.
within range, and it can also be used actively as an attack
action.
PREHENSILE TAIL [MONSTROUS]
You can use your tail to manipulate objects.
PERVASIVE GAZE [MONSTROUS] Prerequisites: Str 13, tail attack, Two-Weapon Fighting
Your gaze attack is more effective than normal. or Multiweapon Fighting.
Prerequisites: Int 13, gaze attack. Benefit: You can use your tail as an extra “hand”.
Benefit: A creature that averts its eyes has only a 25% It can grasp melee weapons and use them in combat,
chance to avoid the need for a saving throw against your although the normal penalties for using an off-hand
gaze attack. weapon apply.
Normal: A creature that averts its eyes normally has a 50% If you have two hands, your tail counts as a third hand for
chance to avoid the need for a saving throw against a gaze the purpose of the Multiweapon Fighting feat and all other
attack. feats for which it is a prerequisite.
Special: This feat does not affect eye rays, such as those of You can also use your tail to assist with grapple checks and
a beholder. Climb checks.
You gain a +2 competence bonus on all such checks.
PETRIFICATION IMMUNITY
PUFF TORSO [MONSTROUS]
[GENERAL] You can puff out your skin to appear larger and more
You are immune to petrification effects. threatening.
Prerequisites: Racial bonus on saving throws against Prerequisite: Serpent or serpentfolk.
petrification effects, Petrification Resistance. Benefit: As a move action, you can dilate the skin along
Benefit: You are immune to all petrification effects. your torso in the manner of a puff adder.
While your body is thus distended, you gain a +4 bonus on
Intimidate checks.
PETRIFICATION RESISTANCE You can reduce your body back to its normal size as a free
[GENERAL] action.
You can resist petrification effects better than you
otherwise could. RENDING CONSTRICTION
Prerequisite: Racial bonus on saving throws against
petrification effects. [MONSTROUS]
Benefit: You gain a +3 bonus on saving throws against You can pull grappled enemies apart.
petrification effects. Prerequisites: Str 19, Dex 15, constrict special attack,
improved grab special attack, Greater Multigrab, Multigrab,
two limbs capable of grappling.
PIERCING GAZE [MONSTROUS] Benefit: If you maintain a hold on an opponent with
Your gaze attack has a greater range than normal. more than one appendage, you can make an additional rend
Prerequisites: Int 13, Cha IT, gaze attack, Irresistible attack in the same round as you constrict.
Gaze. This attack automatically deals double the base damage for
Benefit: Because of the sheer force of your presence, the your constrict attack, plus 1-1/2 times your Strength bonus.
range of your gaze attack increases by 30 feet. The held creature is automatically released on its next
action, so you must reestablish the hold to constrict again.
POISON IMMUNITY [MONSTROUS]
You can ignore the. SPIT VENOM [MONSTROUS]
effects of poison. You can spit venom in the manner of a spitting cobra.
Prerequisites: Poison special attack as an extraordinary Prerequisite: Poisonous bite attack.
ability, Poison Resistance. Benefit: You can spit your venom up to 30 feet as ranged
Benefit: You are immune to all poison attacks. touch attack.
Your poison functions as a contact poison in addition to its
usual delivery method.
POISON RESISTANCE The effects are otherwise the same as if you had delivered it
[MONSTROUS] in your normal fashion.
This attack requires a standard action.
You can resist poison better than you otherwise could.
Prerequisite: Poison special attack as an extraordinary
488 ability.
TAIL RATTLE [MONSTROUS]
Your tail gains a rattle like that of a rattlesnake.
Prerequisite: Serpent or serpentfolk.
Benefit: As a free action, you can create an ominous
rattling noise by shaking your tail in the manner of a
rattlesnake.
During any round in which your tail rattle can be heard,
you gain a +2 bonus on Intimidate checks, and the save DC
for each of your spells, spell-like abilities, and supernatural
abilities that has the sonic descriptor increases by +2.
You can use this ability even while you are holding a
weapon or other item in your tail.
489
EAGLE TRIBE VISION [REGIONAL]
SHINING SOUTH You have keen eyesight reminiscent of the giant eagles that
fly over your tribal lands.
Prerequisites: Human (the Shaar), membership in
(3.5) Eagle Tribe (see Human Tribes of the Shaar, page 164).
Benefit: You gain a +5 bonus on Spot checks.
491
SILVER MARCHES
(3.0)
492
Benefit: If you take a standard action to study an
opponent, you can ignore half of his or her armor bonus
SONG AND SILENCE (rounded down) during your next single attack.
Only bonuses from actual armor (including natural armor)
are halved, not those from shields, enhancement bonuses
(3.0) to armor, or magic items that provide an armor bonus.
DASH [GENERAL]
MAIN SECTION FEATS You move faster than normal for your race.
Benefit: If you are wearing light armor or no armor and
ACROBATIC [GENERAL] are carrying a light load, your speed is 5 feet faster than it
normally would be.
You have excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump and Tumble
checks. DISGUISE SPELL [METAMAGIC]
You can cast spells without observers noticing.
ALLURING [GENERAL] Prerequisite: Bardic music ability, 12+ ranks in Perform.
Benefit: You have mastered the art of casting spells
Others have an inexplicable urge to believe your every unobtrusively, mingling verbal and somatic components
word. into your performances so skillfully that others rarely catch
Prerequisite: Persuasive, Trustworthy. you in the act.
Benefit: You get a +2 bonus on Diplomacy checks and Like a silent, stilled spell, a disguised spell can’t be
add +2 to the save DCs of all your mind-affecting, language- identified through a Spellcraft check.
dependent spells. Your performance is obvious to everyone in the vicinity,
but the fact that you are casting a spell isn’t.
ARTERIAL STRIKE [GENERAL] Unless the spell visibly emanates from you or observers
have some other means of determining its source, they
Your sneak attacks target large blood vessels, leaving don’t know where the effect came from.
wounds that cause massive blood loss. A disguised spell uses up a spell slot one level higher than
Prerequisite: Base attack +4, sneak attack ability. the spell’s actual level.
Benefit: If you hit with a sneak attack, you may choose to
forgo +1d6 points of extra sneak attack damage to deliver a
wound that won’t stop bleeding. EXPERT TACTICIAN [GENERAL]
Each wound so inflicted does an additional 1 point of Your tactical skills work to your advantage.
damage per round. Prerequisites: Dex 13+, base attack bonus +2, Combat
Wounds from multiple arterial strikes result in cumulative Reflexes.
blood loss—that is, two successful arterial strikes do an Benefit: You can make one extra melee attack (or do
additional 2 points of damage per round. anything that be can done as a melee attack or a melee
Blood loss, whether from one such wound or several, stops touch attack, including attempts to disarm, trip, or make a
when the victim receives one successful Heal check, any grab to start a grapple) against one foe who is within melee
cure spell, or any other form of magical healing. reach and denied a Dexterity bonus against your melee
Creatures not subject to sneak attacks are immune to this attacks for any reason.
effect. You take your extra attack when it’s your turn, either before
or after your regular action.
ATHLETIC [GENERAL] If several foes are within melee reach and denied Dexterity
bonuses against your attacks, you can use this feat against
You’re physically fit and adept at outdoor sports. only one of them.
Benefit: You get a +2 bonus on Climb and Swim checks. Note: This feat first appeared in Sword and Fist.
This version supersedes the one originally printed there.
CHARLATAN [GENERAL]
You’re adept at fooling people. EXTRA MUSIC [GENERAL]
You know how to tell them just what they want to hear. You can use your bardic music more often than you
Benefit: You get a +2 bonus on Bluff and Disguise checks. otherwise could.
Prerequisite: Bardic music ability.
CHINK IN THE ARMOR [GENERAL] Benefit: You can use your bardic music four extra times
per day.
You are an expert at slipping a weapon between armor Normal: Bards without the Extra Music feat can use
plates or into seams. bardic music once per day per level.
Prerequisite: Expertise. Special: A character may gain this feat multiple times.
493
FLEET OF FOOT [GENERAL] LINGERING SONG [GENERAL]
You run so nimbly that you can turn corners without losing Your bardic music stays with the listeners long after the last
momentum. note has died away.
Prerequisites: Dex 15+, Run. Prerequisite: Bardic music ability.
Benefit: When running or charging, you can make a Benefit: If you use bardic music to inspire competence,
single direction change of 90 degrees or less. inspire courage, or inspire greatness, the effects last twice
You can’t use this feat while wearing medium or heavy as long as they otherwise would.
armor, or if you’re carrying a load heavier than light. Normal: Inspire courage and inspire greatness last as long
Normal: Without this feat you can run or charge only in a as the bard sings, plus an additional 5 rounds thereafter.
straight line. Inspire confidence lasts 2 minutes.
SHADOW [GENERAL]
You are good at following someone surreptitiously.
Benefit: You gain a +2 competence bonus on Hide and
Spot checks made while following a specific person.
SUBSONICS [GENERAL]
Your music can affect even those who do not consciously
hear it.
Prerequisite: Bardic music ability, 10+ ranks in Perform.
Benefit: You can play so softly that opponents do not
notice it, yet your allies still gain all the usual benefits from
your bardic music.
Similarly, you can affect opponents within range with your
music, and unless they can see you performing or have
some other means of discovering it, they cannot determine
the source of the effect.
TRUSTWORTHY [GENERAL]
Others feel comfortable telling you their secrets.
Benefit: You gain a +2 bonus on all Diplomacy and
Gather Information checks.
495
SPELL
COMPENDIUM (3.5)
496
This damage is the same kind of damage dealt by cold
weather and is only taken once (as it would have to last a
STORMWRACK (3.5) full hour to deal damage again).
However, those leaving the area and then returning to it
must make another saving throw or take further damage,
MAIN SECTION FEATS since their warmed bodies are chilled once again.
Those wearing warm clothing or otherwise protected from
the cold (whether by any amount of resistance to cold or
AQUATIC SHOT [] the endure elements spell) take no damage from this effect.
Additionally, those within the area of affected water gain
You have developed the technique of firing a ranged concealment.
weapon into or through the water with better accuracy than Those with the ability to channel negative energy are
normal, striking at just the right angle to allow it to slice immune to the cold effects of this feat but are still subject
through the obstruction with precision. to its concealment miss chance.
Prerequisite: Point Blank Shot.
Benefit: You can employ ranged weapons underwater at a
reduced range increment. BREATHING LINK []
You do not take the normal penalty for making a ranged You can allow a person adjacent to you to breathe water.
attack through water. Prerequisites: Aquatic elf or water genasi, base Will
Thrown Weapons: You can use thrown piercing weapons save +2.
underwater with a –2 penalty for every 5 feet of water Benefit: As a free action on your turn, you can select one
passed through, in addition to any range increment creature within 5 feet of you and give that creature the
penalties. ability to breathe water as easily as you do.
Missile Weapons: You can use bows and crossbows This supernatural ability renews automatically for that
underwater with a –2 penalty for every 10 feet of water creature until you direct the ability to another creature or
passed through, in addition to any range increment withdraw your power from it (a free action).
penalties. The creature’s ability to breathe water ends immediately if
Aquatic Longbow: You can fire an aquatic longbow (see page you are separated by more than 5 feet or if you die, at which
107) underwater with a range increment of 30 feet In point the creature begins to drown if it is still underwater.
addition, water does not provide any cover against your This ability does not hamper the creature’s ability to
ranged attacks if you are out of the water and firing at a breathe air, nor does it change the creature’s ability (or
target in the water. inability) to swim.
If your weapon’s range increment is different underwater Special: You can select this feat more than once.
than it is above the water, count the water surface as the Each time you take this feat, you can affect an additional
beginning of a new range increment, and use your creature with this ability.
underwater range increment after the point at which your All such creatures need to remain within 5 feet of you (not
weapon strikes the water. each other).
Normal: Thrown weapons are not useable underwater. If one creature exceeds the range of this power, its
Ranged attacks through water normally receive a penalty of subsequent distress has no effect on the other creatures you
–2 for every 5 feet of water they pass through. are helping.
An aquatic longbow has a range increment of 10 feet
underwater.
A target in water has improved cover or total cover against CLEVER WRESTLING []
attacks from out of the water. You have a better than normal chance to escape or wriggle
free from a big creature’s grapple or pin.
BLACKWATER INVOCATION Prerequisites: Small or Medium size, Improved
Unarmed Strike.
[DIVINE] Benefit: When your opponent is Large or larger, you gain
You can call upon negative energy to infuse normal water a circumstance bonus on your grapple check to escape a
around you, transforming it into the dark, cold water found grapple or pin.
at the bottom of deepest ocean trenches. The size of the bonus depends on your opponent’s size.
This feat is favored by the clerics of wicked sea gods and the
masters of the deep pelagic abysses.
Prerequisite: Ability to channel negative energy.
Benefit: By expending a daily rebuke undead attempt,
you can infuse the water around you for a 30-foot radius
with negative energy.
The water darkens and becomes bitterly cold for 10
minutes.
Those entering the water who are not protected from cold
must make a DC 15 Fortitude save or take 1d6 nonlethal
damage.
497
round—for example, making an attack, making Profession
CURLING WAVE STRIKE [] (siege engineer) checks, making Profession (sailor) checks,
Mimicking the forceful power of the wave, you can trip and so forth.
multiple foes as part of the same strike. Commanding the vessel in combat is a move action for you.
Prerequisites: Dex 13, Improved Trip. Normal: You can only use the aid another action to assist
Benefit: If you trip an opponent in melee combat, you one character at a time.
can immediately make another trip attempt against another Commanding a vessel in combat requires a standard action.
foe within reach at the same total attack bonus as the first
trip attack.
This replaces the free attack you would normally get against LANDWALKER []
the tripped opponent (from the Improved Trip feat). You can survive out of the water for a longer period of time
If you successfully trip a second opponent, you do not get a than most of your kind.
free attack against that opponent. Prerequisite: Aquatic elf.
You can use this feat only once per round. Benefit: You can survive out of the water for 3 hours per
Normal: A character with Improved Trip who trips an point of Constitution.
opponent in melee gets a free attack against that opponent. After this point you must make a Fortitude saving throw
each hour (DC 15, + 1 for each previous check) or you begin
to suffocate.
EXPERT SWIMMER [] Normal: Aquatic elves can survive out of water for 1 hour
You swim like a fish. per point of Constitution; after this point they begin to
You can stay underwater far longer than others of your race, suffocate.
and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance.
Benefit: You can hold your breath for 3 rounds per point OLD SALT []
of Constitution. You are an old hand at shipboard life, having mastered the
You gain a +4 bonus on Constitution checks made to myriad skills that are required of the experienced sailor.
continue holding your breath. Additionally, you have an eye for the weather.
On a successful Swim check, you swim your land speed (as Prerequisites: Profession (sailor) 5 ranks.
a full-round action) or half your land speed (as a move Benefit: You gain a +1 bonus on Balance, Profession
action). (sailor), and Use Rope checks.
Your natural swim speed increases by 10 feet, if you have a Additionally, you can use a Profession (sailor) check to
swim speed. predict the weather (as described in the Survival skill on
Normal: You can hold your breath for a number of page 83 of the Player’s Handbook).
rounds equal to twice your Constitution before you are at Normal: Survival is normally used to predict the weather.
risk of drowning.
On a successful Swim check, you swim half your land speed
as a full-round action, or one-quarter your land speed as a RAPID SWIMMING []
move action. You are one with the water.
Prerequisite: Natural swim speed, base Fortitude save
FLYING FISH LEAP [] +2.
Benefit: Your swim speed increases by 20 feet.
You can hurl yourself out of the water with ease.
Prerequisites: Jump 8 ranks, Swim 4 ranks.
Benefit: When leaping out of the water with a high jump, SAHUAGIN FLIP []
you ignore the penalty on the Jump check. You can safely attack and withdraw underwater.
In addition, you can fling yourself over the surface of the Prerequisites: Swim speed, Dex 13, Dodge.
water when you make a high jump, leaping laterally just as Benefit: After making a single melee attack, you can use
far as you leap vertically. the withdraw action (moving up to twice your swim speed)
Use the result of your high jump check to determine the as a move action.
distance traveled with a long jump. You can only use this feat while swimming.
Normal: Jump checks incur a –10 penalty when making a Normal: Withdrawing from combat is a full-round action
high jump out of water. (see page 143 of the Player’s Handbook).
WATER ADAPTATION []
You favor your aquatic elf parent and have developed the
ability to breathe and move about in water easily.
Prerequisite: Aquatic half-elf.
Benefit: You can breathe water as well as air.
Your swim speed improves to 20 feet.
Normal: Aquatic half-elves without this feat cannot
breathe water and have a swim speed of 15 feet.
WINDSINGER []
You can use song or a wind instrument to compel the
winds to obey you.
The bard who possesses this feat is highly favored aboard a
sailing vessel; indeed, a bard who demonstrates the ability
to control the wind to some degree is usually given an
officer’s position aboard ship.
Prerequisites: Bardic music class feature, Perform (sing
or wind instruments) 5 ranks.
Benefit: By expending a daily bardic music use, you can
lull the winds around a single ship into well-tamed gusts.
They continue to blow into the sails of the ship as normal
for their speed, but their effects on the crew are one stage
in intensity less (see Table 1–2 on page 23).
Thus, a strong wind affected by this ability continues to
propel the ship along as normal for a strong wind, but it
only affects the crew as though it were a moderate wind.
You can also alter the direction of the wind by one compass
point (from north to north-west or north-east, from south-
west to west or south, etc.).
These effects last as long as the bard continues to perform
his bardic music, plus 10 rounds after the music has ended.
500
(which is equal to the difference between the Stronghold
Allowance of your new level and the previous level).
STRONGHOLD For example, if you take the Landlord feat at 9th level, you
get 25,000 gp to spend on a stronghold.
When you attain 10th level, you receive an additional
BUILDER’S 25,000 gp (50,000 – 25,000) to spend on your stronghold.
Characters can save their allowance from level to level if
they wish.
GUIDEBOOK (3.0) Note: Multiple characters can purchase this feat and pool
their resources to construct a stronghold together.
However, the feat only provides matching funds for your
own contributions (that is, if one character from a group of
SIDEBAR FEATS four contributes 10,000 gp to the construction of the
group’s stronghold, the feat provides matching funds for
that character (10,000 gp), not for all four characters (40,000
CREATE PORTAL [ITEM CREATION] gp), even if all four have the feat).
You have learned the ancient craft of creating a portal, a If all four characters have the feat and each contributes
permanent magic device that instantaneously transports funds to the cause, they each receive matching funds equal
those who know its secrets from one locale to another. to their contribution.
Prerequisite: Craft Wondrous Item.
Benefit: You can create any portal whose prerequisites
you meet.
Crafting a portal takes one day for each 1,000 gp in its base
price.
To craft a portal, you must spend 1/25 of its base price in XP
and use up raw materials costing half of this base price.
Some portals incur extra costs in material components or XP
as noted in their descriptions.
These costs are in addition to those derived from the portal’s
base price.
LANDLORD [SPECIAL]
By knowing the right nobles, making contacts with masons
and artisans, or performing great deeds for a liege-lord, you
have resources that help you build and expand your
stronghold.
Prerequisites: The character must be at least 9th level.
Benefits: This feat gives you a small allowance that you
can use to build or expand a stronghold.
It’s not cash, so it only applies to stronghold purchases.
(You can’t cash it out and spend it on something else).
in addition, the feat provides matching funds for
expenditures made from your own purse of gold.
For example, if you spend 50,000 gp of your own (beyond
the allowance) to purchase stronghold components, walls,
or wondrous architecture, the feat provides a bonus
allowance of the same amount.
The exact nature of the resources depends on your
campaign; you and your DM should decide on this
beforehand.
if you have performed missions successfully for a noble,
rich merchant, or other power group, perhaps they have
willed the land to you.
If you’re a cleric, maybe the church sends supplicants to
provide free labor.
Regardless of your class or social standing, you might
inherit a keep from a long-lost relative.
See Table 1–6: Landlord Funds for how much you can
spend.
When you first select the Landlord feat, you receive the
amount listed under Stronghold Allowance.
At each successive level, you get an additional allowance
equal to the amount listed under Additional Funds Gained 501
to your grapple check to resist the dire bear’s grapple
attempt.
SWORD AND FIST DEATH BLOW [GENERAL]
(3.0) You waste no time in dealing with downed foes.
Prerequisites: Base attack bonus +2, Improved
Initiative.
Benefit: You can perform a coup de grace attack against a
MAIN SECTION FEATS helpless defender as a standard action.
Normal: Performing a coup de grace is a full-round
action.
BLINDSIGHT, 5-FOOT RADIUS
[GENERAL] DIRTY FIGHTING [GENERAL]
You sense opponents in the darkness.
You know the brutal and effective fighting tactics of the
Prerequisites: Base attack bonus +4, Blind Fight,
streets and back alleys.
Wisdom 19+.
Prerequisites: Base attack bonus +2.
Benefit: Using senses such as acute hearing and
Benefit: Make a melee attack roll normally.
sensitivity to vibrations you detect the location of
If successful, you inflict an additional +1d4 points of
opponents who are no more than 5 feet away from you.
damage.
Invisibility and darkness are irrelevant, though you cannot
discern noncorporeal beings. This feat requires the full attack action.
Except for the decreased range, this feat is identical with
the exceptional ability blindsight defined in the Monster DUAL STRIKE [GENERAL]
Manual.
Your combat teamwork makes you a more dangerous foe.
Prerequisites: Base attack bonus +3, Combat Reflexes.
CIRCLE KICK [GENERAL] Benefit: If you and an ally both have this feat and are
You kick multiple opponents with the same attack action. flanking an opponent you both get a +4 bonus on your
Prerequisites: Base attack bonus +3, Improved attack roll.
Unarmed Strike, Dex 15+. Normal: The standard flanking attack roll bonus is +2.
Benefit: A successful unarmed attack roll allows you to
make a second attack roll against a different opponent that EAGLE CLAW ATTACK [GENERAL]
is within the area that you threaten.
This feat requires the full attack action. Your unarmed attacks shatter objects.
Prerequisites: Base attack bonus +2, Improved
Unarmed Strike, Sunder, Dex 15+.
CLOSE-QUARTERS FIGHTING Benefit: You can strike an opponent’s weapon or shield
with an unarmed strike.
[GENERAL] Special: Weapon hardness and hit point ratings are given
You are skilled at fighting at close range and resisting on Table 8–13: Common Weapon and Shield Hardness
grapple attacks. Ratings and Hit Points in the Player’s Handbook.
Prerequisite: Base attack bonus +3.
Benefit: When an enemy attempts to grapple you, any
damage you inflict with a successful attack of opportunity EXPERT TACTICIAN [GENERAL]
provoked by the grapple attempt is added to your ensuing Your Tactical skill works to your advantage.
grapple check to avoid being grappled. Prerequisite: Base Attack bonus +3.
Further, you are entitled to make an attack of opportunity Benefit: This feat allows you to make one melee attack (or
even if the attacking creature has the improved grab ability. anything that can be done as a melee attack) against one foe
This feat does not provide you with additional attacks of who is within melee and denied her Dexterity bonus
opportunity in a round, so if you do not have an attack of against your melee attacks for any reason.
opportunity available when your enemy attempts to You take your extra attack when it’s your turn, either before
grapple you, you do not get any benefit from Close- or after your regular action.
Quarters Fighting. If several foes are within melee reach and denied their
For example, a dire bear strikes you with a claw attack. Dexterity bonus, you can attack only one of them with this
If you don’t have this feat, the dire bear’s improved grab feat.
ability allows it to immediately attempt a grapple check,
provoking no attack of opportunity from you.
However, with Close-Quarters Fighting, you are entitled to EXTRA STUNNING ATTACKS
an attack of opportunity. [GENERAL]
If you hit and score 8 points of damage, you may add +8
(plus your attack bonus, Strength bonus, and size modifier) You gain extra stunning attacks when fighting unarmed.
Prerequisites: Base attack bonus +2, Stunning Fist.
502
Benefit: You gain the ability to make three extra stunning Benefit: You may make an attack of opportunity against
attacks per day. an opponent who charges you when he enters an area you
You may take this feat multiple times. threaten.
Your attack of opportunity happens immediately before the
charge attack is resolved.
EYES IN THE BACK OF YOUR HEAD
[GENERAL] IMPROVED OVERRUN [GENERAL]
Your superior battle sense helps minimize the threat of You are trained in knocking over opponents that are
flanking attacks. smaller than you.
Prerequisites: Base attack bonus +3, Wis 19+. Prerequisites: Expertise, Improved Bull Rush,
Benefit: Attackers do not gain the usual +2 attack bonus Improved Trip, Str 13+, Power Attack.
when flanking you. Benefit: When you attempt to overrun an opponent who
This feat grants no effect whenever you are attacked is at least one size category smaller than you, the target
without benefit of your Dexterity modifier to AC, such as cannot avoid you.
when you are flat-footed. If you knock down your opponent, you immediately get an
Normal: When you are flanked, the flanking opponents attack of opportunity against that opponent, gaining the
receive a +2 attack roll bonus against you. standard +4 bonus on attack rolls against prone targets.
Normal: The target of your overrun attack chooses to
FEIGN WEAKNESS [GENERAL] avoid you or block you.
You capitalize on your foe’s perceptions of your unarmed
status. IMPROVED SUNDER [GENERAL]
Prerequisites: Base attack bonus +2, Improved You are adept at placing your attacks precisely where you
Unarmed Strike. want them to land.
Benefit: If you make a successful Bluff check against your Prerequisites: Base attack bonus +2, Sunder.
opponent’s Sense Motive check, you lure the foe into Benefit: When you strike an opponent’s weapon you
attempting an attack of opportunity because he thinks you inflict double damage.
are unarmed.
But you are armed, and you make your attack against your
drawnout foe who is caught flat-footed, before he takes his KNOCK-DOWN [GENERAL]
attack of opportunity. Your mighty blows can knock foes off their feet.
You also may attempt this feat with a Tiny or Small weapon Prerequisites: Base attack bonus +2.
with which you are proficient by attempting to hide it until Improved Trip, Str 15+.
the last second, but you incur a –2 or –6 penalty on your
Benefit: Whenever you deal 10 or more points of damage
Bluff check, respectively.
to your opponent in melee with a single attack, you may
You can use this feat with a disguised weapon such as a war
make a trip attack as a free action against the same target.
fan, at no penalty on the Bluff check.
Use of this feat cannot be combined with Improved Trip to
Using Feign Weakness is a standard action, just like a feint, generate an extra attack, and successful use of this feat does
except that if you succeed you get to make your attack
not grant an extra attack through the Cleave or Great
immediately. Cleave feats.
You can only Feign Weakness once per encounter.
After one use, your opponents are too wary to fall for this
maneuver again. LIGHTNING FISTS [GENERAL]
Your skill and agility allow you to attempt a series of
FISTS OF IRON [GENERAL] blindingly fast blows.
Prerequisites: Monk level 4th+, Dex 15+.
You have learned the secrets of imbuing your unarmed
attacks with extra force. Benefit: You can make two extra attacks in a round.
All attacks made this round suffer a –5 attack penalty.
Prerequisites: Base attack bonus +2, Improved
This feat requires the full attack action.
Unarmed Strike.
You cannot use Lightning Fists and flurry of blows at the
Benefit: Declare that you are using this feat before you
same time.
make your attack roll (thus, a missed attack roll ruins the
attempt).
You deal an extra 1d4 points of damage when you make a MANTIS LEAP [GENERAL]
successful unarmed attack.
You may use this feat a number of times per day equal to 3 + You deliver a powerful attack after making a jump.
your Wisdom modifier. Prerequisites: Monk level 7th+, 5 ranks in Jump.
Benefit: Designate an opponent who is within the
maximum distance you can reach with a successful Jump
HOLD THE LINE [GENERAL] check.
You are trained in defensive techniques against charging Make a normal Jump check; if your check is successful, you
opponents. can make a normal charge attack against the opponent you
designated as part of the same action.
Prerequisites: Base attack bonus +2, Combat Reflexes. 503
If your charge attack is successful, you inflict normal opponent with your primary weapon at your full attack
damage, plus your Strength modifier multiplied by 2. bonus.
Your foe gains no AC benefit from her shield for this attack.
You cannot use this feat if you are fighting with only one
MONKEY GRIP [GENERAL] weapon.
You use a wider variety of sizes of weapons.
Prerequisites: Base attack bonus +1, Weapon focus with
the appropriate weapon, Str 13+. POWER LUNGE [GENERAL]
Benefit: Yon can use one melee weapon that is one size Your ferocious attack may catch an opponent unprepared.
larger than you in one hand. Prerequisites: Base attack bonus +3, Power Attack.
For example, a halfling with the Monkey Grip feat can use a Benefit: A successful attack roll during a charge allows
longsword in one hand. you to inflict double your normal Strength modifier in
You suffer a –2 penalty on your attack roll when using this addition to the attack’s damage regardless of whether you’re
feat. using one- or two-handed weapons.
This feat can be taken multiple times, each time with a You provoke an attack of opportunity from the opponent
different weapon. you charged.
Normal: Only weapons of your size or smaller can
normally be wielded with one hand.
PRONE ATTACK [GENERAL]
You attack from a prone position without penalty.
OFF-HAND PARRY [GENERAL] Prerequisites: Base attack bonus +2, Dex 15+, Lightning
You use your off hand weapon to defend against melee Reflexes.
attacks. Benefit: You can make an attack from the prone position
Prerequisites: Base attack bonus +3, Ambidexterity, Dex and suffer no penalty to your attack roll.
13+, Two-Weapon Fighting, proficiency with weapon. If your attack roll is successful you may regain your feet
Benefit: When lighting with two weapons and using the immediately as a free action.
full attack action, on your action decide to attack normally
or to sacrifice all your off-hand attacks for the round in
exchange for a +2 dodge bonus to your AC. RAPID RELOAD [GENERAL]
If you are also using a buckler, its AC bonus stacks. You reload a crossbow more quickly than normal.
You can use only bladed or hafted weapons of a size Prerequisites: Base attack bonus +2, proficiency with
category smaller than you with this feat. the crossbow used.
Benefit: You can reload a hand crossbow or light
crossbow as a free action that provokes an attack of
PAIN TOUCH [GENERAL] opportunity.
You cause intense pain in an opponent with a successful You may reload a heavy crossbow as a, move equivalent
stunning attack. action that provokes an attack of opportunity.
Prerequisites: Base attack bonus +2, Stunning Fist, Wis You can use this feat once per round.
19+. Normal: Loading a hand or light crossbow is a move-
Benefit: Victims of a successful stunning attack are equivalent action, and loading a heavy crossbow is a full-
subject to such debilitating pain that they are nauseated for round action.
1 round after being stunned for 1 round as usual.
A stunning attack involves a monk’s stunning attack power
or the use of the Stunning Fist feat. REMAIN CONSCIOUS [GENERAL]
Creatures that are immune to stunning attacks are also You have a tenacity of will that supports you even when
immune to this feat, as are any creatures that are more than things look bleak.
one size category larger than the feat user. Prerequisites: Base attack bonus +2, Endurance, Iron
Will, Toughness.
Benefit: When your hit points are reduced to 0, you may
PIN SHIELD [GENERAL] take one partial action on your turn every round until you
You know how to get inside your opponent’s guard by reach –10 hit points.
pinning his shield out of the way.
Prerequisites: Base attack bonus +4, Two-Weapon
Fighting. SHARP-SHOOTING [GENERAL]
Benefit: This feat can only be used against an opponent Your skill with ranged weapons lets you score hits others
who is using a shield and who is within one size category of would miss due to an opponent’s cover.
you. Prerequisites: Base attack bonus +3, Point Blank Shot,
Make an off-hand attack against an opponent’s shield using Precise Shot.
the normal rules for striking a weapon (see the Player’s Benefit: You gain a +2 bonus to your ranged attack rolls
Handbook, Chapter 8). against targets with some degree of cover.
If your attack roll is successful you momentarily pin your This feat has no effect against foes with no cover or total
opponent’s shield with your off-hand weapon, and you may cover.
make an immediate attack of opportunity against your
504
SHIELD EXPERT [GENERAL] CHARIOT ARCHERY [GENERAL]
You use a shield as an off-hand weapon while retaining its You are skilled at using ranged weapons from a chariot.
armor bonus. Prerequisite: Chariot Combat, Handle animal.
Prerequisite: Base attack bonus +3, shield proficiency. Benefit: The penalty you suffer when using a ranged
Benefit: You may make an off-hand attack with your weapon from the chariot is halved: –2 rather than –4 if your
shield while retaining the shield’s AC bonus for that round. chariot is taking a double move, and –4 instead of –8 if your
Normal: Using a shield as a weapon prevents you from mounts are running.
gaining its AC bonus for the round.
CHARIOT TRAMPLE [GENERAL]
SNATCH ARROWS [GENERAL] You are trained in using your chariot to knock down
Yon are adept at grabbing incoming arrows as well as opponents.
crossbow bolts, spears, and other projectile or thrown Prerequisite: Chariot Combat, Handle Animal.
weapons. Benefit: When you attempt to overrun an opponent with
Prerequisites: Base attack bonus +3. your chariot, the target may not choose to avoid you.
Deflect Arrows, Dex 15+, Improved Unarmed Strike. If you knock down the target, your steeds each may make
Benefit: You must have at least one hand free (holding one hoof attack against the opponent, gaining the standard
nothing) to use this feat. +4 bonus on attack rolls against prone targets.
When using the Deflect Arrows feat, you may catch the The wheels of the chariot do a further 2d6 points of damage
weapon instead of just deflecting it. automatically, but you must succeed in Handle Animal
Thrown weapons such as spears or axes can be thrown back check (DC varies depending on the size of the opponent) or
at the original attacker as an immediate free action or kept. upend the chariot.
Projectile weapons such as arrows or bolts can be fired back See the chart below for sample DCs.
normally on your next turn or later, if you possess the
proper kind of bow or crossbow.
CHARIOT SIDESWIPE [GENERAL]
You are skilled at using your chariot’s scythe blades against
THROW ANYTHING [GENERAL] foes.
In your hands, any weapon becomes a deadly ranged Prerequisite: Chariot Combat, Handle Animal.
weapon. Benefit: With a charge action, you may maneuver your
Prerequisites: Base attack bonus +2, Dex 15+. chariot close to a foe, attack, sideswipe with the chariot’s
Benefit: You can throw any weapon you can use, scythes (assuming it has any), and move away again.
regardless of whether it is intended to be used as a ranged You must continue the straight line of the charge with your
weapon. movement, and your total movement in the round cannot
The range increment of weapons used in conjunction with exceed double the chariot’s speed.
this feat is 10 feet. Neither you nor your steeds provoke an attack of
opportunity from the opponent you are sideswiping.
ZEN ARCHERY [GENERAL]
Your intuition guides your hand when you use a ranged CHARIOT CHARGE [GENERAL]
weapon. You are skilled at charging with you chariot.
Prerequisites: Base attack bonus +3, Wis 13+. Prerequisite: Chariot Combat, Chariot Sideswipe,
Benefit: The character can use her Wisdom modifier Handle Animal.
instead of her Dexterity Modifier when making a ranged Benefit: When aboard a chariot and using the charge
attack at a target within 30 feet. action, you deal double damage with a melee weapon (or
triple damage with a lance or longspear).
CHARIOT FEATS
SIDEBAR FEATS
CHARIOT COMBAT [GENERAL]
You are skilled in chariot combat. LARGE AND IN CHARGE [GENERAL]
Prerequisite: Handle Animal skill. You can prevent opponents from closing inside your reach.
Benefit: Once per round when either of your steeds is Prerequisites: Reach (Large size or larger), Str 17+.
hit, you may make a Handle Animal check to negate the Benefit: When you make a successful attack of
hit. opportunity against an opponent who is moving inside
The hit is negated if your Handle Animal check is greater your threatened area, you can force the opponent back to
than the attack roll (essentially, the Handle Animal check the square he was in before he provoked the attack.
becomes the steed’s Armor Class if it is higher than the After you hit with your attack of opportunity, make an
steed’s regular AC). opposed Strength check against your opponent.
505
You gain a +4 bonus for each size category larger than your
opponent you are, and an additional +1 bonus for every 5
points of damage you dealt with your attack of opportunity.
If you win the opposed check, your opponent is pushed
back 5 feet into the square he just left.
MULTITASKING [GENERAL]
You can perform different tasks with different limbs.
Prerequisite: Multiattack feat, Dex 15+, Int 13+,
Improved Two-Weapon Fighting, Two-Weapon
Fighting.
Benefit: If you have four or more arms, you can use each
pair of arms to perform a distinct partial action.
Thus, you could attack with one or two arms while using a
magic item, reloading a crossbow, or even casting a spell
with two other arms.
506
If the chained spell deals damage, the secondary targets
each take half as many dice of damage as the primary target
TOME AND BLOOD (rounded down) and can attempt Reflex saving throws for
half of the secondary damage.
For spells that do not deal points of damage, the save DCs
(3.0) against arcing effects are reduced by 4.
For example, a 10th-level wizard casts a chained cause fear
on a nearby goblin and can specify up to ten secondary
targets.
MAIN SECTION FEATS The goblin, as primary target, must make a Will save against
DC 14, while those affected by the secondary arcs save
against DC 10.
ARCANE DEFENSE [GENERAL] A chained spell uses up a spell slot three levels higher than
Choose a school of magic, such as Illusion. the spell’s actual level.
You can resist spells from that school better than normal.
Prerequisites: Spell Focus in the school chosen.
Benefit: Add +2 to your saving throws against spells of
COOPERATIVE SPELL [METAMAGIC]
the chosen school. You can cast spells to greater effect in conjunction with the
Special: You can gain this feat multiple times. same spell cast by another.
The effects do not stack. Prerequisites: Any other metamagic feat.
Each time you take the feat, it applies to a new school of Benefit: You and another spellcaster with the
magic. Cooperative Spell feat can simultaneously cast the same
spell (at the same time in the round).
You must be adjacent to one another when casting
ARCANE PREPARATION [GENERAL] cooperatively.
You can prepare an arcane spell ahead of time as a wizard Add +2 to the save DC against cooperatively cast spells and
does. +1 to caster level checks to beat the target’s spell resistance
Prerequisite: You must be able to cast spells as a bard or (if any).
sorcerer before you can take this feat. Use the base DC and level check of the better caster.
Benefit: Each day, you are able to prepare one or more A cooperative spell uses up a spell slot of the same level as
spells as a wizard does. the spell’s actual level.
If you are a sorcerer or a bard, this means that you can Special: For each additional caster with this feat casting
prepare a spell with a metamagic feat ahead of time, instead the same cooperative spell simultaneously, the spell’s save
of casting it as a full-round action. DC and caster level check both increase by +1.
The prepared spell remains in your mind and occupies one When more than two spellcasters cooperatively cast a spell,
of your spell slots until you cast it or change it. each must be adjacent to at least two other casters.
A prepared spell uses a spell slot of the spell’s normal level, For example, four spellcasters (two wizards and two
modified by any other metamagic feats. sorcerers) standing in a circle all possess Cooperative Spell.
Three of them ready an action to cast fireball when the
member with the lowest initiative takes her action, also
AUGMENT SUMMONING casting fireball.
The base DC of the Reflex save is equal to the highest
[GENERAL] individual save DC among the cooperative casters, as
Your summoned creatures are better than normal. determined by their relevant ability scores or other feats
Prerequisites: Spellcaster level 2nd+. (such as Spell Focus), special abilities, or items.
Benefit: Creatures you conjure with any summon spell In this case, one wizard has Intelligence 18, which ties with
gain +1 hit point per Hit Die and a +1 competence modifier a sorcerer’s Charisma 18, so the base DC is 17 (10+3 for the
on attack and damage rolls. spell’s level +4 for the ability score modifier).
The final save DC of the cooperatively cast fireball is
17+2+1+1 or 21.
CHAIN SPELL [METAMAGIC] Whoever has the highest caster level determines the base
You can cast spells that arc to other targets in addition to caster level check, which gains a +4 modifier.
the primary target.
Prerequisites: Any other metamagic feat.
Benefit: You can chain any spell that specifies a single
DELAY SPELL [METAMAGIC]
target and has a range greater than touch. You can cast spells that take effect after a short delay of
The chained spell affects that target (the primary target) your choosing.
normally, then arcs to a number of secondary targets equal Prerequisite: Any other metamagic feat.
to your caster level. Benefit: A delayed spell doesn’t activate until 1 to 5
Each arc affects one secondary target. rounds after you finish casting it.
You choose the secondary targets as you like, but they must You determine the delay when casting the spell, and it
all be within 30 feet of the primary target, and no target can cannot be changed once set.
be affected more than once.
You can affect fewer secondary targets than the maximum. 507
The spell activates just before your turn on the round you
designate.
Only area, personal, and touch spells may be affected by
this feat.
Any decisions you would make about the spell, including
attack rolls, designating targets, or determining or shaping
an area, are decided when the spell is cast.
Any effects resolved by those affected by the spell,
including saving throws, are decided when the spell
triggers.
If conditions change between casting and effect in such a
fashion as to make the spell impossible— for example, the
target you designate leaves the spell’s maximum range
before it goes off—the spell fails.
A delayed spell may be dispelled normally during the delay,
and can be detected normally in the area or on the target
with spells such as detect magic.
A delayed spell uses up a spell slot three levels higher than
the spell’s actual level.
508
ENERGY SUBSTITUTION GREATER SPELL FOCUS [GENERAL]
[METAMAGIC] Choose a school of magic to which you already have
applied the Spell Focus feat.
You can modify a spell that uses one type of energy to use Your magic spells of that school are now even more potent
another type of energy. than before.
Prerequisite: Any other metamagic feat, 5 ranks in Prerequisite: Spell Focus.
Knowledge (arcana). Benefit: Add +4 to the DC for all saving throws against
Benefit: Choose one type of energy: acid, cold, electricity, spells from the school of magic you select to focus on.
fire, or sonic. This supersedes (does not stack with) the bonus from Spell
You can modify a spell with an energy designator to use the Focus.
chosen type of energy instead. Special: You can gain this feat multiple times.
A substituted spell works normally in all respects except It’s effects do not stack.
the type of damage dealt (see sidebar). Each time you take the feat, it applies to a new school of
A substituted spell uses a spell slot of the spell’s normal magic.
level, modified by any other metamagic feats.
Special: You can gain this feat multiple times, each time it
applies to a different type of energy. GREATER SPELL PENETRATION
[GENERAL]
ESCHEW MATERIALS [METAMAGIC] Your spells are especially potent, defeating spell resistance
You can cast spells without material components. more readily than normal.
Prerequisites: Any other metamagic feat. Prerequisite: Spell Penetration.
Benefit: An eschewed spell can be cast with no material Benefit: You get a +4 modifier on caster level check to
components. beat a creature’s spell resistance.
Spells without material components or whose material This supersedes (does not stack with) the bonus from Spell
components cost more than 1 gp are not affected by this Penetration.
feat.
An eschewed spell uses up a spell slot of the spell’s normal
level, modified by any other metamagic feats. IMPROVED FAMILIAR [GENERAL]
As long as you are able to acquire a new familiar, you may
choose your new familiar from a nonstandard list.
EXTRA SLOT [GENERAL] Prerequisite: Ability to acquire a new familiar,
You can cast an extra spell. compatible alignment.
Prerequisites: Spellcaster level 4th+. Benefit: When choosing a familiar, the following
Benefit: You gain one extra spell slot in your daily creatures are also available to you.
allotment. You may choose a familiar with an alignment up to one step
This extra slot can be at any level up to one level lower than away on each of the alignment axes (lawful through
the highest-level spell you can cast. chaotic, good through evil).
For example, a 4th-level sorcerer gains either an extra 0-
level or 1st-level slot, allowing him to cast any known spell
of the chosen level one more time each day.
A 4th-level wizard can prepare any extra 0-level or 1st-level
spell she knows.
Once selected, the extra spell slot never migrates up or
down in level.
Special: You can gain this feat multiple times.
Each time, you gain an extra spell slot at any level up to one
level lower than the highest-level spell you can cast.
SUBDUAL SUBSTITUTION
[METAMAGIC]
You can modify a spell that uses energy to deal damage to
deal subdual damage instead.
Prerequisite: Any other metamagic feat, 5 ranks in
Knowledge (arcana).
Benefit: Choose one type of energy: acid, cold, electricity,
fire, or sonic.
You can modify a spell with the chosen designator to inflict
subdual damage instead of energy damage.
The subdual spell works normally in all respects except the
type of damage dealt. 511
Shadow Hand: Dagger, sai, siangham, short sword, spiked
chain, unarmed strike; Hide.
TOME OF BATTLE Stone Dragon: Greatsword, greataxe, heavy mace, unarmed
strike; Balance.
Tiger Claw: Kama, kukri, handaxe, claw, greataxe, unarmed
(3.5) strike; Jump.
White Raven: Longsword, battleaxe, warhammer,
greatsword, halberd; Diplomacy.
Special: A fighter can select Blade Meditation as a bonus
MAIN SECTION FEATS feat.
* Described in the Complete Warrior supplement.
ADAPTIVE STYLE []
With just a short period of meditation, you can change your DESERT FIRE []
maneuvers and tactics to meet the threat you currently face. The power of the Desert Wind surges through you, and you
Prerequisite: Crusader, swordsage, or warblade level 1st. find power in the motion of the hot winds and shifting
Benefit: You can change your readied maneuvers at any sands that you can channel into your Desert Wind strikes.
time by taking a full-round action. Prerequisite: One Desert Wind strike.
If you’re a crusader, your current granted maneuvers are Benefit: If you move at least 10 feet away from your
lost and you gain new granted maneuvers as if you had just original position before using a Desert Wind strike in the
readied your maneuvers for the day. same round, that strike deals an extra 1d6 points of damage.
Normal: You can change maneuvers only by spending 5
minutes to do so.
DESERT WIND DODGE []
Your training in the Desert Wind discipline allows you to
AVENGING STRIKE [] dance across the battlefield like a blistering sirocco.
Your strength of will and strong sense of justice allow you Prerequisite: Dex 13, one Desert Wind maneuver.
to smite your foes. Benefit: If you move at least 10 feet from your original
Prerequisite: Any good alignment. position, you gain a+1 dodge bonus to AC and deal an extra
Benefit: As a swift action, you can channel the power of 1 point of fire damage with any attack you make with a
your faith and energy to enhance a single attack you make, scimitar, light mace, light pick, spear, or falchion.
You gain a bonus equal to your Charisma bonus (if any) on This benefit lasts the start of your next turn.
the at tack roll and damage roll for the next melee attack Special: Desert Wind Dodge can be used in place of
you make against an outsider with the evil subtype. Dodge to qualify for a feat, prestige class, or other special
You can use this ability a number of times per day equal to ability.
your Charisma bonus (minimum l). If you already have Dodge when you select Desert Wind
Dodge, you can choose to lose the Dodge feat and gain a
new feat in its place.
BLADE MEDITATION [] You must meet the prerequisite for the new feat.
You have learned a meditation that grants you insight into
the martial disciplines you have studied.
Prerequisite: Concentration 1 rank, base attack bonus DEVOTED BULWARK []
+4, one maneuver from any discipline. Because of your staunch devotion to your cause and your
Benefit: When you take this feat, choose a discipline. Devoted Spirit training, you can stand your ground even in
You gain a +1 bonus on damage rolls with all the preferred the face of an enemy’s resounding attack.
weapons of your chosen discipline when using a strike Prerequisite: One Devoted Spirit maneuver.
combat maneuver, as well as a +2 bonus on checks Benefit: If an enemy deals damage to you with a melee
involving the discipline’s key skill. attack, you gain a +1 morale bonus to your AC until the end
The save DCs of any maneuvers that you perform from the of your next turn.
chosen discipline are increased by 1, if they have a save DC.
The weapons and skills associated with each discipline are
given below. DIVINE SPIRIT [DIVINE]
Desert Wind: Scimitar, light mace, light pick, spear, falchion; The fervor and dedication of the Devoted Spirit discipline,
Tumble. combined with your fanatical adherence to a divine power,
Devoted Spirit: Falchion, greatclub, maul*, longs word; turns you into a font of spiritual energy.
Intimidate. With only a moment’s focus, you can channel power to
Diamond Mind: Rapier, shortspear, trident, bastard sword enhance your fighting talents.
(katana); Concentration. Prerequisite: Ability to turn or rebuke undead, one
Iron Heart; Bastard sword, dwarven waraxe, longsword, two- Devoted Spirit stance.
bladed sword; Balance. Benefit: While in a Devoted Spirit stance, you can
Setting Sun: Short sword, nunchaku, unarmed strike, expend a turn or rebuke undead attempt as an immediate
quarterstaff; Sense Motive. action to heal yourself a number of hit points equal to 3 +
your Charisma modifier, if any (minimum 1 point).
512
EVASIVE REFLEXES [] INSTANT CLARITY [PSIONIC]
When an opponent gives you an opening in combat, you You have sharpened your concentration to the point that
know exactly what to do: slip away. you can focus your psionic abilities with just an instant’s
Prerequisite: Dex 13. thought.
Benefit: When an opponent gives you a chance to make Prerequisite: Concentration 7 ranks.
an attack of opportunity, you can instead immediately take Benefit: You can take a swift action to become psionically
a 5-foot step. focused after successfully initiating a martial strike.
Special: Evasive Reflexes can be used in place of Combat You can use this ability three times per day.
Reflexes to qualify for a feat, prestige class, or other special Normal: A character without this feat must take a full-
ability. round action to become psionically focused.
You can take both this feat and Combat Reflexes. Special: Instant Clarity can be used in place of the Psionic
Meditation feat (see Expanded Psionics Handbook) to qualify
for a feat, prestige class, or other special ability.
EXTRA GRANTED MANEUVER [] You can take both this feat and Psionic Meditation.
You are especially devout or insightful, and you have more
control over which of your martial maneuvers are currently
granted than other crusaders. IRONHEART AURA []
Prerequisite: Crusader level 1st. Your strength of spirit and martial training inspires those
Benefit: You begin each encounter with one additional around you.
readied maneuver granted. Prerequisite: One Iron Heart stance.
This feat also applies when you determine a new set of Benefit: While you are in any Iron Heart stance, adjacent
granted maneuvers after recovering expended maneuvers. allies gain a +2 morale bonus on saving throws.
For example, if you are a 5th-level crusader, you normally
begin an encounter or finish recovering expended
maneuvers with two of your five readied maneuvers MARTIAL STANCE []
granted, and the remaining three maneuvers with held. You have mastered the fundamentals of a martial discipline,
With this feat, three of your five readied maneuvers are and you are now able to master one of its stances.
granted, and only two are withheld. Prerequisite: One martial maneuver.
Naturally, this benefit provides you with a better array of Benefit: When you gain this feat, you can select any
maneuver options early in a battle. stance from a discipline in which you already know at least
Special: You can take this feat only once. one maneuver.
You must meet the normal prerequisite of the stance.
Your martial adept level for using this maneuver is equal to
EXTRA READIED MANEUVER [] your levels in martial adept classes (if any) + 1/2 your levels
You are an unusually perspicacious student of the Sublime in other classes.
Way, and you find it easy to keep a large number of Special: You can choose this feat more than once.
maneuvers ready for use. When you take this feat again, you gain knowledge of a
Prerequisite: Swordsage level 1st. new stance.
Benefit: Increase the number of maneuvers you can You do not have to choose a stance from the same
ready for your swordsage levels by one. discipline you selected the first time, but you must know at
For example, a 5th-level swordsage can normally ready six least one martial maneuver from the discipline of the
maneuvers. stance you choose.
With this feat, she can ready seven. Special: A fighter can select Martial Stance as a bonus
Special: You can rake this feat only once. feat.
STORMGUARD WARRIOR []
The Stormguard Warrior feat encompasses a number of the
more advanced tactics and techniques you would use as a
student of the Iron Heart school.
Prerequisite: Proficiency with an Iron Heart preferred
weapon (bastard sword, dwarven waraxe, longsword, or
two-bladed sword), Ironheart Aura, base attack bonus +6,
two Iron Heart maneuvers.
Benefit: The Stormguard Warrior feat enables the use of
three tactical options.
Channel the Storm: To use this option, you must choose to
refrain from making one or more available attacks of
opportunity against a single opponent.
On your next turn, you gain a +4 bonus on attack rolls and
damage rolls for each attack that you refrained from
making against the same opponent.
You gain this bonus only against an opponent that you
refrained from making an attack of opportunity against in
the previous round.
Combat Rhythm: To use this option, you can choose to make
melee touch at tacks in place of normal melee attacks
against an opponent.
These touch attacks deal no damage.
For each melee touch attack that hits, you gain a +5 bonus
on melee damage roll against that same foe on your next
turn.
Fight the Horde: To use this option, you must deal damage to
at least two different foes on your turn with melee attacks
or Iron Heart strikes.
On your next turn, if you fight defensively or take a –4
penalty on your attack rolls with your Combat Expertise
feat you have it), you gain a +2 bonus on attack rolls against
any foe you damaged with a melee attack or Iron Heart
strike during the previous turn.
SIDEBAR FEATS
THROW ANYTHING []
Originally presented in the Complete Warrior supplement,
this feat makes any weapon a deadly ranged weapon in your
hands.
518
If you fail the binding check, however, the vestige
influences your personality and your actions, and you are
TOME OF MAGIC said to have made a poor pact.
(Specifically, the vestige’s presence changes your general
demeanor, and it can force you to perform or retrain from
(3.5) certain actions.
The influence of each vestige is described in its individual
entry).
If your binding check is successful, the vestige has no
PACT MAGIC FEATS control over your actions and does not influence your
personality.
In this case, you are said to have made a good pact.
BIND VESTIGE [] While under the influence of a vestige, you must adhere to
You know how to make pacts with otherworldly spirits its requirements to the best of your ability.
called vestiges. If you are conscious and free-willed and you encounter a
Benefit: By employing a short ritual, you can contact a situation in which you cannot or will not refrain from a
vestige and make a pact with it. prohibited action or perform a required one, you rake a –1
You are treated as a 1st-level binder for this purpose, penalty on attack rolls, saving throws, and checks until that
regardless of your character level. vestige leaves you.
Thus, only 1st-level vestiges are available to you, and you As long as you are bound to a vestige, you manifest a
can bind to only one vestige at a time. specific physical sign of its presence, as given in its entry.
Furthermore, unlike characters with the soul binding class This sign is real, not an illusory or shapechanging effect,
feature, you gain only one power from the vestige you bind, and someone using true seeing perceives it just as it is.
as given on Table 1–9: Bind Vestige Feat Abilities. You can hide a sign by mundane or magical means without
To contact a vestige, you must draw its unique seal visibly penalty.
on a surface (generally the ground), making the image at The vestige is bound to your soul by the pact.
least 5 feet across. It cannot be targeted or expelled by any means except the
Drawing a seal requires the ability to mark a surface and 10 Expel Vestige feat, nor can it be suppressed except by an
consecutive rounds of concentration, and the act provokes antimagic field or similar effect.
attacks of opportunity. The Difficulty Class for a saving throw against any
A seal not used within 1 minute of its drawing loses all supernatural powers granted by a vestige is 10 +1/2 your
potency, and you must draw a new one to contact the effective binder level + your Cha modifier.
vestige. Special: Characters who have the ability to bind vestiges
A vestige might also have other requirements for contact, as through other means (such as the soul binding class
noted in its entry (see page 18). feature) cannot take this feat.
Once the seal is drawn, you must perform a ritual, requiring If you become a binder alter taking the feat, you lose its
a full-round action to summon the corresponding vestige. benefit.
During this time, you must touch the seal and call out to
the using both its name and its title.
The ritual fails’ if you cannot be heard (for example, if you BIND VESTTGE, IMPROVED []
are within the area of a silence spell). You can bind a wider range of vestiges.
Otherwise, a manifestation of the vestige appears in the Prerequisite: Bind Vestige.
seal’s space as soon as you finish the ritual. Benefit: When you bind a vestige using the Bind Vestige
This image is not the actual vestige; it is merely a figment— feat, you do so as though you were a 5th-level binder.
an illusion that cannot harm or be harmed by any creature. Thus, you have access to vestiges up to 3rd level, though
Creatures that interact with the image or study it carefully you still can bind only one at a time and gain only one
automatically recognize it as illusory. power from it.
The summoned image ignores everyone but you, and if you
fail to address it for 1 round, it disappears whence it came.
The vestige speaks in whatever language you used to call it. DEFENSE AGAINST THE
To make a pact with your summoned vestige, you must SUPERNATURAL []
make a binding check (1d20 + your effective binder level +
your Cha modifier). Your in-depth knowledge of supernatural forces grants you
This process requires 1 minute, but you can choose to make greater ability to resist their effects.
a rushed binding check as a lull-round action at a –10 Prerequisite: Knowledge (arcana) 2 ranks.
penalty. Benefit: You gain a +2 insight bonus on saving throws
The DC for this check is provided in the description of each made to resist supernatural special attacks.
vestige.
You must make your perilous pact alone; others cannot aid
you in any way. EMPOWER SUPERNATURAL ABILITY
Whether the binding check succeeds or fails, you gain the []
power granted by the vestige for 24 hours.
During that time, you cannot rid yourself of the vestige You can use a supernatural ability with greater effect than
normal.
unless you possess the Expel Vestige feat. 519
Prerequisites: 6 HD, supernatural ability. with any vestige, and apply the same penalty on your
Benefit: Once per day, you can empower a supernatural binding check the next time you summon the vestige you
ability. expelled.
When you use an empowered supernatural ability, all Normal: A bound vestige does not leave you until 24
variable, numeric effects of the supernatural ability are hours have passed since its summoning.
increased by one-half.
An empowered supernatural ability deals half again as
much damage as normal, cures half again as many hit EXTEND SUPERNATURAL ABILITY []
points, affects half again as many targets, and so on as You can cause a supernatural ability with a duration to last
appropriate. longer than normal.
Saving throws and opposed rolls (such as the one made Prerequisites: 4 HD, supernatural ability.
when you cast dispel magic) and supernatural abilities Benefit: Once per day, you can extend a supernatural
without random variables are not affected. ability that has a duration.
You must declare use of this feat before you use the ability. When you use an extended supernatural ability, it lasts
A continuous use ability (such as a gaze attack) can be twice as long as normal.
empowered for only 1 round. A supernatural ability that has a duration of concentration,
Empowering a supernatural ability does not require a that happens instantaneously, or that permanently affects a
separate action. target is not affected by this feat.
An empowered supernatural ability cannot be maximized. You must declare the use of this feat before you use the
Special: This feat can be taken multiple times. ability.
Each time it is taken, you can empower a supernatural Extending a supernatural ability does not require a separate
ability one additional time per day. action.
You cannot empower a particular use of a supernatural Special: This feat can be taken multiple times.
ability more than once. Each time it is taken, you can extend a supernatural ability
one additional time per day.
You cannot extend a particular use of a supernatural ability
ENLARGE SUPERNATURAL ABILITY more than once.
[]
You can increase the range of a supernatural attack. FAVORED VESTIGE []
Prerequisites: 4 HD, supernatural ability. Choose one vestige to which you have access.
Benefit: Once per day, you can enlarge a supernatural You establish a close, mystical affinity with that spirit.
ability. Prerequisite: Soul binding.
When you use an enlarged supernatural ability, its range Benefit: Your effective binder level increases by 1 when
increases by 100%. you use the abilities granted by your chosen vestige.
You must declare use of this feat before you use the ability.
Special: You can take this feat multiple times.
A continuous use ability (such as a gaze attack) can only be Its effects do not stack.
enlarged for 1 round.
Each time you take the feat, it applies to a new vestige.
Enlarging a supernatural ability does not require a separate
action.
This feat does not affect the length of a line or a cone, the FAVORED VESTIGE FOCUS []
diameter of an emanation (such as a gaze attack or frightful
presence), or the range of any supernatural ability not The supernatural abilities of your favored vestige are more
defined by distance. potent than normal.
Special: This feat can be taken multiple times. Prerequisite: Favored Vestige.
Each time it is taken, you can enlarge a supernatural ability Benefit: The DC of each supernatural ability granted by
one additional time per day. your favored vestige increases by 1.
You cannot enlarge a particular use of a supernatural ability Special: You can take this feat multiple times.
more than once. Its effects do not stack.
Each time you take the feat, it applies to a new favored
vestige (for which you must have a separate Favored
EXPEL VESTTGE [] Vestige feat).
You can expel a vestige to which you are bound before the
duration of its pact with you has expired. IGNORE SPECIAL REQUIREMENTS []
Prerequisite: Soul binding.
Benefit: Once per day, you can attempt to expel a vestige The strange constraints that vestiges place on their
to which you are bound. summoning are meaningless to you.
To do so, you must draw its seal and go through the entire Prerequisite: Soul binding.
process of summoning it again. Benefit: You can ignore the special requirements of
If you succeed on the new binding check, you expel the vestiges with which you make pacts.
vestige before it would normally leave you, and you can
summon a different one to replace it if you wish.
Regardless of your success or failure in expelling the
520 vestige, you take a –10 penalty on your next binding check
IMPROVED BINDING [] SKILLED PACT MAKING []
You are so adept at binding vestiges that you can contact Your strong will serves you well when making pacts with
powerful ones more easily than other soul binders can. vestiges.
Prerequisites: Soul binding, Intimidate 4 ranks. Prerequisites: Soul binding, base Will save +4.
Benefit: Your effective binder level is 2 higher than Benefit: You gain a +4 bonus on binding checks.
normal for the purpose of determining the level of vestige
you can bind.
This benefit does not increase your binder level in any SUDDEN ABILITY FOCUS []
other circumstance. One of your special attacks becomes more potent than
usual.
Prerequisite: Special attack.
PRACTICED BINDER [] Benefit: Once per day, you can increase the save DC of
When you bind a vestige, you gain an additional power any special ability you have—including the special abilities
associated with it. granted by a vestige—by 2.
Prerequisite: Bind Vestige. You can still use the Ability Focus feat normally if you have
Benefit: When you bind a vestige using the Bind Vestige it, and the DC increases stack.
feat, you gain a second power, according to Table 1–9: Bind You must declare the use of this feat before you use the
Vestige Feat Abilities. ability.
A continuous-use ability (such as a gaze attack) can benefit
from this feat for only 1 round.
Special: This feat can be taken multiple times.
Each time you take it, you can apply the Sudden Ability
Focus feat one more time per day.
You cannot apply Sudden Ability Focus more than once to
a single use of a special ability.
SUPERNATURAL CRUSADER []
You are adept at fighting supernatural creatures.
Prerequisite: Knowledge (arcana) 2 ranks.
Benefit: You gain a +1 insight bonus on attack rolls and
weapon damage rolls against a creature with a supernatural
special ability.
SUPERNATURAL OPPORTUNIST []
You are adept at exploiting a creature’s momentary
distraction while it activates its supernatural abilities.
RAPID PACT MAKING [] Prerequisite: Supernatural Crusader.
Your skill with pact magic lets you bind a vestige extremely Benefit: Whenever a creature that you threaten activates
quickly, even in the heat of combat. a supernatural ability, you can make an attack of
Prerequisites: Soul binding, Intimidate 8 ranks, Expel opportunity against that creature.
Vestige. This leaf does not give you the ability to make more than
Benefit: Once per day, you can bind a vestige as a full- one attack of opportunity in a single round.
round action.
Normal: Binding a vestige normally requires 1 minute. WIDEN SUPERNATURAL ABILITY []
You can increase the area of your supernatural abilities.
RAPID RECOVERY [] Prerequisites: 8 HD, supernatural ability.
You can use the abilities of your favored vestige more Benefit: Once per day, you can widen a supernatural
frequently. ability.
Prerequisite: Favored Vestige. When you use a widened supernatural, ability, its area
increases by 100%.
Benefit: You can activate the abilities granted by your
Thus, a widened line or cone is double the normal length,
favored vestige once every 4 rounds rather than once every
and a widened burst, emanation, or spread has twice the
5 rounds.
normal diameter.
You must be bound to the vestige to use its abilities with
You must declare use of this feat before you use the ability.
this feat.
Widening a supernatural ability does not require a separate
Special: You can take this feat multiple times. action.
Its effects do not stack.
Special: This feat can be taken multiple times.
Each time you take the feat, it applies to a new favored
Each time it is taken, you can widen a supernatural ability
vestige (for which you must have a separate Favored
one additional time per day.
Vestige feat). 521
You cannot widen a particular use of a supernatural ability
more than once. RECITATION OF VITAL STATE []
This recitation frees your body of disease and sickness.
Prerequisites: Truespeak 6 ranks, ability to speak
RECITATION FEATS utterances, must know your own personal truename.
Benefit: You are rendered free of disease, whether the
sickness has an ordinary or a supernatural origin.
RECITATION OF THE FORTIFIED Both active and incubating diseases are affected.
STATE []
This recitation allows you to stand unyielding against the SHADOW MAGIC FEATS
blows of your enemies.
Prerequisites: Truespeak 9 ranks, ability to speak
utterances, must know your own personal truename. EMPOWER MYSTERY
Benefit: You gain a natural armor bonus equal to one-
third your truenamer level. [METASHADOW]
The bonus lasts at least until the beginning of your next You can cast mysteries to greater effect.
turn, and you can extend it for 1 round by taking the total Prerequisites: Any metashadow feat.
defense action. Benefit: Once per day, you can apply the effect of the
You can continue taking the total defense action, and Empower Spell feat to any mystery you cast.
gaining the bonus, for up to 1 minute, after which time the All variable, numeric effects of an empowered mystery
effects of the recitation fade unless you repeat the increase by one-half.
recitation. Casting an empowered mystery is a full-round action.
Special: You can take this feat multiple times.
RECITATION OF MEDITATIVE STATE
[] ENLARGE MYSTERY
This recitation gives you an unparalleled sense of serene [METASHADOW]
calm. You can cast mysteries farther than normal.
Prerequisites: Truespeak 9 ranks, ability to speak Benefit: Once per day, you can alter a mystery with a
utterances, must know your own personal truename. range of close, medium, or long to increase its range by
Benefit: Successfully making the recitation dispels any 100%.
fear, rage, despair, or other emotion-based effects on you. This functions in most respects as the Enlarge Spell teat.
If you’re frightened or panicked, this recitation wont help Special: You can take this feat multiple times.
you because you won’t be able to take the lull-round action
required to make the recitation.
But if you’re merely shaken, you can return to an unafraid EXTEND MYSTERY [METASHADOW]
state. You can cast mysteries that last longer than normal.
Benefit: Once per day, you can apply the effect of the
Extend Mystery feat to any mystery you cast.
RECITATION OF MINDFUL STATE [] An extended mystery lasts twice as long as normal.
This recitation narrows and focuses your perception so you Casting.
can concentrate on a delicate task at hand. an extended mystery is a full-round action.
Prerequisites: Truespeak 6 ranks, ability to speak Special: You can take this feat multiple times.
utterances, must know your own personal truename.
Benefit: You gain a competence bonus equal to one-third
your truenamer level on your next skill check using one of FAVORED MYSTERY []
the following skills: Craft, Disable Device, Forgery, Open The mystery you choose becomes easier to cast.
Lock, or Sleight of Hand. Prerequisite: Ability to cast mysteries.
Benefit: Choose a mystery you know.
You cast that mystery as a supernatural ability instead of a
RECITATION OF THE SANGUINE spell-like ability, or as a spell-like ability instead of as a spell.
STATE [] If you choose a mystery that you cast as a supernatural
ability, or if you later gain the ability to cast that mystery as
This recitation purges all poisons from your body. a supernatural ability, you gain an extra use of that mystery
Prerequisites: Truespeak 9 ranks, ability to speak per day.
utterances, must know your own personal truename. This feat does not otherwise increase the number of times
Benefit: If you succeed on your Truespeak check, your per day that you can cast the chosen mystery.
body is purged of all poisons, as if a neutralize poison spell Special: You can take this feat multiple times.
bad been cast on you. When you take the feat again, you can choose to affect the
same mystery: or a different one.
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GREATER PATH FOCUS [] NOCTURNAL CASTER []
Choose a path of shadow magic to which you have already You are empowered by darkness, making your abilities
applied the Path Focus feat. stronger at night.
Your mysteries of that path a. Prerequisite: Ability to cast mysteries or a spell with the
now even more potent. darkness descriptor.
Prerequisite: Path Focus. Benefit: Choose one path of mysteries or school of magic
Benefit: You function at +1 caster level when casting to which you have access.
mysteries of the path you select. At night, the save DC of all associated mysteries or spells
Additionally, add +1 to the Difficulty Class of all saving increases by +1.
throws against mysteries from that path. This bonus stacks with similar bonuses, such those from
These bonuses stack with those granted by Path Focus. the Path Focus or Spell Focus feats.
Special: You can gain this feat multiple times. The ambient light is irrelevant, nor does it matter if you can
Its effects do not stack. see the sky.
Each time you take the feat, it applies to a new path to Only the actual time of day matters.
which you have applied the Path Focus feat. Special: You can gain this feat multiple times, but its
effects do not stack.
Each time you take the feat, it applies to a new school or
LINE OF SHADOW [METASHADOW] path.
You can cast a mystery without line of sight or line of effect
to the target.
Prerequisite: Any two metashadow feats. PATH FOCUS []
Benefit: Once per day, you can apply this feat to a Choose a path of shadow magic, such as Touch or Twilight.
mystery which enables it to affect a target even if you do Your mysteries of that path are more potent than normal.
not currently have line of sight or line of effect. Benefit: You function at +1 caster level when casting
The target must still be within the spell’s maximum range, mysteries of this path.
and you must have had line of sight and line of effect Additionally, add +1 to the DC of all saving throws against
within a number of rounds equal to your Intelligence mysteries from this path.
modifier. Special: You can gain this feat multiple times.
The target gains a bonus on his save, if any, equal to the Its effects do not stack.
number of rounds since you had line of sight or effect. Each time you take the feat, it applies to a new path.
You cannot apply this feat to any mystery that requires a
touch or ranged touch.
Casting a mystery with Line of Shadow is a full-round QUTCKEN MYSTERY
action. [METASHADOW]
Normal: You must have line of effect or line of sight to
target a creature or object with a mystery or spell. You can cast a mystery with a moment’s thought.
Special: You can take this feat up to four rimes. Prerequisite: Any three metashadow feats.
To take it a second time, you must have five metashadow Benefit: Once per day, you can cast a mystery as a swift
feats. action.
To take it a third time, you must have eight metashadow This feat functions in most respects as the Quicken Spell
feats. feat.
To take it a fourth time, you must have eleven metashadow Special: You can take this feat up to three times.
feats. To take it a second time, you must have seven metashadow
feats.
To take it a third time, you must have eleven metashadow
MAXIMIZE MYSTERY feats.
[METASHADOW]
You can cast mysteries to maximum effect. REACH MYSTERY [METASHADOW]
Prerequisite: Any two metashadow teats. You can cast touch-range mysteries without touching the
Benefit: Once per day, all variable, numeric effects of a target.
mystery modified by this feat are maximized. Prerequisite: Any metashadow feat.
This functions in most respects as the Maximize Spell teat. Benefit: Once per day, you can cast a mystery that
Casting a maximized mystery is a full-round action. normally has a range of touch at any target within 30 feet.
Special: You can take this feat up to four times. The mystery effectively becomes a ray, so you must succeed
To take it a second time, you must have five metashadow on a ranged touch attack to bestow the mystery upon the
feats. recipient.
To take it a third time, you must have eight metashadow Special: You can take this feat multiple times.
feats.
To take it a fourth time, you must have eleven metashadow.
523
SHADOW CAST [] UNSEEN ARROW []
Your shadow shimmers as you cast a spell and you seem to Developed by shadowblades, this feat allows a member of
cast your mysteries from elsewhere. that class to apply his unseen weapon abilities to thrown or
Prerequisite: Concentration 5 ranks, shadowcaster level projectile weapons.
1st. Prerequisite: Unseen weapon class feature.
Benefit: Designate a square adjacent to you. Benefit: You can apply the unseen weapon class feature,
If no one threatens that square, you do not provoke an and all its abilities, to a thrown or missile weapon.
attack of opportunity when you cast a spell or use a spell- If you use the far shadow ability (see page 130) with a
like ability. ranged weapon, it adds 30 feet to the distance the weapon
can travel before you take the first range increment penalty.
SHADOW FAMILIAR []
Noctumancers developed this feat in order to gain a TRUENAME FEATS
mystical companion.
Prerequisite: Shadowcaster level 3rd.
Benefit: You can obtain a familiar in the same manner as
EMPOWER UTTERANCE []
a sorcerer or wizard, but it possesses the dark template. Your utterances have more powerful effects.
As with a sorcerer or wizard, obtaining a familiar takes 24 Prerequisites: Truespeak 9 ranks, ability to speak
hours and uses up magic materials worth 100 gp. utterances.
For the purpose of determining familiar abilities that Benefit: If the utterance is successful, all the variable
depend on your arcane caster level, your levels in all classes numeric effects of the utterance are increased by one-half.
that allow you to cast mysteries or arcane spells stack. Saving throws and opposed rolls are not affected, nor are
Special: If you gain access to an alternative familiar, such spells without random variables.
as through the Improved Familiar feat, it also gains the dark An empowered utterance has a Truespeak DC 10 higher
template. than normal.
525
UTTERANCE OF THE PERFECTED
MAP []
The power of the Truespeech can alter the state of reality
itself.
Reaching toward this great power, you have mastered an
utterance from the Lexicon of the Perfected Map.
Prerequisites: Truespeak 15 ranks, Truename Training
ability to speak four utterances.
Benefit: You learn one 1st-level utterance from the
Lexicon of the Perfected Map.
Special: You can take this feat more than once.
UTTERANCE FOCUS []
You have a particular utterance you favor above others, and
your enemies are less able to resist the power of your words.
Prerequisite: Ability to speak utterances.
Benefit: Add 1 to the Difficulty Class for all saving
throws against a specific utterance you know (such as the
eldritch attraction utterance).
This benefit also applies to the reverse of your favored
utterance, if applicable.
Normal: The DC to resist your utterances is usually 10 +
1/2 truenamer level + Cha modifier.
Special: You can gain this feat multiple times.
Its effect do not stack.
Each time you take the feat, it applies to a new utterance.
SIDEBAR FEATS
POWERFUL CHARGE []
A creature with this feat can charge with extra force.
Prerequisites: Medium or large, base attack bonus +1.
Benefit: When the creature charges, if its melee attack
hits, deals an extra 1d8 points of damage (if it is of Medium
size).
For Large creatures, the extra damage is 2d6 points; for
Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.
This feat only works when the creature makes a charge.
It does not work when the creature is mounted.
If the creature has the ability to make multiple attacks after
a charge, it can apply this extra damage only to one of those
attacks.
Special: A fighter can select Powerful Charge as one of
his fighter bonus feats.
526
These costs are in addition to those derived from the
contingent spell’s base price.
UNAPPROACHABLE See Contingent Spells in Chapter 4: Magic and Spells for
more information.
531
You can change the earth node in which your spells are
NODE SENSITIVE [GENERAL] stored by meditating for 1 hour inside the new node you
You can perceive an earth node just by passing near it. have selected.
Benefit: You automatically note the presence of any earth Special: You may gain this feat multiple times.
node within 30 feet. Each time you take the feat, it applies to two new spells.
Normal: A creature without this feat that comes within Node Store Feat: Node Power feat (Prerequisites: Node
30 feet of the outermost layer of an earth node can make a Manifestation, manifester level 1st).
DC 20 Intelligence check to note the presence of an earth The manifester chooses two powers.
node. While in an earth node, he can freely manifest each of
A creature with the Node Spellcasting feat can attempt these powers one extra time per day.
either an Intelligence check or a Spellcraft check at the
same DC to notice the node.
PORTAL SENSITIVE [GENERAL]
You can perceive a portal just by passing near it.
NODE SPELLCASTING [GENERAL] Prerequisite: Deep Imaskar or gloaming.
You have discovered the secret of node magic (see Node Benefit: You can detect an active or inactive portal as if it
Magic in Chapter 4: Magic and Spells). were a normal secret door (Search DC 20).
Prerequisite: Caster level 1st. If you merely pass within 5 feet of a portal, you are entitled
Benefit: You may take full advantage of earth nodes and to a Search check to notice it as if you were actively looking
node magic, as described in Chapter 4: Magic and Spells. for it.
This feat grants you access to the various node magic feats You also gain a +2 bonus on your caster level check when
and allows you to make a Spellcraft check instead of an trying to discern portal properties with the analyze portal
Intelligence check to notice nearby nodes and manipulate spell.
various node powers. Normal: Portals can be found only by using analyze portal,
Normal: A creature without this feat cannot take other detect magic, or the granted power from the Portal domain.
node-related feats, cannot access an earth node’s full
potential, and must make an Intelligence check to notice
nearby nodes or to manipulate node powers. STONE SOUL [GENERAL]
Node Spellcasting Feat: Node Manifestation feat You were born with a dwarf-like, innate sense about rock,
(Prerequisite: Manifester level 1st). stone, and construction.
This feat allows a psionic character to use earth nodes to Prerequisite: Deep Imaskar or slyth.
full capacity. Benefit: You gain a +2 bonus on Search checks made to
notice unusual stonework, such as sliding walls, stonework
traps, new construction (even when built to match the old),
NODE STORE [GENERAL] unsafe stone surfaces, shaky stone ceilings, and the like.
You can store a prepared spell in an earth node (see Node A construction that isn’t stone but is disguised to look like
Magic in Chapter 4: Magic and Spells). stone also counts as unusual stonework.
Prerequisite: Node Spellcasting, caster level 1st. A character with the Stone Soul feat who merely comes
Benefit: Each time you take this feat, choose two spells of within 10 feet of unusual stonework can make a check as if
any level that you know and can cast. actively searching.
If you are a spellcaster who prepares spells, you may now Special: You may take this feat only as a 1st-level
prepare those two spells in addition to your normal spell character.
complement as long as you are in an earth node, just as if
you had two extra spell slots per day.
These extra prepared spells are stored in the earth node STRONG MIND [GENERAL]
instead of in your mind. You are unusually difficult to affect with psionic powers
You can cast them normally while you are within that earth and mind attacks.
node, even if you have left it and returned since storing Prerequisite: Wis 11.
them there. Benefit: You gain a +3 bonus on saving throws against
If you are a spellcaster who does not prepare spells, choose psionic abilities and mind blast attacks.
two spells that you know. Psionic abilities include the spell-like abilities of monsters
You may now cast those two spells while in that earth node such as aboleths, mind flayers, yuan-ti, and any other
as if you had two extra spell slots per day available. creatures whose special attacks are described as psionics.
Each such slot can be used only to cast its designated spell; Mind blast attacks include the mind flayer’s mind blast
it cannot be used for any other spell (including the other ability, as well as any similar supernatural ability (at the
spell designated with this feat). DM’s discretion) that uses sheer mental force to stun or
If you leave the node, these extra spell slots become disable an opponent.
unavailable to you, but you can use them again if you
return, provided that you haven’t already used them since
the last time you rested. TUNNELFIGHTER [GENERAL]
You do not need to designate a specific node in which to You can fight more naturally in the cramped and close
store your spells when you choose this feat, but you can quarters of caves and tunnels than usual.
have spells stored in only one earth node at a time. Prerequisites: Dex 13 or Tunnelrunner.
532
Benefit: You ignore the penalty for hampered melee
when fighting in a narrow space (an area smaller than but at
least one-half of your space) or a low space (an area shorter
than but at least one-half of your height) with light or one-
handed melee weapons.
Furthermore, you take only a –4 circumstance penalty
when using a two-handed weapon in such conditions.
In a space both narrow and low, you function as if only one
of those conditions applied (see Chapter 7: Exploring the
Underdark for rules on fighting and moving in cramped
spaces).
In addition, when fighting in cramped quarters, you do not
lose your Dexterity bonus to Armor Class.
Normal: In a narrow or low space, a creature without this
feat takes a –2 circumstance penalty on attack rolls with
light weapons and a –4 circumstance penalty on attack rolls
with one-handed weapons.
It cannot use two-handed weapons at all.
Such a creature also loses its Dexterity bonus to Armor
Class.
In a space that is both narrow and low, the penalties are
doubled.
TUNNELRUNNER [GENERAL]
You can move naturally in the cramped quarters of caves
and tunnels.
Prerequisite: Chitine or grimlock.
Benefit: You ignore the speed reduction for hampered
movement when moving in a narrow space (an area smaller
than but at least one-half of your space) or a low space (an
area shorter than but at least one-half of your height).
You also retain your Dexterity bonus to your Armor Class.
If the space is both narrow and low, you function as if only
one of those conditions applied.
Normal: In a narrow or low space, a creature without this
feat is reduced to one-half normal speed and loses its
Dexterity bonus to Armor Class.
In a space that is both narrow and low, speed is reduced to
one-quarter normal.
533
You may spend your craft points to create alchemical items
or substances at a rate of 1 craft point per 10 gp of market
UNEARTHED value of the finished item (minimum 1), even without
spending the requisite creation time at work on the item.
Special: If you take the requisite creation time at work on
ARCANA (3.5) the item, you spend only 1 craft point per 50 gp of market
value of the finished item (minimum 1).
This feat replaces the requirement of being a spellcaster in
order to craft alchemical items as listed in the Craft skill in
ITEM CREATION FEATS the Player’s Handbook.
Normal: Characters without this feat cannot craft
alchemical items.
BREADTH OF KNOWLEDGE
[SPELLTOUCHED]
Your time spent plumbing the depths of magic knowledge
has resulted in a treasure trove of obscure facts.
Prerequisite: Exposure to legend lore or vision spell.
Benefit: All Knowledge checks you make are treated as
trained checks, even if you don’t have any ranks in the
specific skill.
If you have at least one rank in the specific Knowledge skill
in question, you gain a +1 bonus on the check.
CONDUCTIVITY [SPELLTOUCHED]
You have crude control over electricity effects near you.
Prerequisite: Exposure to call lightning, lightning bolt, or
chain lightning spell.
LOW PROFILE (GENERAL) [] Benefit: Whenever you take damage from an electricity
You are less famous than others of your class and level, or effect, you may send a line of electricity arcing from your
you wish to maintain a less visible presence than others of body at any single target within 30 feet.
your station. This bolt deals half the damage you just took; a Reflex save
Benefit: Reduce your reputation bonus by 3 points. (DC 16 + your Cha modifier) halves this damage.
Special: You can’t select both the Low Profile feat and the
Renown feat.
You’re either famous or you’re not. CONTROLLED IMMOLATION
[SPELLTOUCHED]
RENOWN (GENERAL) [] If you catch on fire, the flames don’t hurt you.
You have a better chance of being recognized. Prerequisite: Exposure to fireball or delayed blast fireball
spell.
Benefit: Increase your reputation bonus by 3 points.
Benefit: If you catch on fire (as described on page 303 of
the Dungeon Master’s Guide), you take no damage from the
flames.
A creature striking you with its body or a handheld weapon
takes 1d6 points of fire damage.
The fire persists on your body for 1d4 rounds. 535
This feat doesn’t protect you from other sources of fire dam
age, whether magical or not, only from the effects of LIVE MY NIGHTMARE
catching on fire. [SPELLTOUCHED]
It also doesn’t protect your equipment from the effects of
fire. Those who magically pry into your mind become privy to
your most frightening dreams.
Prerequisite: Exposure to phantasmal killer spell.
EYES TO THE SKY [SPELLTOUCHED] Benefit: Whenever someone successfully targets you
You have an instinctive sense of when someone is with a divination spell or effect, you can send that caster a
magically watching you. nightmarish vision.
Prerequisite: Exposure to scrying or greater scrying spell. This vision functions as a phantasmal killer spell, except that
the form comes from your dreams, not the other creature’s
Benefit: You automatically spot the magical sensor
created by a spell of the scrying subtype (arcane eye, dreams.
clairaudience/clairvoyance, greater scrying, or scrying) if it’s The other creature must succeed on a Will save (DC 14 +
your Cha modifier) to disbelieve the nightmare and a
within 40 feet of you.
Fortitude save (DC 14 + your Cha modifier) to avoid dying
from fear.
FALSE PRETENSES [SPELLTOUCHED]
Those who try to charm you get an unpleasant surprise. MOMENTARY ALTERATION
Prerequisite: Exposure to charm or dominate spell.
Benefit: When you succeed on a save against a charm or [SPELLTOUCHED]
compulsion effect, the character trying to charm or compel You can briefly transform yourself into a second form,
you believes that you failed your save. acquiring its physical qualities.
You can play along voluntarily if you wish to. Prerequisite: Exposure to alter self spell.
If the charm or compulsion involves telepathic commands, Benefit: Choose one specific form that you’ve turned
you continue to receive them, although you aren’t obligated yourself into with the alter self spell.
to follow them. Once per day, you can use alter self as a spell-like ability to
turn yourself into this form for 1 minute.
INELUCTABLE ECHO Special: You can gain Momentary Alteration multiple
times.
[SPELLTOUCHED] Each time you take the feat, you can either extend the
duration of an already chosen alternate form by 1 minute or
Those who use words of power around you hear the sound
choose another specific form from among those you’ve
of their own voices.
experienced after casting alter self on yourself.
Prerequisite: Exposure to wail of the banshee or any power
word spell.
Benefit: When you are targeted by a power word spell, NATURALIZED DENIZEN
whoever speaks the power word is also affected by it (as if he
had cast it on himself). [SPELLTOUCHED]
Likewise, when you’re within the area of a wail of the banshee You are unusually anchored to your location.
spell, the caster of the spell also hears the wail and must Prerequisite: Exposure to dimensional anchor spell.
succeed on a Fortitude save (using his own save DC) or die. Benefit: You are never treated as an extraplanar creature
Possessing the Ineluctable Echo feat doesn’t protect you (and you lose the extraplanar subtype).
against power word or wail of the banshee spells. Thus, you can’t be affected by a banishment or dismissal spell
You experience their effects normally. or similar effects that send extraplanar creatures back to
their home planes.
LIFE LEECH [SPELLTOUCHED]
You automatically try to steal the last bit of life energy from OMNISCIENT WHISPERS
anyone nearby.
Prerequisite: Exposure to death touch domain granted
[SPELLTOUCHED]
power or death knell spell. A constant, barely audible muttering echoes in your ears,
Benefit: Each dying or stable creature within 30 feet of usually beyond your comprehension.
you (that is, any creature with –1 to –9 hit points) loses an But if you focus all your energy on listening, you
additional 1 hit point at the beginning of your turn. sometimes catch a sentence or two that bears directly on
You gain the same amount as temporary hit points that last your current situation.
for 10 minutes. Prerequisite: Exposure to commune or contact other plane
You can’t suppress this effect, which functions on both spell.
friend and foe. Benefit: Once per week, you can tune into the voices you
hear, getting the answer to a question much as if you had
asked it with a commune spell.
Using this feat renders you exhausted.
536
PHOTOSYNTHETIC SKIN
[SPELLTOUCHED]
Your skin toughens when it draws energy from the sun.
Prerequisite: Exposure to barkskin spell.
Benefit: Whenever you’re outside during the day, you
gain a +2 enhancement bonus to your natural armor
(characters who don’t have natural armor ordinarily have a
natural armor bonus of +0).
537
Claw Weapons: bladed gauntletA, claw bracerA, panther
WEAPON GROUP (DRUID WEAPONS) clawA, stump knifeA, tiger clawsA, ward cestusA.
[] Clubs and Maces: warmaceW (one-handed use), tonfaA.
Crossbows: great crossbowA, hand crossbow.
You understand how to use weapons favored by druids. Druid Weapons: greatspearW.
Benefit: You make attack rolls with the following Flails and Chains: chain-and-daggerA, scourge, spiked chain,
weapons normally: club, dagger, dart, quarterstaff, scimitar, three-section staffA, whip, whip-daggerA.
sickle, shortspear, sling, and spear. Heavy Blades: bastard sword (one-handed use), khopeshA,
Normal: When using a weapon with which you are not mercurial longswordA, mercurial greatswordA.
proficient, you take a –4 penalty on attack rolls. Light Blades: kukri, saparaA, triple daggerA, war fanA.
Monk Weapons: butterfly swordA, tonfaA.
WEAPON GROUP (EXOTIC DOUBLE Picks and Hammers: dire pickW, gnome battlepickA, maulA
(one-handed use).
WEAPONS) [] Polearms: heavy poleaxeW.
You understand how to use the exotic double weapons Slings and Thrown Weapons: bolas, chakramA, gnome
associated with the weapon groups that you have mastered. calculusA, halfling skiprockA, orc shotputA, shuriken,
throwing ironA.
Prerequisite: Base attack bonus +1.
Spears and Lances: duomA, greatspearW, harpoonA, mantiA,
Benefit: Whenever you take a Weapon Group spinning javelinA.
proficiency feat, you also gain proficiency in the exotic
Normal: When using a weapon with which you are not
double weapons associated with that group.
proficient, you take a –4 penalty on attack rolls.
When you take this feat, you gain proficiency in the exotic
double weapons associated with the weapon groups that Special: If you include exotic weapons from sources other
you already know how to use. than the Player’s Handbook, the DM should feel free to
Some exotic double weapons require you to be proficient assign those weapons to a weapon group as appropriate for
with two weapon groups to gain proficiency in their use the campaign.
from this feat. The list above includes weapons featured in the Arms and
Axes: orc double axe, dwarven urgrosh (must also have Equipment Guide (marked A) and Complete Warrior (marked
Weapon Group [spears and lances]). W).
Flails and Chains: dire flail, gyrspikeA (must also have
Weapon Group [heavy blades]). WEAPON GROUP (FLAILS AND
Heavy Blades: double scimitarA, gyrspikeA (must also have
Weapon Group [flails and chains]), two-bladed sword. CHAINS) []
Maces and Clubs: double maceA. You understand how to use flails and chain weapons.
Picks and Hammers: double hammerW, gnome hooked Benefit: You make attack rolls with the following
hammer. weapons normally: light flail and heavy flail.
Spears and Lances: dwarven urgrosh (must also have Weapon Normal: When using a weapon with which you are not
Group [axes]). proficient, you take a –4 penalty on attack rolls.
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
Special: If you include exotic double weapons from WEAPON GROUP (HEAVY BLADES)
sources other than the Player’s Handbook, the DM should
assign those weapons to a weapon group as appropriate for []
the campaign. You understand how to use large bladed weapons.
The lists above includes weapons featured in the Arms and Benefit: You make attack rolls with the following
Equipment Guide (marked A) and Complete Warrior (marked weapons normally: longsword, greatsword, falchion,
W). scimitar, and bastard sword (two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
WEAPON GROUP (EXOTIC
WEAPONS) [] WEAPON GROUP (LIGHT BLADES) []
You understand how to use the exotic weapons associated You understand how to use light bladed weapons.
with the weapon groups that you have mastered.
Benefit: You make attack rolls with the following
Prerequisite: Base attack bonus +1. weapons normally: dagger, punching dagger, rapier, and
Benefit: When you take this feat, you gain proficiency in short sword.
the exotic weapons associated with the weapon groups that Normal: When using a weapon with which you are not
you already know how to use. proficient, you take a –4 penalty on attack rolls.
Whenever you take a Weapon Group proficiency feat, you
also gain proficiency in the exotic weapons (but not the
exotic double weapons) associated with that group. WEAPON GROUP (MACES AND
Axes: dwarven waraxe (one-handed use).
Bows: elven double bowA, greatbowW, composite CLUBS) []
greatbowW. You understand how to use maces and clubs.
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Benefit: You make attack rolls with the following
weapons normally: club, light mace, heavy mace, greatclub, SIDEBAR FEATS
quarterstaff, sap, and warmace (two-handed use).
Normal: When using a weapon with which you are not ADDITIONAL FAVORED CLASS
proficient, you take a –4 penalty on attack rolls.
Special: If you use the Arms and Equipment Guide, this [GENERAL]
weapon group also includes the maul. You are more adept at combining different talents than
most members of your race.
WEAPON GROUP (MONK WEAPONS) Benefit: Choose a character class, such as ranger.
The chosen class is treated as a favored class for the purpose
[] of determining whether your character takes an experience
You understand how to use weapons normally favored by point penalty for multiclassing.
monks. Normal: Without this feat, if any class other than your
Prerequisite: Improved Unarmed Strike. race’s favored class is two or more levels lower than your
Benefit: You make attack rolls with the following highest-level class, you take a –20% penalty to XP earned for
weapons normally: kama, nunchaku, quarterstaff, sai, each class that is not within one level of your highest-level
shuriken, and siangham. class.
Normal: When using a weapon with which you are not Special: You can gain this feat multiple times.
proficient, you take a –4 penalty on attack rolls. Each time you take the feat, it applies to a new class.
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Special: You can gain Curative Legacy multiple times.
WEAPONS OF Its effects do not stack.
Each time you take the feat, it applies to a new legacy
ability.
LEGACY (3.5) EMPOWER LEGACY [LEGACY]
You can use one of your item’s legacy abilities to greater
LEGACY FEATS effect.
Prerequisites: Least Legacy, spell-like or command-
activated legacy ability.
CHANNEL LEGACY [LEGACY] Benefit: When you select this feat, choose one available
You can call upon the hidden strength within your legacy spell-like legacy ability of a specific item, or one whose
item to empower yourself for a single spectacular effort. effect is triggered by a command word.
Prerequisites: Least Legacy, legacy ability with a daily Three times per day, you can choose to increase by one-half
use limit. all variable, numeric effects of that ability (as the Empower
Benefit: Choose one of your item’s available legacy Spell feat).
abilities with a daily use limit. Special: You can gain Empower Legacy multiple times.
As an immediate action (see the sidebar on page 15), you Its effects do not stack.
can expend all the daily uses of that ability to grant yourself Each time you take the feat, it applies to a new legacy
a bonus on all attack rolls, saves, and checks. ability.
This bonus lasts until the start of your next turn and
depends on the power of the legacy ability, as shown in the
following table. GREATER LEGACY [LEGACY]
You awaken the most powerful abilities of a specific item of
legacy.
Prerequisites: Least Legacy, Lesser Legacy, character
level 17th, learn and perform the associated greater legacy
ritual of the chosen item.
Benefit: Choose one item of legacy (or candidate item, if
you are founding a legacy).
All daily uses of the legacy ability are expended without If you meet the other prerequisites for wielding that item,
their normal effect. you can use any of the item’s greater legacy abilities that are
You choose the ability when you use this feat. available to a character of your level.
Special: You cannot use this feat to expend any legacy
ability that does not have its full daily complement of uses
remaining. LEAST LEGACY [LEGACY]
For example, if a legacy ability is usable three times per day,
You awaken the basic abilities of a specific item of legacy.
all three daily uses must be available to use this feat.
Prerequisites: Character level 5th, learn and perform
the associated least legacy ritual of the chosen item.
CURATIVE LEGACY [LEGACY] Benefit: Choose one item of legacy (or candidate item, if
founding a legacy).
Your item’s legacy ability is so linked with your aura that it
If you meet the other prerequisites for wielding that item,
restores your health each time it is activated.
you can use any of the item’s least legacy abilities that are
Prerequisites: Least Legacy, legacy ability with a daily available to a character of your level.
use limit, ability to cast cure light wounds.
Benefit: When you select this feat, choose one of your
item’s available legacy abilities with a daily use limit. LEGACY FOCUS [LEGACY]
Each time you activate the chosen ability, you regain hit Your item’s legacy abilities are more potent than normal.
points as though a cure spell were cast on you.
You cannot gain more hit points than your full normal Prerequisite: Least Legacy.
total. Benefit: Add +1 to the Difficulty Class for all saving
The amount of damage healed depends on the power of the throws against your legacy item’s abilities.
ability, as shown in the following table.
LESSER LEGACY [LEGACY]
You awaken more powerful abilities of a specific item of
legacy.
Prerequisites: Least Legacy, character level 11th, learn
and perform the associated lesser legacy ritual of the
chosen item.
Benefit: Choose one item of legacy (or candidate item, if
founding a legacy).
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If you meet the other prerequisites for wielding that item, If you have the Greater Legacy feat, you can use this ability
you can use any of the item’s lesser legacy abilities that are three times per day.
available to a character of your level. Each time you do so, you must choose a different ability.