A
Ability Focus [Investing]
Benefit: Choose one Supernatural, Extraordinary, or Preternatural ability granted to you by a racial or class feature that has a saving throw for partial, reduced, or no effect. You increase the saving throw DC for that ability by 1.
Investiture: When you invest two prowess into this feat, the bonus on saving throw DCs increases to +2. When you invest four more prowess--a total of six prowess--into this feat, the bonus on saving throw DCs increases to +3. When you invest six more prowess--a total of twelve prowess--into this feat, the bonus on saving throw DCs increases to +4. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (20 prowess for +5, 30 prowess for +6, 42 prowess for +7, and so on and so forth).
Active Antennae [Ameena]
Requirements: Wisdom 15+, Ameena
Benefit: Unlike most Ameena, your antennae are not vestigial and are in fact fully functional. You gain the Scent ability, usable out to 30'.
You gain an additional psionic charge per day.
Normal: Your antennae are vestigial and perform no function.
Anima Beacon [Style]
Prerequisites: Cha 13+, Mind Over Body
Benefit: The Anima Beacon style feat provides the following benefits, with appropriate prowess expenditure:
Anima Beacon (0 Prowess): You gain the ability to project an embodiment of your courage in a square adjacent to you as a swift action--an 'anima'. This anima isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move your anima a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the anima hovers. Alternatively, instead of moving on your turn, you may direct your anima to remain in contact with a creature: your anima must share a square with the creature to be followed in order to move in this fashion.
Your anima is immune to damage and effects, cannot interact with objects or be attacked, and while it occupies a 5' square, it does not block movement or line of sight and may share a square with a creature of any size.
It can be dispelled or suppressed as a spell; its spell level for this purpose is equal to your Hero Value and the caster level is equal to the number of abilities granted to you by this feat. It can be summoned normally again after being dispelled. If your anima is more than 120' from you at the start of your turn or you ever lose line of effect to it, it immediately dissipates and must be reformed. You may only have one anima summoned at a time: summoning a second immediately causes the first to dissipate.
Your anima shares your Awareness bonus and possesses any senses (darkvision, low-light vision, blindsense, blindsight, tremorsense, or similar) that you possess, including temporary spell or psionic effects (such as see invisibility or synesthete). However, it is not trained in any skills (including ones you are trained in) and as such cannot use advanced functions of skills that require specific levels of training.
Any opponent adjacent or sharing a square with your anima suffers a -1 penalty to AC.
Healing Spirit (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Fast Healing 1. This fast healing can only heal a creature up to half of its full normal Hit Points.
Primal Shield (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Resist Acid 1, Resist Cold 1, Resist Electricity 1, Resist Fire 1, or Resist Sonic 1, chosen by the ally when your anima becomes adjacent to them. This choice may be altered with a swift action by your ally or by moving away from and returning adjacent to the anima.
Focused Healing (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains Fast Healing equal to their Charisma modifier.
Sentry (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima rolls any Initiative checks they make twice, selecting the better result.
Prescient Warning (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 dodge bonus to AC.
All-Seeing Eyes (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a bonus on Awareness checks equal to your Charisma modifier.
Shielding Vigor (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains DR/- equal to your Constitution modifier or to your character level, whichever is lower.
Vital Barrier (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains 10% resistance to critical hits.
Protean Strike (2 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima loses the Incorporeal subtype (should they have it) as long as they remain within that area.
Ethereal Vapor (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima suffers a 20% miss chance on attacks made against you or your allies.
Prescient Dodge (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima rolls all attack rolls twice and selects the inferior result.
Manifest Fervor (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima takes entropic damage equal to your Charisma modifier at the start of your turn.
Threatening Anima (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining when you can make an attack of opportunity, even if you could not normally reach that space.
Infiltrate Reality (3 prowess): If you have purchased this ability, your anima may pick up and manipulate objects. It uses your Strength score to determine its carrying capacity and its ability to lift, break, or drag objects, but it is not able to wield weapons, cast spells, or activate magic items.
Etheric Interference (3 prowess): If you have purchased this ability, any opponent that is healed while adjacent to or sharing a square with your anima only heals half the amount they would have normally.
Protean Denial (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima is affected as if by a blur spell.
Mystic Interdiction (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima when casting a spell suffers a -2 penalty to their caster level.
Resolute Spirit (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 bonus on all saving throws. Further, if you share a square with your anima and are a paladin, you may willingly take Constitution damage to immediately regain spent Resolve. For each point of Constitution damage you take, you may regain one point of Resolve. You cannot surpass your normal daily amount of Resolve in this fashion, and you cannot heal Constitution damage inflicted in this fashion using your own magic, items created by your feats or using your magic, or through your Lay on Hands class feature.
Soul of Steel (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +3 deflection bonus to AC.
Astral Protection (3 prowess): If you have purchased this ability, you may teleport and exchange places with your anima as a move action as long as your anima is not currently sharing a square with another creature. Your anima must not have moved in this turn to make use of this ability.
Manifestation (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining squares you may attack, even if you could not normally reach them.
Spirit's Freedom (3 prowess): If you have purchased this ability, you take on part of the quasi-reality of your anima in your own form, gaining 10% miss chance as long as your anima is summoned.
True Form of Spirit (4 prowess): If you have purchased this ability, you may occupy both your anima's position and your own until the end of your next turn by expending a swift action. Your anima in this form is not a magic copy or clone-–instead, it is a result from you physically being in two places at once. While in this form, your anima loses all of its original traits (as listed in the Anima Beacon ability of this feat) and all other features of this feat, and instead becomes what amounts to a perfect copy of you.
Your anima has all your class features, abilities, feats, skills and equipment, and uses its own set of actions. If your anima is damaged or affected by a spell or ability, so are you (and vice versa)-–anything that happens to one embodiment happens to the other. If an ability would affect both you and your anima at once, it is instead only treated as affecting one of you. You and your anima share class features, spell slots, and similar limited abilities and items: if you or your anima uses an expendable item, casts a spell, or uses a class feature that is limited in uses per day, both of you have used it but you only receive the effects once.
Your anima may take a single move action and a single standard action to either make a single melee attack or activate any class feature you possess (including spellcasting) taking up one standard action or less. Your anima is capable of casting spells and using abilities as if it were five levels lower than you: due to this, an anima may not be able to cast your most powerful spells or use your most powerful abilities. Your anima cannot take a full round action, but it can use a swift action if it does not take a standard action.
At the end of your next turn, your anima returns to normal. You may choose to remain in your own square or to exchange spaces with your anima. This is not movement or teleportation: rather, you are choosing one square to occupy rather than your split embodiment before. You cannot use this ability if your anima currently shares a square with a creature. This ability is usable once per day, and you are fatigued after its use.
Special: Unlike most feats, Anima Beacon's abilities are supernatural rather than extraordinary.
B
Bearpaw Master [Shifter, Investing]
Requirements: Strength 13+, Bearpaw shifter quality, Shifter Warrior
Benefits: You gain a +3 bonus on grapple checks while shifting.
You gain an additional shifting charge per day.
Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Improved Grapple to qualify for feats and prestige classes.
Berserk Sandworm [Style]
Prerequisites: BAB +1, Power Attack
Benefit: The Berserk Sandworm feat allows the following options, with enough prowess expenditure:
Bloodwrath (3 Prowess): Bloodwrath taps into the well of fury in any soul and brings it to the surface. Activating bloodwrath is a swift action usable once per encounter. Similar to a barbarian's rage, a character in a state of bloodwrath falls into an instinct-driven fervor and gains +2 Strength, +2 Constitution, and damage reduction 1/-. This damage reduction increases by 1 for each three abilities granted by this feat (so that a character who knows Bloodwrath, Fever Pitch, and Bone to Blade would have DR 2/-). They cannot perform any action or use any skill that requires concentration (such as spellcasting). A character in a state of bloodwrath is also more susceptible to mind-affecting effects during a bloodwrath as their higher conscious is subverted by base instinct. As such, a character in bloodwrath takes a -2 penalty to Will saves during its effects. Bloodwrath lasts for a number of rounds equal to the character's Constitution modifier and cannot be ended early.
Fever Pitch (4 Prowess): Fever Pitch increases and augments the power of a character's bloodwrath when they are near death. When a character has 1/3 of their total maximum hit points remaining or less and they are currently in a state of bloodwrath, they gain an additional +4 Strength and a +2 dodge bonus to AC. This ability only functions when this feat's bloodwrath ability is active.
Lunatic High (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability only functions when this feat's bloodwrath ability is active.
Limit Fury (5 Prowess): Limit Fury allows a characer who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early, as a swift action.
Berserk (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength.
Mindwipe (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects fro being in that status. This ability only functions when this feat's bloodwrath ability is active.
Sandworm's Soul (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability only functions when this feat's bloodwrath ability is active.
Bone to Blade (4 Prowess): This ability allows the character to change their physical bone structure. This is usually rather disturbing to watch as well as effective in combat. By shaping their hands into blades of bone, the character is always effectively armed. By activating this ability, the character may shape one of their hands into a blade of bone. Treat this as a longsword of the appropriate size for the character. The blade is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you (so that if you have purchased four abilities, the blade is only masterwork; if you have purchased ten, it is a +2 weapon). A creature using this ability loses other functions of that hand (such as the ability to hold objects) and suffers a -2 penalty on checks made to grapple, climb, or otherwise grasp an object or opponent. This ability lasts for one minute. This ability is activated as a move action and can be activated simultaneously with Regeneration, Skin to Stone, and Blood to Bile.
Blood to Bile (4 Prowess): This ability changes the character's blood to the highly-acidic bile-blood of a sandworm. This makes the character's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. Any time the character is damaged by a melee slashing or piercing attack, the attacker takes 1d4 points of acid damage per five abilities this feat grants (minimum 1d4). This ability lasts for a number of rounds equal to your character level. Creatures with the Berserk Sandworm feat (and sandworms themselves) are immune to the damage from this ability. This ability is activated as a move action and can be activated simultaneously with Regeneration, Bone to Blade, and Skin to Stone.
Regeneration (5 Prowess): This ability causes the character to rapidly heal damage they've taken. When this ability is active, the character gains Fast Healing equal to one-fifth the number of abilities provided by this feat. This ability lasts a number of rounds equal to your Constitution modifier. This ability is activated as a move action and can be activated simultaneously with Skin to Stone, Bone to Blade, and Blood to Bile.
Skin to Stone (5 Prowess): This ability transforms the character's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The character's skin is now tough enough to repel arrows and dull blades. They gain a +4 enhancement bonus to their natural Armor Class for a number of rounds equal to their Constitution score. This ability is activated as a move action and can be activated simultaneously with Regeneration, Bone to Blade, and Blood to Bile.
Greater Regeneration (5 Prowess): This ability increases the amount of Fast Healing provided by this feat's Regeneration ability to one-fourth the number of abilities provided by this feat.
Shape to Sandstorm (6 Prowess): This ability transforms your body into a coruscating, swirling mass of sand. You threaten squares around you as if you were one size category larger and any opponent you threaten is considered flanked. You are not immune to damage, nor do you gain any special defenses from this ability. This ability lasts for a number of rounds equal to your Constitution modifier and is activated as a move action.
Blindside (4 Prowess): Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. As a swift action, you force a target within 15' to make a Will save (DC 10 + 1/2 the number of abilities this feat gives you). If they fail the save, they are flat-footed until their next turn.
Blindfight (4 Prowess): As a move action, you may render yourself blind. In exchange, you gain blindsight out to 30'. This ability lasts for a number of rounds equal to your Constitution modifier.
Blindstrike (5 Prowess): As a standard action, make a single melee attack against an opponent. If you hit and successfully deal damage, your opponent must make a Fortitude save (DC 10 + 1/2 the number of abilities granted to you by this feat). If they fail, you revoke a sense from them for a period of one minute. Roll on the following table to determine the effect:
Roll | Effect |
---|---|
1 | Target is blinded |
2 | Target is deafened |
3 | Target is muted and cannot cast spells with verbal components |
4 | Target receives a 50% miss chance in combat |
5 | Target receives a -5 penalty to skill checks |
6 | Roll twice more, ignoring rolls of six |
The effects of this ability last for 1d3 rounds. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this ability can strip an opponent of all their senses.
Pitfall (5 Prowess): As a move action, you become invisible, as the spell. You remain invisible until the end of your next turn or until you attack an opponent, whichever comes first.
Ambush (5 Prowess): Ambush grants the character the burrowing power of the sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. You can activate this ability as a standard action to gain a 30' burrow speed. This ability lasts for a number of minutes equal to your Constitution modifier.
Mindcrush (6 Prowess): After successfully dealing damage with a melee attack, you may activate this ability as an immediate action. The opponent to whom you just dealt damage must make a Will save (DC 10 + 1/2 the number of abilities granted to you by this feat) or be rendered permanently blind and suffer a 1d4 Intelligence damage.
Bloodworm's Corruption (6 Prowess): This ability transforms you into a mighty sandworm, thirsty for blood. You may activate this ability as a full-round action. Your shape changes to that of a Stormseeker Sandworm. You gain all abilities of the new form, but lose all benefits of your equipment as it merges with your new form. You cannot cast spells while in this form, nor can you use abilities granted by style feats other than this feat.
You retain your base attack bonus, skills, hit dice, feats, and base saving throws, but use your new forms racial ability modifiers (+14 Strength, +24 Constitution, -6 Intelligence, +8 Wisdom, +6 Charisma), size, and reach. This ability lasts for a number of rounds equal to your Hit Dice, after which point you revert to your regular form.
When this ability ends, you are exhausted for fifteen minutes and fatigued for a further hour. This ability is only usable once per day.
Blacktalon Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require training in Survival or Knowledge (Nature) in order to be able to participate in a Blacktalon Tribe ritual.
Talons of Black (Apprentice of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron.
Talons of Ebony (Journeyman of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal an additional 1d6 points of entropic damage.
Talons of Jet (Master of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal 2d6 points of entropic damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of entropic damage on a successful critical hit.
You gain an additional shifting charge per day.
Normal: You may only spend your shifting charges for your racial features.
Blinkfield
You have learned to emulate blink dogs' teleportation abilities with your aura of command.
Prerequisites: Tactical Leadership +3
Benefit: You gain an extra aura of command called "Blinkfield". When this aura is active, allies (excluding yourself) within this aura of command may teleport to any other location within the aura as a move action.
Unlike most auras of command, this aura is a supernatural ability.
Blistering Retribution [Phoe-Kun]
Prerequisites: Charisma 15, Spellweaving, access to the Fire seed; or Charisma 15, ability to cast at least two spells with the [Fire] descriptor
Benefit: When you are damaged by an attack or spell, you may spend a natural talent charge as an immediate action to cast a spell you have prepared with a casting time of less than 1 standard with the [Fire] descriptor. Alternatively, you may weave a spell with your spellweaving ability, but must use the Fire seed in its effects. In either instance, the spell must target or include the creature that damaged you within its area of effect.
You gain one natural talent charge per day.
Blue Eye [Founding, Human, Blue Eye Bloodline]
Prerequisites: Human, no other Founding feats
You have a natural predisposition towards larceny and mechanics. Your eyes are a deep, captivating blue.
Benefit: You may cast mending as a spell-like ability once per day per Blue Eye Bloodline feat you possess (caster level equal to twice the number of Blue Eye Bloodline feats you possess). You also gain a +1 bloodline bonus on Open Lock and Sleight of Hand checks per three levels.
Brave Fencer [Style]
Prerequisites: BAB +1, Weapon Finesse
Benefit: The Brave Fencer feat allows the following options, with enough prowess expenditure:
Salute (3 Prowess): Once per encounter, you may choose one foe who you have not acted against and who has not yet acted against you. As a standard action, you may salute them. You gain a +1 bonus on Will saves and on attack rolls against that opponent, plus an additional +1 for each two additional abilities granted to you by this feat. This ability lasts until either you or your opponent are rendered unconscious, or the encounter ends.
Lunge (4 Prowess): You may lunge forwards to temporarily increase your reach. As part of an attack action, you may increase your reach by 5' for that attack. This ability may be used in conjunction with other attack options (such as a fencer's Tactical Strike ability) or as part of a full attack.
In Quartata (4 Prowess): You may twist your body so as to present a smaller target. As a swift action, once per encounter, you may gain a dodge bonus to your Armor Class equal to half the abilities granted you by this feat, rounded down. This bonus lasts for a number of rounds equal to your Dexterity modifier.
Riposte (4 Prowess): When an opponent misses you with a melee attack, you may activate this ability as an immediate action to make an attack at your full base attack bonus. This does not count against your number of attacks of opportunity each round.
Fleche (4 Prowess): In a fleche, a fencer transfers his weight onto his front foot and extends his arm. He makes an exaggerated running stride towards his opponent, attempting to skewer them as he runs past to avoid counterattack. You may activate this ability as a standard action. Upon doing so, move up to your speed in a straight line that moves you past an opponent. You do not provoke attacks of opportunity from one opponent of your choice during this movement (generally the target you are attacking, but not always). Once, when you pass an opponent during this attack, you may make an attack at your full base attack bonus, gaining all benefits and penalties as normal for charging. After making this attack you may continue moving past your opponent, up to a total movement (before and after the attack) of your maximum moving distance.
Feint (4 Prowess): As a swift action, you may make a Bluff check against one opponent's Sense Motive check. If successful, the opponent is flat-footed until the end of your turn. The targeted opponent must be within your threatened area.
Redoublement (5 Prowess): This ability functions as the lunge ability, except that after your initial attack, you may move 5' and then attempt a single, second attack at the same attack bonus and with the same 5' reach extension.
Prise de Fer (5 Prowess): When successfully striking an armed opponent, you may activate this ability as an immediate action to initiate a disarm attempt. This ability and the subsequent disarm attempt does not provoke attacks of opportunity.
Moulinet (6 Prowess): As a standard action, you may make a single attack at all creatures within your base melee reach at your full base attack bonus. If you possess the Tactical Strike ability, you may apply one Base, one Multiplier, and one Special to each attack made in this fashion--use the same Base, Multiplier, and Special for every attack.
Passata Soto (6 Prowess): When a creature at least one size category larger than you attempts to strike you in combat, you may activate this ability as an immediate action. You gain a +4 dodge bonus to your AC as you duck low to move under their attack. If they miss, you may make an attack of opportunity. If you hit, you deal 5d6 extra points of damage.
Agile Riposte (6 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack.
Brilliant Erudite [Multiclass, Psionic]
Benefit: Determine the effects of your [Progressing, Psychic] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
Brutal Precision [Investing]
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.
Investiture: If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
If you have at least five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.
Burst of Strength [Dromite]
Prerequisites: Str 15+, Con 15+, Earth-Caste Dromite
Benefit: You may spend two psionic charges to increase the strength of your Powerful Build ability. For a number of rounds equal to your Constitution modifier, you are treated as one additional size larger for the purposes of your Powerful Build ability. When this ability ends, you are fatigued.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
C
Catfoot Master [Shifter, Investing]
Requirements: Dexterity 13+, Catfoot shifter quality, Shifter Warrior
Benefits: You gain a +2 bonus on Reflex saving throws while shifting.
You gain an additional shifting charge per day.
Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Lightning Reflexes to qualify for feats and prestige classes.
Cheetahpounce Master [Shifter, Investing]
Requirements: Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior
Benefits: You gain a +1 dodge bonus to your Armor Class while shifting.
You gain an additional shifting charge per day.
Investiture: You gain an additional +1 bonus for each six points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Dodge to qualify for feats and prestige classes.
Clarion Crystal [Dromite]
Prerequisites: Glimmer-Caste Dromite, Wis 15+
Benefit: You may spend a psionic charge to manifest crystal shard as a psi-like ability with a manifester level equal to your class level.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
Cloud Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage, Cloud Giant Legacy
Benefit: You gain the Air subtype. You may spend a reserve charge to cast fly as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Cloud Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Cloud Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage
Benefit: You may spend a reserve charge to cast levitate or fog cloud as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Commanding Voice [Satyr]
Prerequisites: Charisma 15+, Satyr
Benefit: You may spend a magic charge to cast command as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.
Crystal Amplification [Dromite]
Prerequisites: Glimmer-Caste Dromite, Wis 15+, Clarion Crystal
Benefit: You may spend a psionic charge to manifest swarm of crystals as a psi-like ability with a manifester level equal to half your class level.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
Cunning Evasion [Halfling]
Requirements: Dexterity 15+
Benefit: You may spend a charge from your Natural Talent racial feature as an immediate action to gain the Evasion ability for one round.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
D
Daylight Adaptation [Drow]
Prerequisites: Drow
Benefit: You are not dazzled in areas of bright light, though you may still be blinded by sudden brightness.
You gain one magical charge per day.
Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.
Deadshot Augury [Human, Red Eye Bloodline]
Prerequisites: Red Eye, Human
You can see where your foe is weakest.
Benefit: You gain a bloodline bonus on attack rolls equal to the number of your Red Eye Bloodline feats when making a precision-based attack. You gain +1d6 sneak attack versus the target of your Red Eye feat. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action.
Dead Reckoning [Multiclass]
Benefit: Determine the effects of your [Precision, Progressing] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
Deceptive Natural Magic [Drow]
Prerequisites: Drow, Cha 15+, Trained in Disguise
Benefit: You may spend a magical charge to cast disguise self as a spell-like ability.
You gain one magical charge per day.
Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.
Defender's Gambit [Style]
Benefit: The Defender's Gambit feat allows the following options, with enough prowess expenditure:
Stability (4 prowess): You become exceptionally stable on your feet. You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If you already have Stability, instead improve its bonus by 2.
Guardianship (4 prowess): When an ally of yours is targeted by a melee attack (including a touch spell that must make an attack roll), you may move up to 5' into your ally's square by spending an immediate action. If you do so, move your ally 5' in any direction, as if they had taken a 5' step. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Marked Target (4 prowess): As a swift action, you may designate an enemy within 60': as long as you stay within 60' of that enemy, they take a -3 penalty on attack rolls against targets other than you. In addition, you deal 1d6 extra damage when attacking that enemy in melee, plus an additional 1d6 per three abilities granted by this feat. You may only designate one enemy at a time: designating a new target immediately removes the old one.
Shield Ward (5 prowess): As long as you are wielding a shield, you add its shield bonus to your touch Armor Class. In addition, you may spend an immediate action to attempt to deflect an incoming ranged attack. If you do so, roll 1d20 and add your Dexterity and Constitution modifiers and your shield's armor class bonus: if you beat the attack roll of the incoming attack, you deflect the attack harmlessly.
Interposition (5 prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), you may move up to 5', such that your new position would rest on the attacker's line of sight or line of effect upon your ally, but spending an immediate action. The attacker must treat you as the target of the attack or effect, and makes an attack roll against you instead. You lose any dodge bonuses to your Armor Class that you may have for this attack. However, if the attack carries a saving throw, you still make that as normal.
For each two abilities granted to you by this feat, increase the range you may move by 5'.
Energy Warp (5 prowess): If the target of your Marked Target ability casts a spell that has a detrimental effect that does not include you, he takes a -2 penalty to his effective caster level.
Improved Shield Ward (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'. Use the original attack roll when determining if the attack hits or not.
Spell-Shield (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your spell resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.
Aura Suppression (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.
Improved Guardianship (6 prowess): When you use your Guardianship or Interposition abilities, you may teleport the distance instead of moving the distance.
Shattered Defenses (6 prowess): If the target of your Marked Target ability has Damage Reduction, halve the amount of damage it reduces. If the target of your Marked Target ability has Fast Healing or Regeneration, halve the amount of Hit Points it regains each round. If the target of your Marked Target ability has Spell Resistance, reduce the amount of Spell Resistance it has by 5.
Disappearing Act [Gnome]
Prerequisites: Intelligence 15+, Ghost Voices, Gnome
Benefit: You may spend a magic charge to cast invisibility or silence as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.
Discriminate Chaos
Prerequisites: Tactical Leadership +2 or Kobold and Warlord level 1st
Benefit: You gain an extra aura of leadership called "Discriminate Chaos". When this aura is active, you create a small pool of points equal to your hero value. As an immediate action, any ally within the aura may draw one point out to add 1d4 damage per point of your Charisma modifier to an attack they just succeeded upon but before determining the damage. Removed points remain used until you have a chance to rest for five minutes regardless of whether or not this aura is active or inactive.
Displacement Aura
You have learned to emulate displacer beast's displacing abilities with your aura of command.
Prerequisites: Tactical Leadership +3
Benefit: You gain an extra aura of command called "Displacement Aura". When this aura is active, allies within the aura of command gain 20% concealment. True seeing, arcane sight, or a similar effect negates the concealment.
Unlike most auras of command, this aura is a supernatural ability.
Divine Influence [Multiclass]
Benefit: Determine the effects of your [Divine, Progressing] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
Dogsnout Master [Shifter, Investing]
Requirements: Wisdom 13+, Dogsnout shifter quality, Shifter Warrior
Benefits: You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
You gain an additional shifting charge per day.
Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Endurance to qualify for feats and prestige classes.
Draconic Energy [Kobold, Lizardfolk]
Requirements: Constitution 15+, Draconic Inheritor
Benefits: Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type.
You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Draconic Inheritor [Kobold, Lizardfolk]
Requirements: Constitution 15+
Benefit: When selecting this feat, choose one of the following options. It determines your breath weapon and the effects of related feats.
Type | Breath Weapon | Shape |
---|---|---|
Black | Acid | Line |
Blue | Electricity | Line |
Brass | Fire | Line |
Bronze | Electricity | Line |
Copper | Acid | Line |
Gold | Fire | Cone |
Green | Acid | Cone |
Red | Fire | Cone |
Silver | Cold | Cone |
White | Cold | Cone |
You may spend a charge from your Natural Talent racial feature as a standard action to temporarily gain a weaker version of your chosen dragon's breath weapon. The breath weapon deals 1d6 damage of the appropriate type. This damage increases for each three character levels you possess, to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + your Hero Value + your Constitution modifier.
Line-shaped breath weapons have a range of 10' plus 5' per 2 character levels (maximum 60'). Cone-shaped breath weapons have a range of 10' plus 5' per 3 character levels (maximum 40').
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Draconic Lore [Kobold, Lizardfolk]
Requirements: Constitution 15+, Intelligence 15+, Draconic Inheritor
Benefits: You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.
A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC | Type of Knowledge |
---|---|
10 | Common, known by at least a substantial minority of the local population. |
20 | Uncommon but available, known by only a few people legends. |
25 | Obscure, known by few, hard to come by. |
30 | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. |
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Draconic Senses [Kobold, Lizardfolk]
Requirements: Constitution 15+, Wisdom 15+, Draconic Inheritor
Benefits: You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double.
You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Draconic Tail [Kobold, Lizardfolk]
Requirements: Strength 13+, Constitution 15+, Draconic Inheritor
Benefits: You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack.
You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Draconic Toughness [Kobold, Lizardfolk]
Requirements: Constitution 17+, Draconic Inheritor
Benefits: You gain Hit Points equal to your character level.
You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
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Echoing Reverbations [Dromite]
Prerequisites: Voice-Caste Dromite, Cha 15+, Farvoice
Benefit: You may spend a psionic charge to manifest control sound as a psi-like ability with a manifster level equal to your class level.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
Electrospark Acclimation [Human, Blue Eye Bloodline]
Prerequisites: Blue Eye, 6th level, Human, at least one other Blue Eye Bloodline feat
You are resistant to electrical forces and can channel it into your attacks.
Benefit: You gain electrical resistance equal to five times the number of Blue Eye Bloodline feats you possess. Also, whenever you successfully resist damage using the electrical resistance provided by this feat, you add the amount to a floating pool. At any time you may remove points from the pool to electrically charge your next melee attack, adding one point of electrical damage per two points you remove from the pool. Charges in the pool maintain for 24 hours since the last time you added to it, and you cannot maintain more than twice the resistance provided by this feat.
Elevated Fortunes [Human, Green Eye Bloodline]
Prerequisites: Green Eye, 6th level, Human, at least one other Green Eye Bloodline feat
Lady Luck's smile graces your life.
Benefit: You gain one extra luck reroll per day (as described in your Green Eye feat) for each two Green Eye Bloodline feats you possess.
Enthralling Voice [Satyr]
Prerequisites: Charisma 15+, Commanding Voice, Satyr
Benefit: You may spend a magic charge to cast enthrall as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.
Evasive Dodge [Investing]
Prerequisites: Dexterity 13, Dodge
Benefit: You may substitute a 5' step for an attack of opportunity. This action still consumes your attack of opportunity for the round (or one of them if you have a feat that grants you multiple attacks of opportunity in a round like Combat Reflexes).
Investing: For every ten points invested in this feat, increase the range of your 5' step by 5', so that if you have 10 points invested in this feat and you utilize its ability, you may immediately move 10' as if you had used two 5' steps in rapid succession.
Normal: You may only make a single melee attack as an attack of opportunity.
Eye Gouge [Goblin]
Prerequisites: Dexterity 15+, Hamstring, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be blinded for 1d3 rounds.
You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.
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Farvoice [Dromite]
Prerequisites: Voice-Caste Dromite, Cha 15+
Benefit: You may spend a psionic charge to manifest create sound as a psi-like ability with a manifester level equal to your class level.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
Fire-Caste Foresight [Dromite]
Prerequisites: Fire-Caste Dromite, Dex 15+, Cha 15+
Benefit: You may spend a psionic charge to manifest precognition, defensive or precognition, offensive as a psi-like ability with a manifester level equal to one-half your class level.
You gain one psionic charge per day.
Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.
Fire Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage, Fire Giant Legacy
Benefit: You gain the Fire subtype. You may spend a reserve charge to cast fireball as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Fire Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 fire damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the fire damage provided by that feat.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Fire Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage
Benefit: You may spend a reserve charge to cast burning hands or produce flame as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Firehook Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
Talons of Red (Apprentice of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property.
Talons of Crimson (Journeyman of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. In addition, by expending the magic of the ritual on themselves, a participant can cast produce flame as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.
Talons of Flame (Master of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.
You gain an additional shifting charge per day.
Normal: You may only spend your shifting charges for your racial features.
Forgotten Arcana [Multiclass]
Benefit: Determine the effects of your [Arcane, Progressing] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
From The Brink Of Death [Phoe-Kun]
Prerequisites: Charisma 15, 3rd level
Benefit: When you are reduced to zero or fewer hit points, you may spend a natural talent charge as an immediate action to immediately heal 1d8 points of damage, plus 1d8 points for each three levels you possess. If, after this healing, your hit points are below zero but not enough to kill you, you may spend another natural talent charge on your following turn as a standard action to regain another 1d8 points of damage, plus 1d8 for each three levels you possess.
You gain one natural talent charge per day.
Frost Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage, Frost Giant Legacy
Benefit: You gain the Cold subtype. You may spend a reserve charge to cast sleet storm as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Frost Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 cold damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Frost Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage
Benefit: You may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
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Gambler's Chance [Human, Green Eye Bloodline]
Prerequisites: Green Eye, Human
Sometimes, you're lucky. Sometimes, you're not.
Benefit: As the start of any combat encounter, you gain 1d20-10 temporary hit points, as well as a 1d4-2 bloodline bonus to your saving throws and armor class. Should you gain negative temporary hit points, they instead count as a penalty to your maximum HP until the combat ends, to a minimum HP of one hit point per hit die. You also gain one luck reroll per day.
Ghost Voices [Gnome]
Prerequisites: Intelligence 15+, Gnome
Benefit: You may spend a magic charge to cast magic mouth or ventriloquism as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.
Giant Slam [Half-Giant]
Prerequisites: Strength 19+, Half-Giant
Benefit: You gain a slam attack that deals 1d8 points of damage plus your Strength modifier. This is a natural attack. If you have a Founding feat, this slam also has additional effects:
- Cloud Giant Heritage: The slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and the half-giant does not need to move with his target.
- Fire Giant Heritage: The slam attack also deals 1d6 fire damage.
- Frost Giant Heritage: The slam attack also deals 1d6 cold damage.
- Hill Giant Heritage: The slam attack instead deals 1d12 damage.
- Stone Giant Heritage: The slam attack also has a chance to knock the target over. The target must make a Reflex save (10 + 1/2 your class level + your Strength modifier) or fall prone.
- Storm Giant Heritage: The slam attack also deals 1d6 electrical damage.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Glorious Radiance [Multiclass]
Benefit: Determine the effects of your [Aura, Progressing] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
Goretusk Master [Shifter, Investing]
Requirements: Strength 13+, Goretusk shifter quality, Shifter Warrior
Benefits: When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character.
You gain an additional shifting charge per day.
Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Improved Sunder to qualify for feats and prestige classes.
Great Fortitude [Investing]
Benefit: You gain a +2 bonus on Fortitude saves.
You gain 1 additional Hit Point per Hit Die.
Investiture: You gain additional Hit Points equal to the amount of prowess invested in this feat.
When you invest four prowess into this feat, the bonus on Fortitude saves increases to +3. When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Fortitude saves increases to +4. When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Fortitude saves increases to +5. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (28 prowess for +6, 40 prowess for +7, 54 prowess for +8, and so on and so forth).
Green Eye [Founding, Human, Green Eye Bloodline]
Prerequisites: Human, no other Founding feats
You have a gift for wealth, and Lady Luck favors you. You have startling green eyes--some say they're the color of money.
Benefit: You gain a bloodline bonus on Appraise checks equal to one-half your level. You also gain a luck reroll per day: you may activate this ability at any time to reroll a d20 you have just rolled, but it must be before you know the result.
H
Hamstring [Goblin]
Prerequisites: Dexterity 15+, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or suffer a -10' penalty to all their modes of movement until they either receive magical healing or receive a Heal check that surpasses the same DC.
You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.
Hawkeye Master [Shifter, Investing]
Requirements: Dexterity 13+, Hawkeye shifter quality, Shifter Warrior
Benefits: You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee.
If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower.
You gain an additional shifting charge per day.
Investiture: You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat.
Normal: You may only spend your shifting charges for your racial features.
Special: This feat can be used in place of Combat Expertise to qualify for feats and prestige classes.
Healer's Vision [Human, Red Eye Bloodline]
Prerequisites: Red Eye, 6th level, Human, at least one other Red Eye Bloodline feat
You have refined your natural ability to perceive the health of others.
Benefit: You gain a bloodline bonus on Heal checks equal to half your level. You also automatically treat spells of the Healing subschool as if they were empowered (see the Empower Spell metamagic feat) if you cast them on the target of your Red Eye feat.
Heroic Surge [Heroic]
Benefit: Once per day, as an immediate action, you may add your hero value as a destiny bonus to a saving throw. If you do so, you do not not automatically fail on a 1.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Heroic Destiny [Heroic]
Benefit: Once per day, as an immediate action, you may heal a number of d4s of damage equal to your hero value.
Special: You may use this ability while unconscious or flat-footed, and you may use it in response to an action that would render you dead or dying. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Heroic Focus [Heroic]
Prerequisite: Ability to manifest 1st level powers
Benefit: Once per day, as a swift action, you may regain psionic focus (if you are not already focused) and immediately regain power points equal to your hero value.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Heroic Strike [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, when you make an attack or use a direct hit point damaging spell or spell-like ability, you may declare it to be a 'heroic strike'. Add your highest ability modifier to your attack roll, or as a bonus to caster level checks to overcome a targets spell resistance. If you hit, you deal extra damage equal to your hero value. If you miss, the ability is still used up for the day. Damaging spells that deal reduced or partial damage on a successful save by the affected targets only deal half your hero value in extra damage, rounded down, if they make a successful save.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Hero of the People [Heroic]
Benefit: You gain one additional racial charge (for a racial feature such as Natural Magic, Natural Talent, or Inborn Psionics).
Hill Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage, Hill Giant Legacy
Benefit: You may spend a reserve charge as a swift action to gain +5 natural armor for a number of rounds equal to 3 + your Constitution modifier.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Hill Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 bludgeoning damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the damage provided by that feat.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Hill Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage
Benefit: You may spend a reserve charge as an immediate action to initiate a bull-rush against a foe you have just struck. You do not provoke an attack of opportunity for initiating a bull-rush in this fashion, and you do not need to move with your target.
You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.
Hive Mind
Prerequisites: Tactical Leadership +2 or Dromite and Warlord level 1st
Benefit: You gain an extra aura of leadership called "Hive Mind". When this aura is active, allies within your aura have telepathy with one another.
Unlike most auras of leadership, this aura is a supernatural ability.
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Icespur Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior
Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.
Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.
Talons of Blue (Apprentice of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property.
Talons of Sapphire (Journeyman of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. In addition, by expending the magic of the ritual on themselves, a participant can cast chill metal as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.
Talons of Ice (Master of Survival): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the icy burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast sleet storm as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.
You gain an additional shifting charge per day.
Normal: You may only spend your shifting charges for your racial features.
Illusory Adept [Drow]
Prerequisites: Drow, Cha 17+, caster level 5th, Illusory Inclination
Benefit: You may spend a magical charge to cast minor image or mirror image as a spell-like ability.
You gain one magical charge per day.
Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.
Illusory Assassin [Gnome]
Prerequisites: Intelligence 17+, Ghost Voices, Disappearing Act, Gnome
Benefit: You may spend a magic charge to cast phantasmal killer as a spell-like ability with a caster level equal to your character level.
You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.
Illusory Inclination [Drow]
Prerequisites: Drow, Cha 15+, caster level 3rd
Benefit: You may spend a magical charge to cast silent image as a spell-like ability.
You gain one magical charge per day.
Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.
Intrepid Dodge [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your hero value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn.
A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20.
Special: You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Intrepid Future [Heroic]
Benefit: Increase your hero value by 1.
Intrepid Glory [Heroic]
Benefit: Once per day, as an immediate action, you may regain one use of a class feature limited in uses per day.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Intrepid Opportunity [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, as part of an attack of opportunity, you may add your hero value to your attack and damage roll. Should you miss, the use is still used up.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Iron Will [Investing]
Benefit: You gain a +2 bonus on Will saves.
If you are affected by an ongoing mind-affecting, compulsion, or charm spell or effect and fail your saving throw, you can attempt the save again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Investiture: When you invest four prowess into this feat, the bonus on Will saves increases to +3. When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Will saves increases to +4. When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Will saves increases to +5. Thereafter, the cost to increase the bonus by one is twice as much prowess as your current bonus, following the same pattern (28 prowess for +6, 40 prowess for +7, 54 prowess for +8, and so on and so forth).
In addition, you gain extended use of this feat's secondary ability: you may make attempts to break an ongoing mind-affecting, compulsion, or charm spell or effect for a number of rounds after the initial saving throw equal to the Will save bonus provided by this feat minus one. Each saving throw is at the original save DC. For instance, a character with ten prowess invested in this feat would gain a +4 bonus to Will saves and would attempt to break ongoing mind-affecting, compulsion, or charm spells or effects for three rounds after the initial saving throw.
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Leader's Obligation [Style]
Prerequisites: Charisma 15
Benefit: The Leader's Obligation feat allows the following options, with enough prowess expenditure:
Demoralizing Taunt (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt do demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.
Fearless (4 Prowess): You become immune to fear.
Combat Tactics (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step.
Battle Commands (4 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.
Hit Them While They're Down (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat, rounded down.
Fearless Presence [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to half the number of abilities you have purchased from this feat, rounded down.
Shield Ally (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins.
Leading the Charge (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn.
Broad Influence (5 Prowess): Your [Aura] effects add 10' to their effective radius.
Defender's Tactics [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round.
Lead by Example (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn.
Bolstered Auras (5 Prowess): Any ally affected by at least one of your [Aura] effects also gains a +1 bonus on attack and damage rolls.
Leader's Challenge (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save.
Legendary Reputation (6 Prowess): Once per encounter as a free action, you may add your character level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides.
Legendary Ambush [Heroic]
Benefit: A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your hero value until the end of your turn.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Legendary Leader [Multiclass]
Benefit: Determine the effects of your [Companion, Progressing] abilities of any class that you have at least three levels in by substituting 1/2 your class level plus your hero value for your class level.
Normal: You determine your class features according to your class level.
Legendary Lore [Heroic]
Benefit: You gain the bardic knowledge ability, except that you use your hero value to determine your bonus. If you already have the bardic knowledge or lore ability, instead add your hero value to determine your total bonus.
Legendary Presence [Heroic]
Benefit: Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your hero value + your Charisma modifier) or be shaken for one minute.
Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.
Legendary Promise [Heroic]
Benefit: The next time you gain a level, you gain a bonus feat.
Your hero value increases by one until you gain a level.
Lesser Hivemind [Dromite]
Prerequisites: Ice-Caste Dromite, Wis 15+
Benefit: You may spend a psionic charge to manifest read thoughts as a psi-like ability with a manifester level equal to one-half your class level.
You gain one psionic charge per day.
Normal: You may only spend psionic charges to manifest psi-like abilities as determined by your caste.
Liar's Dice [Human, Green Eye Bloodline]
Prerequisites: Green Eye, Human
Your luck sometimes manifests in strange ways.
Benefit: When rolling a percentage roll (such as for a miss chance) or when rolling on a table to determine an effect, roll an additional d4. You may add or subtract the amount shown on the d4 from your roll. You also gain one luck reroll per day.
Lightning Dodge [Investing]
Prerequisites: Dexterity 13, Lightning Reflexes
Benefit: If you are attacked in melee, are not flat footed, and still may make an attack of opportunity this round, you may forgo your attack of opportunity this round (or one of them for this round if you have the Combat Reflexes feat) and make a 5' step.
Investiture: If you have at least 8 points of prowess invested in this feat, you may instead teleport to the other side of your attacker, directly into a position that would have provided flanking for your original space. When you do this, your body becomes like a living spark and you pass through your target, dealing 1d6 points of electricity damage per four points of prowess invested in this feat. A successful Reflex save (DC 10 + 1/2 the prowess invested in this feat + your Constitution modifier) negates this damage. Using this feat in this fashion is a supernatural ability.
Special: You may only use this feat once per round, even if you have a feat like Combat Reflexes that grants you the ability to take multiple attacks of opportunity in a round.
Lightning Reflexes [Investing]
Benefit: You gain a +2 bonus on Reflex saves.
You gain a +1 Dodge bonus to your Armor Class.
Investiture: When you invest four prowess into this feat, the bonus on Reflex saves increases to +3 and the bonus to your Dodge armor class increases to +2.
When you invest six more prowess--a total of ten prowess--into this feat, the bonus on Reflex saves increases to +4 and the bonus to your Dodge armor class increases to +3.
When you invest eight more prowess--a total of eighteen prowess--into this feat, the bonus on Reflex saves increases to +5 and the bonus to your Dodge armor class increases to +4.
Thereafter, the cost to increase both bonuses by one is twice as much prowess as your current Reflex save bonus, following the same pattern (28 prowess for +6 Reflex and +5 Dodge AC, 40 prowess for +7 Reflex and +6 Dodge AC, 54 prowess for +8 Reflex and +7 Dodge AC, and so on and so forth).
Luck of the Devil [Halfling]
Requirements: Charisma 15+, Aura of Unluck class feature
Benefit: You may spend your charges you get from your Natural Talent racial feature as if they were luck points for your Luckthief class features.
You gain an additional Natural Talent charge per day.
Normal: You may only spend your Natural Talent for your racial features.
Luck of the Draw [Human, Green Eye Bloodline]
Prerequisites: Green Eye, 12th level, Human, at least two other Green Eye Bloodline feats
Your lucrative luck occasionally reveals an item for what it truly is.
Benefit: Items whose powers are measured in pluses (such as weapons and armor) that you acquire after this feat have a 1% chance (+1% per Green Eye Bloodline feat you possess) to have an additional, random +1 upgrade.
Lucky Break
Prerequisites: Tactical Leadership +2 or Halfling and Warlord level 1st
Benefit: You gain an extra aura of leadership called "Lucky Break". When this aura is active, you create a small pool of points equal to your hero value. As an immediate action, any ally within the aura may draw one point out to reroll any d20 roll they make for an attack roll, saving throw, or skill check after seeing the value but before determining the result. Removed points remain used until you have a chance to rest for five minutes regardless of whether or not this aura is active or inactive.