Nonepic Feats

Ability Focus [General]
Choose one of the creature's special attacks.
Prerequisite: Special attack.
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

Absorb Damage [General]
Prerequisites: Endurance, greater rage class feature.
Benefit: When entering a rage, you can choose to forgo the Constitution bonus. If you do, you instead gain 1 temporary hit point per Hit Die.

Acid Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the cold, electricity, fire, or sonic descriptor, you can modify the spell to use acid instead. The altered spell uses a spell slot one level higher than the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Acrobatic [General]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Adrenal Healing [General]
Your increased metabolism allows you to heal wounds almost instantly.
Prerequisites: Rage class feature.
Benefit: If you are already raging, you may expend one of your daily rages to gain fast healing 1.

Adroit Flyby Attack [General]
Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.
Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.
Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

Agile [General]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

Alertness [General]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.

Ambidexterity [Fighter]
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. You still may not gain your full Strength bonus on attacks with all hands (though you may change which hand gains the full Strength bonus at the beginning of each of your turns).
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Ambidexterity, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

Ambush [General]
Your sneak attacks are deadlier than usual.
Prerequisites: Sneak attack +1d6.
Benefit: You deal +1d6 damage on sneak attacks with a light melee weapon.

Angelic Animal Affinity [General]
You have a special affinity for a kind of animal associated with your angelic nature.
Prerequisites: Angel.
Benefit: You can influence animals and celestial animals of a certain type as if you had the wild empathy ability of a druid. You do not suffer the normal –4 penalty when using this ability on a celestial animal of the appropriate type. You gain a +4 bonus on Handle Animal checks regarding the appropriate kind of animal.
Work with your DM to choose an appropriate type of animal. For example, a lillend might select snakes, while a leonal may choose felines.

Angelsmite [General]
You can channel your personal energy into supernatural damage.
Prerequisites: Fiend or tiefling.
Benefit: Similar to a paladin's ability to smite evil (but opposite in effect), you gain the supernatural ability to make an angelsmite once per day with a normal melee attack. You add your Charisma bonus to your attack roll and add 1 extra point of damage per Hit Die. Your angelsmite proves effective against aasimar and good outsiders (like angels). If you smite an inappropriate creature it has no effect and uses up the daily smite.
Special: You can take this feat multiple times, gaining additional smites per day.

Animal Affinity [General]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Animate Weapon [Battlemind]
You create a nimbus of magical force around a single melee weapon that allows it to move and fight on its own. This force draws on your intellect and combat skill, allowing the animated weapon to fight with talent equal to your own.
Prerequisites: Mystic Might, Summon Spectral Squire, base attack +12.
Benefit: You imbue a single weapon you hold in your hand with the ability to fight on its own. The weapon deals its standard damage, including any bonuses and abilities it gains from magical enhancement. It strikes with attack bonus equal to your base attack plus your Intelligence modifier. If your attack bonus is high enough for you to gain multiple attacks, the weapon gains these attacks as well. The weapon never gains a flanking bonus, nor does it provide one for another attacker. Your feats do not aid its attacks. It acts on your initiative count.
The weapon can fly at a speed of 30 feet with perfect maneuverability. It must remain within 100 feet of you. You can direct it to attack a foe as a free action when you first use this ability to animate the weapon, but on subsequent rounds you must use a move action to set it against a new foe. If its current foe is defeated, the weapon automatically moves to attack the closest enemy. The weapon never willingly attempts to move farther than 100 feet from you.
The weapon's Armor Class, hit points, and hardness are as normal for its size. It does not gain attacks of opportunity, nor does it provoke them, unless an opponent tries to grapple it. In that case, it gains an attack of opportunity against any would-be grapplers, with no limit on the number of such attacks of opportunity, though it can attack each grappler only once. If grappled, the weapon makes grapple checks as normal for its base attack and size. It gains no Strength bonus.
If an opponent dispels the effect, the animated weapon falls to the ground.

Armor Proficiency (heavy) [General]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: You are proficient with heavy armor, which includes splint mail, banded mail, half-plate, full plate, and siege plate.
See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

Armor Proficiency (light) [General]
Benefit: You are proficient with light armor, which includes padded, leather, studded leather, and chain shirts.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: Barbarians, bards, clerics, druids, fighters, paladins, rangers, and rogues gain Armor Proficiency (light) as a bonus feat. They need not select it.

Armor Proficiency (massive) [Fighter]
Prerequisites: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium).
Benefit: You are proficient with massive armor, which includes guardian plate and juggernaut armor.
See Armor Proficiency (light).
Normal: See Armor Proficiency (light).

Armor Proficiency (medium) [General]
Prerequisite: Armor Proficiency (light).
Benefit: You are proficient with medium armor, which includes hide, wooden, scale mail, chainmail, and breastplates.
See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

Athletic [General]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

Attack Mastery [Fighter]
Prerequisites: Lightning Reflexes, Dex 15, base attack +20, fighter level 18th.
Benefit: You gain +1 to your base attack, granting +1 on attack rolls and an extra iterative attack.

Augmented Summoning [General]
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Augment Physical Prowess [Battlemind]
You draw upon your magical ability to strengthen your limbs, sharpen your reflexes, or enhance your toughness.
Prerequisites: Mystic Might, base attack +3.
Uses/Day: Your base attack divided by 5, rounded down, +1.
Duration: A number of rounds equal to your base attack.
Benefit: You gain a +2 bonus to Strength, Dexterity, or Constitution.

Avatar of Carnage [Battlemind]
You scream, howl, and foam at the mouth during battle, striking terror into your enemies' hearts. Using the raw force of your personality, you turn your foes into a panicked mob.
Prerequisites: Cha 15, Intimidate 8 ranks, base attack +5.
Uses/Day: A number of times equal to your Charisma bonus (minimum 1).
Duration: A number of rounds equal to 5 + your Charisma modifier.
Benefit: You whip yourself into a howling frenzy, transforming into a figure of overwhelming menace. Your face contorts, your mouth foams, and you screech like a madman. All foes within 60 feet of you suffer an effect based on their Hit Dice. Enemies who have more Hit Dice than you suffer a –1 penalty on attack rolls and checks. Opponents with Hit Dice less than or equal to yours suffer a –2 penalty on attack rolls and checks. Any foe with half your Hit Dice or less is affected as if by cause fear in addition to the –2 penalty. Targets of this ability may negate it with Will saves (DC 10 + half your Hit Dice + your Cha modifier).

Awesome Blow [Fighter]
Prerequisites: Str 25, Power Attack, Improved Bull Rush.
Benefit: As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can't move closer to you than the square it started in. 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 the obstacle.

Battle Leader [General]
You can lead troops in battle and inspire them to do spectacular deeds.
Prerequisites: Cha 11.
Benefit: You receive a +2 bonus on Profession (military commander) checks. You may give one additional order per battle round as a free action. This free action is over and above any granted by the Profession (military commander) skill.

Blind-Fight [Fighter]
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Boar's Hide [General]
In the midst of your rage the blows of lesser weapons become mere annoyances to you.
Prerequisites: Rage class feature, base Fortitude save +6, damage reduction 1/—.
Benefit: If you are already raging, you may expend one of your daily rages to increase your damage reduction by +1/—. This lasts for the duration of your current rage and may be used more than once (its effects stack).

Bold [General]
Benefit: You gain a +4 bonus to saves against fear effects, magical or otherwise.

Bounding Step [Battlemind]
With a single, seemingly effortless push off the ground, you glide through the air. In effence, you can fly for short distances merely by invoking the power of this feat.
Prerequisites: Fleet-Footed Charge, Mystic Might, Vertical Step, base attack +8.
Uses/Day: Your base attack divided by 4, rounded down.
Duration: A number of rounds equal to your base attack.
Benefit: When you move, you are considered to be flying through the air. At the end of your movement, you land and gain no special bonus to speed. You can choose to take a double move when you use this feat, and you can move directly up, or horizontally from the roof of one building to another, or across a castle's moat. The total distance you move cannot exceed your total movement allowance, but you can go in any direction you want. You can even jump safely down. If you are not over a solid surface when your movement ends, you fall as normal. You may use the run action in conjunction with this feat.

Breath Weapon [Eldritch]
Prerequisites: Con 15, Dragon type, racial Hit Dice.
Benefit: You gain a breath weapon. Choose one of the following types:

Breath TypeDamage per 2 racial HDSpecial
Acid1d6 acidFort save or be nauseated for 1 round
Cold1d8 cold
Fire1d10 fire
Force1d6 force
Gust of air1d6 bludgeoning
Lightning1d8 electricityAlways lines, not cones
Shards1d6 piercing
Sonic1d6 sonicFort save or be deafened for 1 round
Jet of water1d6 bludgeoning

You can choose either a cone (5 feet long per 2 racial HD) or a line (5 feet long per racial HD) when taking this feat. You can use this breath weapon as a supernatural ability as a standard action, but you must wait 1d4+1 rounds before using it again.

Brew Potion [Item Creation]
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 1/5 gb. To brew a potion, you must spend 10 times its base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Cantrip Mastery [General]
You can channel minor magics without draining your resources.
Prerequisite: Arcane caster level 9+.
Benefit: Whenever you cast a cantrip, you do not lose the spell or spell slot (as though you never cast the spell).

Celestial Sorcery [Eldritch]
Your sorcerous talent derives from the power of Heaven, which adds certain divine spells to your spell list.
Prerequisites: Aasimar or angel.
Benefit: The following spells are considered part of your sorcerer spell list (spell level is equal to the spell's cleric spell level, or paladin spell level if no cleric level is listed): aid, bless, create food and water, cure critical wounds, cure light wounds, cure minor wounds, cure moderate wounds, cure serious wounds, dispel evil, flame strike, holy aura, holy smite, holy word, light of heaven, prayer, remove disease, soul beacon, virtue.
These are arcane spells despite their normally divine origin.

Chain Spell [Metamagic]
You can cast spells that arc to hit other targets in addition to the primary target.
Benefit: You can chain any spell that affects a single target and that deals acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the spell can arc to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the spell. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the spell's level by 3.

Cleave [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Close-Rank Combat [Fighter]
You fight in cramped spaces easily.
Benefit: The attack and Armor Class penalty for fighting in confined spaces is reduced by 2.
Normal: Two characters sharing a space in combat suffer a –6 penalty to attacks and a –2 penalty to Armor Class. The attack penalty is reduced by 2 if neither uses two-handed weapons and by 4 if both use only light weapons.

Cold Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, electricity, fire, or sonic descriptor, you can modify the spell to use cold instead. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Combat Casting [General]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Combat Expertise [Fighter]
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without Combat Expertise can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Combat Reflexes [Fighter]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A monk may select Combat Reflexes as a bonus feat at 2nd level.

Consume Spell [General]
You counter a spell and absorb the energy unleashed to power another spell.
Prerequisites: Caster level 3rd.
Benefit: Whenever you use the counterspell action and successfully counter a spell, you absorb the energy of your opponent's magic and can use part of it to power a spell at least one level lower than it. The powered spell does not disappear when you cast it, or (if you cast spells like a sorcerer) you do not use the spell slot. You must use the power you have absorbed on the next spell you cast or lose it. Consuming a 1st-level spell allows you to cast a 0-level spell. Consuming a 0-level spell does not result in enough energy to use (but the counterspell action works normally).

Craft Construct [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 4 gb in it base price. To enchant a construct, a spellcaster must spend 10 times the item's base price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.

ConstructPriceMaterial costRitual costRequirements
11-headed brass hydra440 gb22 gb, DC 18 Craft (blacksmithing)220 gb + 4,180 XPgeas/quest, limited wish, polymorph any object, iron body, CL 16+
Eye warden40 gb4 gb, DC 15 Craft (leatherworking) or Heal20 gb + 360 XParcane eye, detect magic, see invisibility, and the spell for the eye ray
Homunculus1/5 gb, DC 12 Craft (sculpting or pottery)4 gb + 78 XParcane eye, mirror image, mending
Inevitable, kolyarut500 gb20 gb, DC 18 Craft (armorsmithing or weaponsmithing)250 gb + 4,800 XPdiscern lies, enervation, magic circle against chaos, suggestion, CL 14+
Inevitable, marut1,000 gb56 gb, DC 20 Craft (armorsmithing or weaponsmithing)500 gb + 9,440 XPmark of justice, miracle, protection from chaos, true seeing, CL 17+
Inevitable, zelekhut150 gb20 gb, DC 18 Craft (armorsmithing or weaponsmithing)75 gb + 1,300 XPhold monster, limited wish, magic circle against chaos, CL 12+
Retriever600 gb25 gb, DC 24 Craft (armorsmithing or weaponsmithing)300 gb + 5,750 XPdiscern location, limited wish, flesh to stone, CL 16+
Shield guardian480 gb20 gb, DC 16 Craft (blacksmithing or carpentry)240 gb + 4,600 XPlimited wish, discern location, shield, shield other, CL 15+
Stone tiger640 gb32 gb, DC 18 Craft (sculpting or stonemasonry)320 gb + 6,080 XPgeas/quest, limited wish, polymorph any object, stone shape, CL 16+

Craft Greater Wand [Item Creation]
Prerequisite: Caster level 5th, Craft Wand, Knowledge (magic) 8 ranks.
Benefit: You can create wands with up to 6th level spells stored in them.
Normal: Without this feat, you can only make wands that store up to 4th level spells.

Craft Magic Arms and Armor [Item Creation]
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 4 gb in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 10 times its total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Craft Rod [Item Creation]
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 4 gb in its base price. To craft a rod, you must spend 10 times its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.

Craft Staff [Item Creation]
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 4 gb in its base price. To craft a staff, you must spend 10 times its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.

Craft Wand [Item Creation]
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 4 gb in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 10 times its base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Craft Wondrous Item [Item Creation]
Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 4 gb in its price. To enchant a wondrous item, you must spend 10 times the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Create Soul Magic Spell [Item Creation]
You can create soul magic spells, useable by any arcane spellcaster (but not you).
Prerequisites: Knowledge (arcana) 10 ranks, Knowledge (magic) 10 ranks, caster level 9th.
Benefit: You can create soul magic spells. The spell's effect can be whatever you choose, with the level assigned by the DM. You must pay a cost in time, XP, and potentially gold.

Dance of a Feather's Step [Battlemind]
You literally become light as a feather, allowing you to stand in mid-air and fight an opponent with little effort. You gain no special ability to fly, forcing you to leap or use other special abilities to move up or down, but once airborne you are difficult to knock from the sky.
Prerequisites: Bounding Step, Fleet-Footed Charge, Mystic Might, Vertical Step, base attack +16.
Benefit: Once per round you can avoid falling; this is not an action. You can run, jump, and move as normal while in the air, but you cannot run "upward" through the air. You can move downward a total distance equal to your base land speed, and you can descend as part of a normal move at no cost.

Dark Halo [Eldritch]
Darkness loves and embraces you.
Prerequisites: Hide 10 ranks, Cha 17, caster level 9th.
Benefit: You can cast a darkness spell centered on yourself 3/day, and douse at will. You can also display a black halo over your head at will, or hide it as neccessary. You gain a +2 bonus on Diplomacy checks involving evil creatures when displaying this halo.

Deadly Precision [General]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack +5.
Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.

Death Strike [Battlemind]
You imbue your weapon with a shimmering halo of black necromantic energy, allowing you to disrupt your opponent's life force. This energy is also baneful to undead creatures, allowing you to destroy them with a single hit.
Prerequisites: Enhance Weapon, Mystic Might, base attack bonus +16.
Uses/Day: Your base attack divided by 8, round down.
Benefit: You deal an extra +2d6 damage with your next attack as the necromantic energy weakens your living foe. In addition, your opponent must make a Fortitude save (DC 10 + half your base attack + your Intelligence modifier). On a failed save, the opponent takes 1d6 points of Strength and Constitution damage.
Unliving creatures do not suffer the effects described above. Undead creatures, however, must instead make a Will save (same DC) or be immediately destroyed.

Deceitful [General]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

Deflect Arrows [Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
If you use this feat, you risk making your DM sad. Don't make your DM sad.

Deflecting Aura [Battlemind]
You create a sheath of magical force that protects you from harm. Arrows, sword strokes, and axe strikes all rebound from it.
Prerequisites: Mystic Might, base attack +1.
Uses/Day: Your base attack divided by 5, rounded down, +1.
Duration: A number of rounds equal to your base attack.
Benefit: You gain a deflection bonus to your Armor Class equal to one-fifth your base attack, rounded up.

Deft Hands [General]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Delay Spell [Metamagic]
You can cast spells that go off up to 5 rounds later.
Benefit: You can cast a spell as a delayed spell. A delayed spell doesn't activate immediately. When you cast the spell, you choose one of three trigger mechanisms: (1) The spell activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the spell will affect (only spells that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the spell activates automatically on the fifth round.
Only area and personal spells can be delayed.
Any decisions you would make about the delayed 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 delay period ends.
A delayed spell can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of spells that can detect magical effects.
Using this feat increases the spell's level by 1.

Detect Angels and Fiends [General]
You can detect the presence of angels and fiends.
Prerequisites: Wis 13, angel or fiend or spell-like ability to detect evil or detect good.
Benefit: This ability functions similar to detect evil, except that it detects angels and fiends. You automatically ignore your own presence with this ability. On the first round of use, it indicates the presence or absence of angels and fiends. On the second round, it indicates how many angelic and fiendish creatures are present. On the third round, it indicates the creatures' exact locations and relative strength (weaker, equal, or stronger than you). Particularly good or evil objects created by angels or fiends may detect as weakly evil or good. This is a spell-like ability equivalent to a 1st-level spell.

Diehard [General]
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. You don't die until you reach –(10 + your Con bonus) hit points.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying, and a character who reaches –10 hit points dies.

Diligent [General]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

Distance Turning [General]
Prerequisites: Ability to turn or rebuke undead, Extra Turning.
Benefit: Your range for turning or rebuking undead is increased by 30 feet.
Special: This feat can be taken multiple times. Its effects stack.

Divine Might [Divine]
Prerequisites: Str 13, turn or rebuke undead ability, Power Attack.
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.

Dodge [Fighter]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Dragon Magic [General]
You learn powerful magic that normally only dragons use.
Prerequisites: Int 13, Cha 15, caster level 3rd, ability to speak Draconic.
Benefit: You can learn and cast spells with the Dragon Magic component, normally available only to dragons. Nondragons with this feat are often called dragon mages.
Special: Dragons have this as a bonus feat.

Electricity Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, cold, fire, or sonic descriptor, you can modify the spell to use electricity instead. The altered spell uses a spell slot one level higher than the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Empower Spell-Like Ability [General]
Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –2.
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.
Empower and Quicken Spell-Like Ability

Spell LevelCaster Level to EmpowerCaster Level to Quicken
04th8th
1st6th10th
2nd8th12th
3rd10th14th
4th12th16th
5th14th18th
6th16th20th
7th18th
8th20th
9th

Endurance [General]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist subdual damage, Constitution checks made to continue running, Constitution checks made to avoid subdual damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid subdual damage from starvation or thirst, Fortitude saves made to avoid subdual damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in armor with a check penalty is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

Energy Burst [Battlemind]
You focus your arcane power into your weapon, drawing upon energy that you can barely control. With a single, jarring impact, you unleash a burst of fire that consumes your enemies.
Prerequisites: Energy Sheath, Energy Shield, Enhance Weapon, Mystic Might, base attack +12.
Uses/Day: 1.
Benefit: You create a burst of energy that fills a 30-foot spread centered on you. This burst of energy deals 1d6 damage per 2 points of your base attack. Anyone in this area may make Reflex saves (DC 10 + half your base attack + your Intelligence modifier) for half damage. You do not take damage from this effect yourself, as the energy surges around and outward from you.

Energy Sheath [Battlemind]
You summon arcane power to bathe your weapon—or even your bare fists—in energy, allowing you to deal extra damage with your strikes.
Prerequisites: Enhance Weapon, Mystic Might, base attack +4.
Uses/Day: Your base attack divided by 4, rounded down.
Duration: A number of rounds equal to half your base attack, rounded down.
Benefit: When you choose this feat, select one of the following energy types: cold, electricity, or fire. Your attacks now deal extra damage of that type, depending on your base attack.
Special: The energy type you choose also applies to the following feats if you select them: Energy Burst, Energy Shield, and Energy Web. When you gain one of those feats, you automatically use the energy type chosen for this feat.
You may select this feat multiple times. Its effects do not stack. Each time you select this feat, choose a different energy type. (Track uses per day separately.)

Base AttackExtra Damage
+4 to +8+1d4
+9 to +14+1d6
+15 and up+1d8

Energy Shield [Battlemind]
Your mastery of energy control allows you to resist and attack form involving your specified energy type. You create a field of energy that surrounds you and counters such attacks.
Prerequisites: Energy Sheath, Enhance Weapon, Mystic Might, base attack +8.
Uses/Day: Your base attack divided by 4, rounded down.
Duration: A number of rounds equal to your base attack.
Benefit: You gain resistance to a type of energy chosen for the Energy Sheath feat. The value of the resistance is equal to your base attack, rounded down to a multiple of 5.

Energy Touch [General]
You can exude energy from your hands, increasing your damage in combat.
Prerequisites: Angel or fiend.
Benefit: Choose one type of energy (acid, cold, electricity, fire, or sonic). As a free action, you can manifest this energy from one or both hands, dealing an extra +1d6 damage of this type when you make unarmed attacks with your hands (or with any natural attacks you make with your hands, such as claws or slams). You can also make melee touch attacks that deal 1d6 points of damage of the appropriate type. You can manifest this energy for a number of rounds per day equal to your Hit Dice. These rounds need not be sequential.
Special: You may gain this feat multiple times. Its effects do not stack. Each time, choose a different type of energy. You may manifest multiple types of energy at once.

Energy Web [Battlemind]
You create a tangible web of searing energy that wraps and tangles around your weapon. When you attack, this web clings to your opponent and continues to damage him for several agonizing seconds.
Prerequisites: Energy Burst, Energy Sheath, Energy Shield, Enhance Weapon, Mystic Might, base attack +16.
Uses/Day: Your base attack divided by 10, rounded down.
Duration: A number of rounds equal to half your base attack, rounded down.
Benefit: You create a web of pure energy that can burn, shock, or freeze and opponent. This web's energy is of the same type as that created by your Energy Sheath feat. If you make a successful melee attack before this ability's duration ends, yu transfer the web of energy to your opponent. He takes 1d6 energy damage, plus 1d6 energy damage per 3 points of your base attack in each round, on your turn, until this ability's duration ends. You also gain this extra damage on the attack that transfers the web to the target.
Your opponent may make a Reflex save (DC 10 + half your base attack + your Strength modifier) to avoid the web. If he succeeds, you deal the extra energy damage with the attack but he avoids becoming trapped in the web and does not take further damage from it.
A creature caught in an energy web can escape by taking a move action and making a successful Dexterity check or Escape Artist check against the same DC as the Reflex save.

Enhance Weapon [Battlemind]
Drawing upon the power of magic, you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and to inflict superior damage.
Prerequisites: Mystic Might, base attack +1.
Uses/Day: 3
Duration: 1 minute.
Benefit: You grant a single melee or ranged weapon an enhancement bonus based on your level. This overlaps the weapon's ordinary enhancement bonus.

Base AttackEnhancement bonus
+1 to +3+1
+4 to +6+2
+7 to +9+3
+10 to +12+4
+13 and above+5

Enlarge Spell [Metamagic]
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Enraged Casting [General]
With a supreme effort of concentration, you are able to cast spells despite your rage.
Prerequisites: Rage class feature, ability to cast arcane or divine spells.
Benefit: You are able to cast spells while raging with a Concentration check (DC 15 + spell level); failure indicates that the spell is lost.

Eschew Materials [General]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

Evilsense [General]
You have refined your ability to detect evil into a constant awareness of evil near you.
Prerequisites: Ability to detect evil at will as a spell-like ability.
Benefit: You are always aware of evil presences within 20 feet of you as if using the first-round detect evil spell effect. This awareness requires no concentration. If you concentrate on this area for 1 round, you learn what the second round of the spell would tell you. A second round of concentration reveals the spell's third-round effects. Alternatively, you may concentrate to examine the normal detect evil area (a 60 ft quarter circle) as if you did not have this feat.

Exotic Weapon Proficiency [Fighter]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.

Expand Physical Prowess [Battlemind]
You can exhaust your ability to enhance your physicality faster to provide more power.
Prerequisites: Augment Physical Prowess, Mystic Might, base attack +14.
Benefit: When using Augment Phyical Prowess to enhance your abilities, you may choose to halve the duration (round down) to double the bonus from +2 to +4.
Note: When combined with Omni-Augment Physical Prowess, one ability score is raised by +4 and the other two are raised by +2.

Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Extra Music [General]
Prerequisite: Bardic music.
Benefit: You can use your bardic music four extra times per day.
Normal: Bards without the Extra Music feat can use bardic music once per day per level.
Special: You can gain this feat multiple times, adding another four uses of bardic music each time.

Extra Rage [General]
Prerequisite: Rage class feature.
Benefit: You can rage an additional 2 times per day.
Normal: A barbarian without this feat can rage once per day, plus once per four class levels.
Special: You can gain this feat multiple times, adding another 2 uses of rage each time.

Extra Smite [General]
Prerequisite: Smite class ability.
Benefit: You can smite one additional time per day.
Normal: Paladins can smite evel once per day, plus once per five class levels. Clerics with the Destruction domain can smite once per day.
Special: You can gain this feat multiple times, adding another use of your smite each time.

Extra Spell [General]
Prerequisite: Ability to cast arcane spells.
Benefit: You gain one addition spell known of a level that you can cast.
Special: You can gain this feat multiple times. Its effects stack.

Extra Stunning [General]
Prerequisite: Stunning Fist.
Benefit: You can use your stunning fist 4 more times per day.
Special: You can gain this feat multiple times, adding another 4 uses of stunning fist each time.

Extra Summoning [Metamagic]
Prerequisite: Empower Spell, Spell Focus (Conjuration).
Benefit: Whenever the caster chooses to summon weaker creatures than the maximum possible for the spell he is casting, he may summon one additional creature. For example, when casting summon monster IV, a caster with this feat may choose to summon 1d3+1 creatures of the same type from the 3rd-level list, or 1d4+2 creatures of the same type from a lower-level list.

Extra Turning [General]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

Extra Wild Shape [Wild]
Prerequisite: Ability to wild shape.
Benefit: You can wild shape one additional time per day. If you have the ability to wild shape into an elemental, you gain one additional use of that ability as well.
Special: You can gain this feat multiple times, adding another use of wild shape each time.

Far Shot [Fighter]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

Fiendsensing Blindness [General]
When blinded you have a supernatural ability to perceive fiends.
Prerequisites: Alertness.
Benefit: While you are blind, you can sense fiends as if you had blindsight. If you are on the Material Plane, you perceive ethereal fiends as shadowy versions of their true form (likewise for fiends on the Material if you are ethereal). A fiend possessing a mortal looks like a pale version of its normal self within a hazy outline of the possessed creature. This ability is treated as a 5th-level abjuration effect. This ability still requires a line of sight.
Though it does not take an action for you to activate this ability (for example, by closing your eyes), it takes time for you to adjust to your supernatural sense. This adjustment takes 1 full round, during which you can take normal actions but are blind.

Fiendsmite [General]
You can channel your personal energy into supernatural damage.
Prerequisites: Angel or aasimar.
Benefit: Similar to a paladin's ability to smite evil, you gain the supernatural ability to make a fiendsmite once per day with a normal melee attack. You add your Charisma bonus to your attack roll and add 1 extra point of damage per Hit Die. Your fiendsmite proves effective against tieflings and evil outsiders (like fiends). If you smite an inappropriate creature it has no effect and uses up the daily smite.
Special: You can take this feat multiple times, gaining additional smites per day.

Fire Shaper [General]
Benefit: When you actively deal fire damage (as with alchemist's fire or fireball) measured in dice, you may reroll 1s.

Fire Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, or sonic descriptor, you can modify the spell to use fire instead. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Fists of Rage [General]
Your rage gives added weight to your unarmed blows.
Prerequisites: Rage class feature, Improved Unarmed Strike.
Benefit: When you rage your unarmed damage increases by one step.

Flattening Strike [Battlemind]
You hammer your foe.
Prerequisites: Enhance Weapon, Knockback Strike, Mystic Might, Power Attack, base attack +8.
Uses/Day: Your base attack divided by 4, rounded down.
Benefit: You slam an opponent with waves of power in addition to dealing normal damage with your next attack. The target must make a Fortitude save (DC 10 + half your base attack + your Intelligence modifier) or be knocked prone. If your attack misses, the use of this ability is wasted.

Fleet-Footed Charge [Battlemind]
You call upon arcane power to strengthen your legs and improve your agility, allowing you to manuver with increased speed.
Prerequisites: Mystic Might, base attack +1.
Uses/Day: Your base attack divided by 3, rounded down, +1.
Duration: A number of rounds equal to your base attack.
Benefit: You gain a +20 foot enhancement bonus to your speed. Note that you do not need to charge in order to use this special ability. Rather, the feat's name merely reflects the typical fighter's attitude toward combat.

Fleet of Foot [General]
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Normal: Without this feat, you can run or charge only in a straight line.

Flyby Attack [General]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) and another standard 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 standard action either before or after its move.

Forceful Evoker [Eldritch]
You can channel pure energies, free of direct magical influence.
Prerequisites: Spell Focus (evocation), Spell Penetration, arcane caster level 9th
Benefit: When casting a spell that deals energy damage, the energy damage is dealt to the targets even if they make a spell resistance check. Other effects of the spell are still negated on a successful roll.

Force Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic descriptor, you can modify the spell to use force instead. The altered spell uses a spell slot two levels higher than the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Forge Ring [Item Creation]
Prerequisites: Caster level 12th, plus Craft Magic Arms and Armor, Craft Rod, Craft Staff, or Craft Wand.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 4 gb in its base price. To craft a ring, you must use up raw materials costing one-half of its base price. You need not pay XP unless the spells required cost XP.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Furious Throws [Fighter]
Prerequisites: Dex 17, Point Blank Shot, Precise Shot, base attack +8.
Benefit: When throwing clubs, daggers, darts, throwing axes, light hammers, sai, or shuriken, you take only a –3 penalty on iterative attacks. This doesn't grant additional attacks.

Glory [General]
You can call upon your supernatural heritage to enhance your presence.
Prerequisites: Aasimar, angel, fiend, or tiefling.
Benefit: Once per day you may surround yourself with angelic or fiendish power (depending on your heritage) that manifests itself as shining blue, gold, silver, or white light (aasimar or angel) or roiling green, orange, red, or violet light (fiend or tiefling). This energy gives you a +4 enhancement bonus to Charisma, and has the equivalent light of a torch. The glory lasts 1 minute per Hit Die.

Good Memory [General]
Your memory is excellent.
Benefit: Whenever you must make an Intelligence check to remember something not covered by a Knowledge skill check, you gain a +5 competence bonus on the check.

Great Cleave [Fighter]
Prerequisites: Str 13, Cleave, Power Attack, base attack +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Great Fortitude [General]
Benefit: You get a +2 bonus on all Fortitude saving throws.

Greater Caster [General]
Prerequisites: Spell Penetration, caster level 6+.
Benefit: You gain a +2 bonus to all caster level checks except spell resistance checks (including checks for dispel magic or to scry someone shielded by a nondetection spell).

Greater Critical [Fighter]
Prerequisites: Improved Critical, base attack +8.
Benefit: You get a +4 bonus to attack rolls made to confirm critical hits. Your expanded threat range stacks with effect that expands the threat range of weapons, like keen edge.

Greater Multiweapon Fighting [Fighter]
Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack +15.
Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a –10 penalty on the third attack with each weapon.
Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.

Greater Spell Focus [General]
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

Greater Spell Penetration [General]
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Greater Two-Weapon Fighting [Fighter]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Greater Weapon Focus [Fighter]
Prerequisites: Weapon Focus, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons with which you have Weapon Focus. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Greater Weapon Specialization [Fighter]
Prerequisites: Greater Weapon Focus, Weapon Focus, Weapon Specialization, fighter level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using weapons with which you have Weapon Specialization. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Haggler [General]
You tend to get the best of any bargain.
Benefit: You gain a +4 bonus on Appraise, Bluff, and Diplomacy checks when haggling, fencing goods, or bartering for goods. As well, with a successful Charisma check you can acquire goods that are normally not for sale.

Healing Expert [General]
Prerequisite: Ability to cast cure light wounds, Heal 4 ranks.
Benefit: All your healing spells restore an additional +1 hp per die. This bonus stacks with any level bonus you already receive.

Hellfire Charge [Battlemind]
When charging, you turn yourself into a living projectile that blasts your opponent with a jolt of arcane power.
Prerequisites: Fleet-Footed Charge, Mystic Might, Rhino's Charge, base attack +10.
Uses/Day: Your base attack divided by 10, rounded down.
Benefit: When you use the charge action to attack an opponent, you hurl yourself through the air like a living projectile. The tremendous magical force that you call upon creates a blazing shield of energy around you that scorches your foes. Make a charge as normal. If your attack hits, you deal an extra 5d8 points of force damage in addition to your attack's normal damage, and your foe must make a Fortitude save (DC 10 + half your base attack + your Intelligence modifier) or be blinded for 2d4 rounds. This extra damage is not multiplied on a critical hit or similar effect.
When making this charge, you are considered to be flying. You can move over pits and other hazards, but you land in th space where your charge ends and suffer any drawbacks for standing there after resolving your attack. Activating this ability is free action.

Heightened Senses [General]
Using acute hearing and sensitivity to vibrations, you can 'see' without your eyes.
Prerequisites: Wis 19, base attack +4, Blind-Fight.
Benefit: You gain blindsense, allowing you to detect creatures and objects within 15 feet. Invisibility and darkness are irrelevant, though you can't discern incorporeal beings.

Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal. Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Hover [Fighter]
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

Improved Absorb Damage [General]
Prerequisites: Absorb Damage, Endurance, greater rage class feature.
Benefit: When you forgo the Constitution bonus from your rage ability for Absorb Damage, you gain 2 temporary hit points per Hit Die instead of 1.

Improved Breath Weapon [Eldritch]
Prerequisites: Con 21, Breath Weapon, Dragon type, racial Hit Dice.
Benefit: Your breath weapon improves based on its type:

Breath TypeEffect
AcidTargets take 1d6 acid damage per 4 racial HD for the next 3 rounds
ColdTargets freeze, take 1d8 cold damage per 2 racial HD for the next round
Fire?
ForceTarget suffers broken bones, taking 1 Con damage (unless boneless)
Gust of airTargets knocked prone (up to your size category) and blown 2d6 x 5 ft away (up to 2 size categories smaller than you); all suffer 2d10 damage from battering
Lightning?
ShardsTargets bleed, taking 1 Con damage (unless bloodless)
Sonic?
Jet of waterTargets knocked prone (up to your size category) and forced 2d6 x 5 ft away (up to 2 size categories smaller than you); all suffer 2d10 damage from battering

Improved Bull Rush [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Counterspell [General]
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Improved Critical [Fighter]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.

Improved Disarm [Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

Improved Familiar [General]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

FamiliarAlignmentArcane Spellcaster Level
Shocker lizardNeutral5th
StirgeNeutral5th
Formian workerLawful neutral7th
ImpLawful evil7th
PseudodragonNeutral good7th
QuasitChaotic evil7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

FamiliarType/SubtypeArcane Spellcaster Level
Celestial hawk1Good3rd
Fiendish Tiny viper snake2Evil3rd
Air elemental, SmallAir5th
Earth elemental, SmallEarth5th
Fire elemental, SmallFire5th
Shocker lizardElectricity5th
Water elemental, SmallWater5th
Homunculus3Undead7th
Ice mephitCold7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.

Improved Feint [Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.

Improved Grapple [Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

Improved Initiative [Fighter]
Benefit: You get a +4 bonus on initiative checks.

Improved Multiattack [Fighter]
Prerequisite: Three or more natural weapons, Multiattack.
Benefit: The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt.
Normal: Without this feat, the creature's secondary natural attacks have a –5 penalty (or a –2 penalty if it has the Multiattack feat).

Improved Multiweapon Fighting [Fighter]
Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack +9.
Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a –5 penalty.
Normal: With only Multiweapon Fighting, a creature can only 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.

Improved Natural Armor [General]
Prerequisites: Natural armor, Con 13.
Benefit: The creature's natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

Improved Natural Attack [General]
Prerequisite: Natural weapon, base attack +4.
Benefit: Choose one of the creature's natural attack forms. The damage for this natural weapon increases by one step, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

Improved Overrun [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Power Attack [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you use Power Attack, treat light weapons as one-handed weapons.

Improved Precise Shot [Fighter]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Special: An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Shield Bash [Fighter]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.

Improved Sunder [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip [Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.

Improved Turning [General]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Improved Two-Weapon Fighting [Fighter]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Improved Unarmed Strike [Fighter]
Benefit: You are considered to be armed even when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or subdual damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only subdual damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.

Infernal Sorcery [Eldritch]
Your sorcerous talent derives from the power of Hell, which adds certain divine spells to your spell list.
Prerequisites: Fiend or tiefling.
Benefit: The following spells are considered part of your sorcerer spell list (spell level is equal to the spell's cleric spell level, or its domain level if no cleric level is listed): animate dead, bane, blasphemy, create undead, create greater undead, death knell, deeper darkness, desecrate, dispel good, doom, fires of Hell, flame strike, prayer, produce flame, demon's breath, unhallow, unholy aura, unholy blight.
These are arcane spells despite their normally divine origin.

Investigator [General]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will [General]
Benefit: You get a +2 bonus on all Will saving throws.

Karmic Deshayvine [Eldritch]
Prerequisites: Deshayvine.
Benefit: Your karma penalty is halved.
Normal: You suffer a penalty to your checks and saves equal to one-third your karma, negative or positive.

Keymaster [General]
You pick locks faster than anyone.
Prerequisite: Open Lock 8 ranks.
Benefit: You can make an Open Lock check as a standard action instead of a full-round action, and can disable a trap in the same amount of time. If you take 20 on an Open Lock check, you take just one minute to make the attempt.
Normal: Opening a lock or disabling a device is a full-round action and takes 2 minutes to take 20. (Some locks and devices take longer.)

Knockback Strike [Battlemind]
You summon a burst of kinetic energy to augment your attack, allowing you to deliver a mighty jolt that knocks an opponent backward.
Prerequisites: Enhance Weapon, Mystic Might, Power Attack, base attack +3.
Uses/Day: Your base attack divided by 3, rounded down.
Benefit: Your mighty attacks sends foes reeling. You must decide to use this ability before attempting a single attack. If your attack hits, your foe must make a Fortitude save (DC 10 + half your base attack + your Intelligence modifier). If this save fails, you knock your opponent bckward a number of feet equal to the points of damage inflicted (to a maximum number of feet equal to your base attack). If your attack misses, this use of the ability is wasted.

Launching Strike [Battlemind]
You draw magical power to yourself and focus it on your weapon, transforming it into a powerful surge of raw force as you slam an opponent with a vicious uppercut strike, sending him soaring into the air.
Prerequisites: Enhance Weapon, Flattening Strike, Knockback Strike, Mystic Might, Power Attack, base attack +16.
Uses/Day: Your base attack divided by 8, rounded down.
Benefit: You must decide to use this ability before making a single attack. If your attack hits, your foe must make a Fortitude save (DC 10 + half your base attack + your Intelligence modifier). If this save fails, your foe flies straight up a number of feet equal to double the points of damage you inflicted (maximum twice your base attack). He immediately falls, landing prone in the space he occupied before you launched him, and suffers falling damage as normal. If your attack misses, this use of the ability is wasted.

Lay on Hands [General]
Prerequisites: Cha 13, Healing Expert, Good domain or Healing domain, ability to cast cure light wounds, Heal 4 ranks.
Benefit: You can lay on hands as a paladin of your character level. This is a supernatural ability.

Leadership [General]
Prerequisite: Character level 6th.
Benefit: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you. See the table below for what sort of cohort and how many followers you can recruit.
Leadership Modifiers: Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader's ReputationModifier
Great renown+2
Fairness and generosity+1
Special power+1
Failure–1
Aloofness–1
Cruelty–2

Other modifiers may apply when you try to attract a cohort:

The Leader . . .Modifier
Has a familiar, special mount, or animal companion–2
Recruits a cohort of a different alignment–1
Caused the death of a cohort–21
1 Cumulative per cohort killed.

Followers have different priorities from cohorts. When you try to attract a new follower, use any of the following modifiers that apply.

The Leader . . .Modifier
Has a stronghold, base of operations, guildhouse, or the like+2
Moves around a lot–1
Caused the death of other followers–1
Leadership ScoreCohort Level-------- Number of Followers by Level --------
1st2nd3rd4th5th6th
1 or lower
21st
32nd
43rd
53rd
64th
75th
85th
96th
107th5
117th6
128th8
139th101
1410th151
1510th2021
1611th2521
1712th30311
1812th35311
1913th404211
2014th505321
2115th6063211
2215th7574221
2316th9095321
2417th110116321
25 or higher17th135137422

Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.
Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party's XP.
Divide the cohort's level by the your level and multiply this result by the total XP you were awarded. Add that number of experience points to the cohort's total.
If a cohort gains enough XP to bring it to a level one lower than your ECL, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind you, they're rarely effective in combat.
Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Lightning Reflexes [General]
Benefit: You get a +2 bonus on all Reflex saving throws.

Magical Aptitude [General]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

Mahatma [General]
Your spirit shines with virtue, allowing you to protect yourself and others.
Prerequisites: Good domain, aura of good, ἀρετή.
Benefit: For one round you and up to one ally/three levels can reroll one save, check, or roll each. You must accept the reroll even if the result is worse. Use this ability once per day.

Manyshot [Fighter]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack +6.
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
If you use this feat, you risk making your DM sad. Don't make your DM sad.

Martial Weapon Proficiency [General]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

Mass Spell [Metamagic]
Benefit: Spells with a single target prepared with this feat instead affect one target per caster level (but all targets must be within 30 feet). The spell takes up a slot 4 levels higher than normal.

Mass Turning [General]
You can turn large numbers of undead at once. The following parameters apply eqully to attempts to bolster, rebuke, or command undead (if you channel negative energy).
Prerequisites: Extra Turning, Widen Spell.
Benefit: As a full-round action, you can make a turning attempt that covers a large area and affects a significant number of creatures. The area of the turning effect and the turning damage both increase by a factor of 10—thus, a turning effect covers a 600-foot burst and deals 10 times its normal turning damage. The Charisma check you make for a turning attemt, however, still determines the maximum Hit Dice of the creatures you can affect.
A mass turning attempt uses up three of your daily uses of the turn undead ability.
Special: You can choose this feat more than once, but its effects don't stack. Each time you take this feat it applies to a different kind of turning capability (e.g. the granted power of the Fire domain).

Master Crafter [General]
Benefit: You gain a +2 bonus on all Craft checks.

Master of Darkness [Eldritch]
Prerequisite: Dex 17.
Benefit: You can hide in shadows from creatures with darkvision.
Normal: Creatures with darkvision can see normally in shadows, so you cannot hide without other concealment.

Masterful Expertise [Fighter]
Prerequisite: Int 13, Combat Expertise, base attack +10.
Benefit: When you use Combat Expertise, add 1-1/2 times the amount you subtract from your attack rolls to your Armor Class as a dodge bonus (to a maximum of +5 additional points with Superior Expertise).

Maximize Spell [Metamagic]
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Mind Strike [Battlemind]
You focus the power of your psyche into an energy sheath that surrounds your weapon, allowing you to strike at a foe's intellect.
Prerequisites: Cha 13, Mystic Might, Serpent-Eyed Strike, base attack +8.
Uses/Day: Your base attack divided by 5, rounded down.
Duration: A number of roudns equal to half your base attack, rounded down.
Benefit: Choose Intelligence, Wisdom, or Charisma when you select this feat. Your weapon hums and glows with an aura of psychic energy. Once per round, you disrupt your foe's mind and personality with your attack. Before making an attack, you may declare that you are expending your use of this ability for the round. If you hit and damage the target with that melee or ranged attack, he must make a Will save (DC 10 + half your base attack + your Charisma modifier) or take 1 point of damage to the chosen ability score in addition to the normal damage from the attack. You can use this fesat once per round. Activating this ability is a free action.
Special: You may select this feat multiple times. Its effects do not stack. Each time you select this feat you choose another mental ability score to affect. You may not have more than one type of this feat active in a single round.

Mobility [Fighter]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

Mounted Archery [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Mounted Combat [Fighter]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

Multiattack [Fighter]
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.

Multiweapon Fighting [Fighter]
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes 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, and all the others are off hands.) See Two-Weapon Fighting.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

Mystic Might [Battlemind]
Your mind is able to accept the secrets of preternatural fighting styles.
Prerequisites: Int 13, base attack +1.
Benefit: Gain Concentration and Use Magic Device as class skills.
Special: Characters with the ability to cast 1st-level arcane spells, base attack +1, Intelligence 13 or higher, and 4 ranks in either Concentration or Use Magic Device gain a virtual Mystic Might for the purpose of meeting prerequisites.

Natural Spell [General]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Negotiator [General]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers [General]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

Nomina Barbara [General]
Your secret magical name is strange and difficult to pronounce, transcribe, or translate, thwarting those who would try to bind or banish you.
Prerequisites: Angel or fiend.
Benefit: You get a +8 bonus to saving throws against spells that imprison or send away outsiders, such as banishment, binding, dismissal, dispel good, and planar binding. Caster level checks made to overcome spell resistance for these spells used against you are made at a –4 penalty.

Omni-Augment Physical Prowess [Battlemind]
You strengthen your limbs, improve your reflexes, and toughen your body simultaneously.
Prerequisites: Augment Physical Prowess, Mystic Might, base attack +14.
Benefit: When you use Augment Physical Prowess, you increase Strength, Dexterity, and Constitution instead of just one.

Persuasive [General]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

Point Blank Shot [Fighter]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack [Fighter]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Powerful Magic [General]
Prerequisites: Greater Spell Focus (conjuration or evocation), Spell Focus (conjuration), Spell Focus (evocation), Knowledge (magic) 10 ranks.
Benefit: When you cast a spell that deals hit point damage in dice per level, you deal one extra die of that spell's type. For example, a fireball from a 10th-level caster would deal 11d6 points of fire damage.

Precise Shot [Fighter]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Quick Draw [Fighter]
Prerequisite: Base attack +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
You may throw weapons at your full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Quick Wild Shape [Wild]
Prerequisites: Ability to wild shape.
Benefit: You can wild shape as a move action.
Normal: Using wild shape takes a standard action.

Quicken Spell [Metamagic]
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

Quicken Spell-Like Ability [General]
Prerequisite: Spell-like ability at caster level 10th or higher.
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. 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. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –4.
In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
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 a different one of its spell-like abilities.

Empower and Quicken Spell-Like Ability

Spell LevelCaster Level to EmpowerCaster Level to Quicken
04th8th
1st6th10th
2nd8th12th
3rd10th14th
4th12th16th
5th14th18th
6th16th20th
7th18th
8th20th
9th

Rapid Reload [Fighter]
Prerequisite: Weapon Proficiency (any crossbow).
Benefit: The time required for you to reload crossbows is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
You may fire a hand crossbow or light crossbow as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Rapid Shot [Fighter]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Rapid Summons [General]
Prerequisite: Greater Spell Focus (Conjuration), Quicken Spell, Spell Focus (Conjuration).
Benefit: Conjuration (summoning) spells with casting time of 1 round are reduced to a casting time of 1 standard action.
Summoned creatures may act immediately on the caster's action.

Reach Spell [Metamagic]
Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.

Repeat Spell [Metamagic]
Prerequisites: Any other metamagic feat.
Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch.

Rhino's Charge [Battlemind]
As you rush forward in a charge, you create a crackling wedge of energy in front of you that can knock aside a foe and shock him with force.
Prerequisites: Fleet-Footed Charge, Mystic Might, base attack +5.
Uses/Day: Your base attack divided by 5, rounded down.
Benefit: When you use the charge action to attack an opponent, you deal an extra +2d8 force damage on a successful attack. In addition, your foe must make a Reflex save (DC 10 + half your base attack + your Intelligence modifier) or be knocked prone by the concusive force. If your attack misses, your foe does not have to mke the save and this use of the ability is wasted. Activating this ability is free action.

Ride-By Attack [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Run [General]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Sacred Spell [Metamagic]
You can cast spells imbued with divine energy.
Benefit: Half of the damage dealt by a sacred spell is converted into divine energy, and as such is not prevented by abilities or spells that reduce or prevent damage from a particular type of energy. Additionally, such spells gaon the Good descriptor. Only divine spells that deal damage may be made into sacred spells.
A sacred spell uses up a spell slot one level higher than the spell's actual level.

Scribe Scroll [Item Creation]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 4 gb in its base price. The base price of a scroll is its spell level x its caster level x 1/10 gb. To scribe a scroll, you must spend 10 times its base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Self-Sufficient [General]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Serpent-Eyed Strike [Battlemind]
You twirl your blade or other melee weapon in a hypnotic pattern, weaving an arcane matrix that lulls one of your foes into a state of distraction. With his defenses down, you can strike him more easily.
Prerequisites: Cha 13, Mystic Might, base attack +1.
Uses/Day: Your base attack divided by 5, rounded down, +1.
Benefit: You use this ability by taking a standard action that does not provoke an attack of opportunity. Choose a single target that you can see. This foe must make a Will save (DC 10 + half your base attack + your Charisma modifier) or lose his Dexterity bonus to Armor Class against your attacks (and only your attacks) for 1d6 rounds. This is a mind-affecting ability.

Shield Charge [Fighter]
Prerequisites: Shield Proficiency.
Benefit: When using a shield, you do not suffer the normal –2 penalty to Armor Class when charging.

Shield Proficiency [General]
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

Shot on the Run [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Silent Kill [General]
Your sneak attacks are silent.
Prerequisites: Sneak attack +1d6, Move Silently 6 ranks, base attack +3.
Benefit: You strike to kill without noise, either by attacking the mouth and throat or by inflicting enough pain to prevent an alarm. If you surprise your target while making a sneak attack, the surprise round of combat is entirely silent and does not attract attention. You gain a +8 circumstance bonus on your initiative check for the combat. If you kill your target before it can act, the target dies without a sound.

Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.

Simple Weapon Proficiency [General]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

Skill Focus [General]
Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Slashing Arrows [Fighter]
You can shoot arrows so they graze targets, rather than pierce them.
Prerequisites: Point Blank Shot, Precise Shot, base attack +3.
Benefit: You can choose to inflict slashing instead of piercing damage with a bow or crossbow that is one die size smaller than the damage normally inflicted.

Sleight of Mind [Eldritch]
Charms have a way of slipping off you.
Benefit: You gain a +3 bonus on all Will saving throws against enchantment spells and effects.

Snake Charm [Eldritch]
Your hypnotic stare keeps others entranced.
Prerequisites: Intimidate 8 ranks, Cha 17.
Benefit: Your eyes are a form of gaze attack that hold the attention of one creature that meets your stare. If you are within 10 feet of a target creature that faces you, you may attempt to lock it in a staredown as a full-round action. Th target must make a Will save (DC 10 + half your Intimidate ranks + your Charisma modifier). If the save fails, the creature continues to stare, unable to break away, and is locked into a nonmagical staredown with you for the round. If the save succeeds the creature can look away and you may not attempt another snake charm on it until the next day.
While you are locked in a staredown neither you nor the creature can attack. Both of you take a –4penalty to Armor Class. You may not cast spells that require material components or move more than 10 feet away from the target creature. The target is entitled to another Will save next round to break the staredown, but you may break it at any time. If you do so, the creature immediately becomes free to act.

Snatch [General]
Prerequisite: Size Huge or larger.
Benefit: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Snatch Arrows [Fighter]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.

Sonic Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, or fire descriptor, you can modify the spell to use sonic instead. The altered spell uses a spell slot two levels higher than the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Sovereign of War [General]
Prerequisites: War domain, Knowledge (religion) 15 ranks, base attack +10, ability to cast blade barrier.
Benefit: Your cleric levels stack with fighter levels for the purposes of meeting feat prerequisites.

Spell Focus [General]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Mastery [General]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

Spell Penetration [General]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Spirited Charge [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Split Ray [Metamagic]
You can affect two targets with a single ray.
Prerequisite: Any other metamagic feat.
Benefit: You can split rays you cast. The split ray affects any two targets that are both within the spell's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.
Using this feat increases the spell's level by 2.

Spring Attack [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, base attack +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Sprint [General]
You can run with a great burst of speed.
Prerequisites: Run.
Benefit: You gain a 10 foot bonus to your land speed.

Stealthy [General]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell [Metamagic]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.

Strike of Perfect Clarity [Battlemind]
While battle rages around you, you achieve a state of amazing lucidity. In this rarefied mental state, you see the ebb and flow of a single foe's movements. When the slightest gap appears in his defenses, such as when he commits an attack against you, you strike to kill.
Prerequisites: Int 13, Combat Expertise, Superior Expertise, base attack +12.
Benefit: You can assume a defensive, watchful stance as a standard action. If the foe you are watching attacks you before your next action, you can make an attack of opportunity against him before he resolves his strike. If you hit, you deal triple damage.

Stunning Fist [Fighter]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Subdual Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (magic) 5 ranks.
Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

Subliminal Spellcasting [Eldritch]
You cast a spell so subtly as to make it extremely difficult to detect that it even happened.
Prerequisites: Cha 11, caster level 3rd, Bluff 1 rank.
Benefit: You can cast any spell so that the casting has no visible effects. Further, the verbal and somatic components (if any) remain so subtle that unless someone makes a Spellcraft check (DC 10 + your Bluff skill check), they cannot tell you are casting a spell and not simply moving and talking normally. The casting time for the spell is 10 times the normal casting time.
Unlike with a normal spell, even if a character must make a saving throw to resist the spell's effects, he is not aware that he is making the save. Succeed or fail, the target does not know the spell has been cast on him. Likewise, you do not know if the spell succeeds or fails.

Summon Ensorcelled Creatures [Metamagic]
Prerequisite: Spell Focus (Conjuration), Spellcraft 10 ranks.
Benefit: You can link one spell in your repertoire of 3rd level or less with any summon monster or summon nature's ally spell you have prepared, causing the linked spell to be automatically cast on the summoned creature when it appears. This is not an action.

Summon Spectral Shield Bearer [Battlemind]
You call into being a squat, powerfully muscled being made of force. It carries a heavy shield also made of force and uses it to protect you.
Prerequisites: Mystic Might, base attack +5.
Uses/Day: Your base attack divided by 5, rounded down, +1.
Duration: A number of rounds equal to your base attack.
Benefit: Your spectral shield bearer blocks attacks from a single opponent of your choice. Against that foe, you get a +2 bonus to Armor Class against melee attacks and a +4 bonus to Armor Class against ranged attacks. You can switch the shield bearer's target as a free action.
The shield bearer has AC 20, hit points equal to twice your base attack, and ability scores and saving throw bonuses equal to your own. It always remains with you, in the space you occupy, regardless of your speed or movement mode. Only force effects can damage the spectral shield bearer. It appears as a shimmering humanoid shape. The shield bearer takes no actions other than to protect you.

Summon Spectral Squire [Battlemind]
You create a vaguely humanoid body of force that remains close to you and can hold your weapons, shields, and other equipment in battle.
Prerequisites: Mystic Might, Quick Draw, base attack +1.
Uses/Day: Your base attack divided by 4, rounded down, +1.
Duration: A number of minutes equal to your base attack.
Benefit: The spectral squire appears as soon as you call it and provides a number of benefits. It remains in your space but never hinders your attacks, nor does it aid your efforts. However, if you drop and weapons, shields, or similar items, you can command the squire (with a free action) to carry such items for you. You can use your Quick Draw feat as a free action to ready any item, including a shield, that the squire carries. You can use up to four such free actions per round.
A spectral squire has AC 10, hit points equal to your base attack, and ability scores and save bonuses equal to your own. It always remains with you in the space you occupy, regardless of your speed or movement mode. It appears as a shimmering humanoid-shaped being of pure energy. The spectral squire is an incorporeal creature for the purpose of determining whether and how an attack or effect can damage it. Anyone other than you can attempt a Strength check (DC 20) to take an item from it. It cannot take actions beyond those described in this feat.

Superior Expertise [Fighter]
Prerequisites: Int 13, Combat Expertise, base attack +6.
Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack.
This feat eliminates the +5 maximum for the Combat Expertise feat.

Suppressible Spell [Metamagic]
You may temporarily dismiss the effects of your spells, restoring them as needed at a later point.
Benefit: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell be suppressed instead; while all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell. At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect. If the spell affected multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range. There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
A suppressible spell uses a spell slot of the same level as the spell's actual level.
Normal: Dismissing a spell requires a standard action and ends the spell's effects.

Swift Whirlwind [Fighter]
You can strike at all nearby opponents with the speed of a serpent.
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack +12.
Benefit: When you use an attack action, you can make one melee attack at your full attack bonus against all opponents within reach, but each attack takes a –4 penalty.
Normal: You can only make a whirlwind attack as a full round action.

Sword Specialist [Fighter]
Prerequisites: Base attack +8, proficiency with all martial swords, proficiency with at least 1 exotic sword, Weapon Focus in at least 2 swords.
Benefit: Characters with this feat gain a +1 bonus to attack rolls made with swords. This stacks with the bonus from Weapon Focus.
Note: For the purpose of this feat, the following weapons are considered swords: bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, two-bladed sword.

Tactics of the Mind's Eye [Battlemind]
You can study and opponent's talents and create counterstrategies that leave him almost defenseless. You focus your concentration, enter an almost meditative state, and take action to foil him.
Prerequisites: Int 13, Combat Expertise, Mystic Might, base attack +12.
Uses/Day: A number of times equal to your Intelligence modifier (minimum 1).
Duration: A number of rounds equal to your Concentration check divided by 4, rounded down (minimum 1).
Benefit: You enter a battle trance as a free action, allowing you to anticipate an opponent's maneuver as a reaction once per round. You may make an attack opposed by the result of your opponent's attack, disarm attempt, touch attack made to trip, or touch attack made to initiate a grapple. If your attack result is greater than your foe's result, your foe misses. In essence, your attack result becomes the Armor Class that your foe's attack must hit.
You must threaten the target of this ability, but you can choose to ruin an attack made against you or another character. You do not damage your opponent with this maneuver. Instead, you move to block his strike or otherwise foil his attack.

Thousand Blade Strike [Battlemind]
When you strike at your foe, you produce a powerful illusion that makes her see duplicates of you surrounding and attacking her. She twirls around in a panic, unsure which one of you to defend against.
Prerequisites: Mystic Might, base attack +4.
Uses/Day: Your base attack divided by 4, rounded down.
Duration: A number of rounds equal to half your base attack, rounded down.
Benefit: When you use this feat, the next foe to attempt to attack must make a Will save (DC 10 + half your base attack + your Intelligence modifier). If this save fails, your foe sees several duplicates of you surrounding her and attacking as one. When you strike, she is considered flanked. This is a mind-affecting illision (phantasm) effect.

Toughness [General]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.

Tower Shield Expert [Fighter]
You are especially skilled with tower shields.
Prerequisites: Str 11, Shield Proficiency, Tower Shield Proficiency, base attack +2.
Benefit: Tower shields grant you a +5 shield bonus to Armor Class, and incur only a –1 penalty on attack rolls.
Normal: Tower shields grant a +4 shield bonus to Armor Class, and incur a –2 penalty on attack rolls.

Tower Shield Mastery [Fighter]
You have mastered the use of tower shields.
Prerequisites: Str 15, Shield Proficiency, Tower Shield Expert, Tower Shield Proficiency, base attack +10.
Benefit: Tower shields incur no attack penalty.
Normal: Tower shields incur a –2 penalty on attack rolls, or a –1 penalty with Tower Shield Expert.

Tower Shield Proficiency [General]
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

Track [General]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

SurfaceSurvival DCSurface SurvivalDC
Very soft ground5Firm ground15
Soft ground10Hard ground20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

ConditionSurvival DC Modifier
Every three creatures in the group being tracked–1
Size of creature or creatures being tracked1
Fine+8
Diminutive+4
Tiny+2
Small+1
Medium+0
Large–1
Huge–2
Gargantuan–4
Colossal–8
Every 24 hours since the trail was made+1
Every hour of rain since the trail was made+1
Fresh snow cover since the trail was made+10
Poor visibility:2
Overcast or moonless night+6
Moonlight+3
Fog or precipitation+3
Tracked party hides trail (and moves at half speed)+5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

Trample [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Tranquil Spell [Metamagic]
You can easily cast spells without word or gesture.
Prerequisites: Silent Spell, Still Spell.
Benefit: A tranquil spell can be cast without verbal or somatic components.
Spells without verbal or somatic components are not affected. A tranquil spell uses up a spell slot one level higher than the spell's actual level.

Transcend Distance [Eldritch]
You can teleport short distances.
Prerequisites: Angel or fiend, base Will save +5.
Benefit: You gain the power to use dimension door once per day, though you can transport only yourself and up to 50 lbs of objects.
If you already have the ability to dimension door once per day, you gain two additional daily uses. If you can dimension door three times per day, you may instead choose to teleport (though your weight restriction remains the same).
Special: You can gain this feat up to three times, stacking as described in the second paragraph.

Two-Weapon Defense [Fighter]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting [Fighter]
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

Unconditional Spell [Metamagic]
Disabling conditions do not hold you back.
Benefit: Your mental strength is enough to overcome some otherwise disabling conditions. You can cast an unconditional spell when you are dazed, confused, nauseated, shaken, or stunned.
Only personal spells and spells that affect your person can be cast as unconditional spells. Using this feat increases the spell's level by 5.

Vertical Step [Battlemind]
You can walk up walls or along the surface of a tree trunk with ease. You imbue your feet with a magical energy that allows you to treat any vertical surface as a horizontal one.
Prerequisites: Fleet-Footed Charge, Mystic Might, base attack +4.
Uses/Day: Your base attack divided by 4, rounded down.
Duration: A number of rounds equal to your base attack.
Benefit: You can walk up vertical surfaces at your base land speed. You do not gain the ability to hang upside down, making it impossible for you to move along any surface that is more than a 90-degree slope with respect to the ground. You cannot run while moving in this manner. If you do not end your move on a horizontal surface, you fall as normal. You suffer attacks of opportunity and other effects for moving along a surface as normal.

Virtuoso [General]
Prerequisites: Perform 1 rank.
Benefit: You gain a +2 bonus on all Perform checks, regardless of type.

Wave of Mutilation [Battlemind]
You speak words of arcane power, elemental steel, and destruction, transforming a single blade into a scything wave of energy that tears through your enemies' ranks.
Prerequisites: Mystic Might, Power Attack, base attack +8.
Uses/Day: Your base attack divided by 8, rounded down.
Benefit: You unleash magical power in a single sweep of your weapon, projecting metal shards, concussive force, and slicing energy in a 30-foot cone. Roll damage as normal for your attack and apply it to all targets in the cone's area. Your opponents can make Reflex saves (DC 10 + half your base attack + your Intelligence modifier) for half damage. Using this feat requires a full-round action that includes making the attack that delivers its effects.

Weapon Finesse [Fighter]
Prerequisite: Base attack +1.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are always considered light weapons.

Weapon Focus [Fighter]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization [Fighter]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Whirling Defense [Fighter]
You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack +11.
Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.

Whirlwind Attack [Fighter]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Widen Spell [Metamagic]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.

Wild Whirlwind [Fighter]
Your whirlwind strikes with such astounding speed that you can savage opponents multiple times.
Prerequisites: Dex 17, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Swift Whirlwind, Whirlwind Attack, base attack +15.
Benefit: When you use a full attack action to perform a whirlwind attack, you can make two melee attacks against all opponents within reach. The 1st attack is made at your full base attack, and the 2nd is made at your next iterative attack bonus, but every attack in the round is made at a –2 penalty.
As with Whirlwind Attack, you forfeit any bonus or extra attacks granted by feats or abilities (such as the Cleave feat).

Wingover [General]
Prerequisite: Fly speed.
Benefit: 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.

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