Feats and Talents

Ability Focus (General)Globe4.2.bmp

Choose one of your class or racial abilities that requires a saving throw. This ability becomes more potent than normal.
Prerequisite: Special ability that requires a saving throw.
Benefit: Add a +2 bonus to the Difficulty Class for all saving throws against the special ability on which the character focuses.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different special ability.

Accompaniment (General)

You increase your spellsongs’ resistance to silence by also playing an instrument.
Prerequisite: Ability to cast spellsongs.
Benefit: By using a musical instrument as a focus for your spellsongs, you create spellsongs that overpower magical silence – the casting of spellsongs and their continuing effects are not suppressed by silence.

Aerial Balance (General)

You are skilled at maintaining and regaining your feet during the worst conditions while airborne.
Benefit: A character with this feat may add a +4 bonus to any Balance (or Profession (Air Sailor)) skill check made to stay on their feet as a result of extreme aerial maneuvers or the effects of an attack aboard an airship.

Aerial Command (General)

You know airships inside and out and are able to get the most from your crew.
Prerequisite: Profession (Air Sailor) 10 ranks
Benefit: This feat is only effective when taken by a ship’s Captain or Lieutenant. While a character with this feat is on deck, the crew receives a +2 morale bonus to any skill checks directly related to the piloting, navigation, or general operation of the airship. This bonus does not apply to attack or damage rolls made by airship weapons crews, but does apply to any skill checks made during ramming attempts. Only one officer on a given ship may use this feat at a single time. This bonus stacks with the standard Captain bonus.

Aerial Tactics (General)

You are skilled at knowing when and where to attack airships and are able to guide others.
Prerequisites: Base attack bonus +5, Weapon Proficiency (Airships)
Benefit: A character with this feat is able to direct a number of airship weapons crews equal to one-half their level if they are within earshot. During each round in which the character spends a full-round action coordinating these attacks, every attack made by the weapons crews under their direction receives a +2 insight bonus to attack and damage rolls. This feat can be employed by several characters at once, but it must be directed at different weapons crews. This bonus stacks with the standard Captain bonus.

Affinity With Skill (Talent)

You have an innate talent with a particular skill.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 inherent bonus to a chosen skill.

Aid Spellcasting (General)

You add your knowledge and power to the casting of an ally’s spell.
Prerequisites: Ability to cast spells, Intelligence 15, Charisma 15
Benefit: As a standard action, similar to aid another, the character makes a Concentration check to help another spell caster cast a spell. If she exceeds a Difficulty Class of 10 + the level of the spell being cast, she adds +1 to either the spell’s Difficulty Class or to its caster level (characters choice).

Additional casters with this feat can also make attempts to add to the spell, but the most that can be added to the Difficulty Class or the caster level is a total equal to the level of the spell being cast.

Ambidexterity (Talent)

You can use your right and left hands equally well.
Prerequisites: Dexterity 15, character level 1st only
Benefit: The character ignores all penalties for using an off hand. She is neither left handed nor right handed.
Normal: Without this talent, a character using her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.

Amplify Song (Forte) (General)

You increase your spellsong’s range with your skill in music.
Prerequisite: Ability to cast spellsongs.
Benefit: A character with this feat may increase the range of any nonpersonal or nontouch spellsong. To accomplish this, the character must make a Perform (sing) check. The Difficulty Class is based on the desired amount of range increase, as well as the spellsong type.
DC 15: Increase spellnote range by 50 percent.
DC 18: Increase spellchord range by 50 percent.
DC 20: Increase spellnote range by 100 percent.
DC 23: Increase spellmelody range by 50 percent.
DC 25: Increase spellchord range by 100 percent.
DC 28: Increase spellmelody range by 100 percent.
The character must choose the desired result before they make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

Armor Proficiency, Exotic (General)

You can use exotic armor.
Benefit: The character can wear exotic armor without penalty. To use exotic armor, the character must have the appropriate normal proficiency (light, medium, or heavy) for that type of armor.
Normal: A character wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, Including Ride.

Armor Proficiency, Heavy (General)

You can use heavy armor.
Prerequisites: Armor Proficiency (Light) and (Medium)
Benefits: See Armor Proficiency (Light)
Normal: See Armor Proficiency (Light)

Armor Proficiency, Light (General)

You can use light armor.
Benefit: While wearing a type of armor the character is proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Jump, Sleight of Hand, Sneak, and Tumble checks.
Normal: A character wearing armor with which she is not proficient also suffers its armor check penalty on attack rolls and all skill checks that involve moving, including Ride.

Armor Proficiency, Medium (General)

You can use medium armor.
Prerequisite: Armor Proficiency (Light)
Benefit: See Armor Proficiency (Light)
Normal: See Armor Proficiency (Light)

Attune to Magical Item (Ceremonial)

After a ceremony held with you and at least three other spellcasters in a closed area filled with herbal smoke, you gain the ability to understand the powers of magical items that you study.
Prerequisite: Wisdom 13, truename
Benefit: After studying a magic item carefully for one minute, the character makes a caster power check with a Difficulty Class of 11 + the item’s caster level. If successful, she learns one random function of a magic item, as well as how to activate it. Instead of taking a minute, she can attempt to attune as a full-round action, but the Difficulty Class increases by +10. A character cannot learn multiple functions with this ability – she must use object loresight or analyze to do that. Once one has tried to attune to an item, whether successful or not, she cannot try again with the same item. There is no limit to how many items a character can attempt to attune to.

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Battle Touch (General)

Your touch attack spells last longer, giving them more use in combat.
Prerequisite: Dexterity 15
Benefit: When a character with this this casts a touch spell (not ranged touch), it remains in effect for a full round after being discharged, allowing the character to try to touch more than one target in a round if they have multiple attacks. If the character casts a touch attack spell and has multiple attacks due to high level, they can attempt all of the touch attacks as though using a full attack action. For example, if a 12th-level sorcerer under the effects of haste casts chill touch, she can make two touch attacks because she gets two attacks per round, and another because she is hasted. Since it was developed by a battle-focused mage, this feat works only with attack spells such as shocking grasp or cause fear, not beneficial spells like cure light wounds (unless cure light wounds is used to attack and damage undead). The character still cannot target more than one creature with the multiple touches.

Battle Mage (Ceremonial)

After a ceremony involving you and at least six warriors, you gain special benefits with war magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the war template to her spells. Further, she gains a +2 competence bonus on all Concentration checks made to cast a spell defensively.

Bite (General)

Although most civilized men have lost the skill to use their sharp teeth in combat, you can use yours as terrible weapons.
Prerequisite: A race with powerful jaws and sharp teeth (eg. dracha, litorian, mojh or sibeccai).
Benefit: The character is proficient with using bite attacks in combat and, unless gagged or muzzled, is always considered armed (the bite is considered a light weapon). The character inflicts damage based on her size, as follows:

  • Diminutive/Fine: 1d2 + Strength bonus
  • Tiny: 1d3 + Strength bonus
  • Small: 1d4 + Strength bonus
  • Medium: 1d6 + Strength bonus
  • Large: 2d4 + Strength bonus
  • Huge: 2d6 + Strength bonus
  • Gargantuan: 2d8 + Strength bonus
  • Colossal: 2d10 + Strength bonus
    When a character takes a feat requiring her to specify a weapon (such as the Weapon Focus feat), she can choose “bite.”

If a character uses a weapon (or unarmed attack) in the same round as the bite attack, both the bite and the other attack suffer a -2 penalty.

A character fighting with a weapon in each hand (or with a double weapon) can make a bite attack, but all attacks suffer a -4 penalty in addition to normal two-weapon fighting penalties the character might incur. The feats Ambidexterity and Two-Weapon Fighting do not modify the penalties associated with the Bite feat.

Monsters with bite attacks do not need this feat.
Improved: Characters with a base attack of +15 or higher can take this feat a second time. They gain a +2 attack bonus with their bite and can inflict damage as though one size category larger than normal.

Blessed Mage (Ceremonial)

After a ritual involving a daylong invocation to angelic spirits, you gain special benefits with blessed magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the blessed template to her spells. Further, she casts any spell that cures hit point damage at +1 caster level.

Blood of the Fey (Talent)

You are descended from a fey who slept with a mortal many years ago. The magical power inherent in fey blood pulses stronger through your body.
Prerequisite: Character level 1st only
Benefit: A character with this feat is resistant to enchantment spells, benefiting from a +3 bonus to resist spells and spell-like abilities of this nature. The character may also add +2 to the Difficulty Class of any enchantment spells they cast.

Blood as Power (Ceremonial)

As the result of a ceremony involving you and at least six other spellcasters, you can use your own blood to power your spells.
Prerequisites: Spellcaster level 1st, Wisdom 17, truename
Benefit: Characters with this feat can cut themselves as a somatic component added to a spell. After dealing themselves 6 points of damage per spell level (3 points for 0-level spells), they can cast a spell they know without losing the spell slot. Characters can use this feat as long as they have the hit points to sacrifice.

Bloody Strike (General)

You know how to inflict wounds that prove particularly troubling to your opponents.
Prerequisite: Base attack bonus +5
Benefit: A character must wield a slashing or piercing weapon to use this feat. As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent he must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Should the opponent fail the save, he bleeds profusely, losing 1 hit point per round until he receives magical healing of any kind, someone performs a Heal check (DC 15) upon him, or he makes a successful save (the second save attempt requires a full-round action as he staunches or nurses the wounds himself).

Bonded Item (Ceremonial)

A ceremony involving you and a particular item as the central figures ties you magically to the item.
Prerequisite: Truename
Benefit: Any time you use the bonded item in its straightforward function, you gain a +1 luck bonus for the attempt. For example, if it is a weapon, you gain a +1 bonus to attack rolls with it. If it is a harness of armor or a shield, you enjoy a +1 bonus to Armor Class. If it is a lockpick, you gain a +1 bonus to use it.

If the item is lost or destroyed, you must go through the ceremony again to bond with a new item (but you do not need to take the feat again).

Born Hero (Talent)

You always seem to be in the right place at the right time to commit a heroic act.
Prerequisite: May only be selected at 1st level.
Benefit: The character begins the game with 1 hero point.
Special: The DM should be generous in awarding this character hero points.

Born Leader (Talent)

People seem to take to you and are willing to do what you say.
Prerequisite: May only be selected at 1st level.
Benefit: The character gains a +4 bonus to Diplomacy checks when trying to convince someone to do something. Further, people who are indifferent or friendly toward the character are more likely to trust her than they are to trust someone else they are indifferent or friendly toward. For example, say a Born Leader and another character both meet a verrik witch at the same time. When the witch asks for advice, he will believe the Born Leader over the other character.

Lastly, characters with this talent enjoy a +1 bonus to the Difficulty Class of compulsion spells they cast. This includes spell-like abilities that are compulsions, such as the mind witch’s word of command class ability.

Born to the Blade (Mage Blade, Talent)

From a young age you showed an aptitude for the mage blade’s unique version of magic. You have an almost instinctual sense for the specific motions required to cast spells through an athame, and you enjoy a primal, empathic connection.
Prerequisite: Character level 1st only.
Benefit: You were born to become a mage blade. In your hands, an athame is an extension of your body. Your blade is always ready for a battle, and you can sense its keening thirst as combat draws near. By the same token, your deep connection to the weapon allows you to channel and control spells with greater ability than normal. You gain a +2 bonus on initiative and a +1 bonus on the Difficulty Class of all spells you cast with your athame’s assistance.

Brandish Magical Might (Ceremonial)

After a ceremony held with you and at least six other spellcasters, you can use your magical power in new ways.
Prerequisites: Spellcaster level 3rd, truename, one of the following: Charisma 17, Intelligence 17, or Wisdom 17
Benefit: A character may use her knowledge of magic and the power inherent within her to accomplish tasks with a cast power check, such as force open a sealed door or counter a spell.
To counter a spell, the character must ready an action. When someone else casts a spell within sight, the character makes an opposed caster power check. (In a caster power check, a character gets to add her spellcasting ability score modifier to the roll, as well as her level.) If she succeeds, she counters the spell, ruining it, and the countered caster loses the spell slot.. If the character fails the power check, resolve the spell normally. A character cannot counter a complex spell of a level at which she only has access to simple spells. She cannot counter an exotic spell unless she knows the same exotic spell. (A Spellcraft check [DC 15 + spell level] allows her to identify the spell ahead of time.) Countering a spell does not cost the character any spell slots of her own.
Once per day per two caster levels, the character can try to overcome a creature’s spell resistance by making a caster power check rather than the normal caster level check.

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Chi-Julud (Ceremonial)

In a ritual involving you and seven other giants, you learn the ability of the Wardance.
Prerequisites: Must be a giant, Wisdom 13, Charisma 13, truename.
Benefit: The character takes a full round of concentration (Concentration check, DC 15) to turn everything peaceful and caring in her into a raw, warlike savagery. After this round, the character loses her Wisdom and Charisma modifiers (if positive), and her scores in both become 10 (if they were higher). Her former Wisdom bonus now adds to her Strength bonus (stacking with any other bonuses), and her former Charisma bonus adds to her Constitution bonus (stacking with any other bonuses).

These extra bonuses last as long as the character wishes, but if Chi-Julud persists longer than 10 minutes, she suffers 1 point of temporary Wisdom and Charisma damage. Each full hour of Chi-Julud afterward, she suffers another point of Wisdom and Charisma damage during the first day. After that, if she is somehow still going (through use of magic), every day she suffers 1d4 points of temporary Wisdom and Charisma damage until she reverts back to her normal state of Si-Karan (Caretaker).

During the time this feat is in effect, anything that normally would add to the character’s Wisdom bonus adds to Strength instead, and anything that would add to Charisma adds to Constitution instead, even if the bonuses would not normally stack. For example, if someone casts a lesser ability boost on the character to give a +2 enhancement bonus to Strength and Wisdom, she instead gains a +4 bonus to Strength. These bonuses do not stack with further enhancement bonuses, such as from a belt of strength or a periapt of wisdom.

Cleave (General)

You can cut through one foe to strike another foe.
Prerequisites: Strength 13, Power Attack
Benefit: A character who deals a creature enough damage to make it fall (typically by dropping it to below 0 hit points, killing it, etc.) gets an immediate extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. She makes the extra attack with the same weapon and at the same bonus as the one that dropped the previous creature. A character can use this ability once per round.
Improved: Characters with a base attack of +4 or higher can take this feat a second time and can use it an unlimited number of times per round.

Combat Casting (General)

You are adept at casting spells in combat.
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 Reflexes (General)

You can make many rapid attacks, if your foes give you the right openings.
Benefit: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to her Dexterity modifier. She still may make only one attack of opportunity per provocation or type of provocation. For example, a character can make two attacks of opportunity against a foe who drinks a potion in an area the character threatens and then moves out of that area on the same round (with a move greater than a 5-foot step). The character cannot make two attacks of opportunity against a foe that moves through multiple threatened areas.

The character also may make attacks of opportunity while flat-footed.

Compensate for Size (General)

You leap up and around when fighting a larger foe, compensating for your small size.
Prerequisite: Dexterity 13
Benefit: The character leaps about when fighting a creature one size (or more) larger than she is, granting her an additional +1 dodge bonus to Armor Class and a +1 competence bonus to melee attack rolls per size category difference. To use this feat, the character must wear either light armor or no armor.

Complex Spell (General)

Because of your extensive magical training, you can cast some complex spells.
Prerequisites: Spellcaster level 1st, Intelligence 11, Spellcraft (4 ranks)
Benefit: The character has access to the complex spells of a given level and may choose from them when she gets an opportunity to learn new spells. She chooses the spell level upon taking this feat.
Special: A character can take this feat multiple times. Each time, she chooses a new spell level.

Concentrate Spell (Metamagic)

You can increase the damage a spell does by reducing its area of effect.
Benefit: Use of this feat reduces the area of effect to 25% of normal and doubles the damage dice rolled. For example, a fireball spell only explodes in a 5-foot-radius sphere but doubles its 1d6 points of damage per caster level.

A concentrated spell uses a spell slot three levels higher than the spell’s actual level.

Conjure Mastery (Eldritch)

You learn how to get more powerful creatures when you cast conjuration spells.
Prerequisites: Spellcaster level 7th, Charisma 17
Benefit: Creatures the character calls, summons, or creates are above average physically. They have a +2 bonus to Strength, Constitution, and Dexterity.
Improved: A spellcaster of 17th level or higher can take this feat a second time and add an extra +4 bonus to the conjured creature’s Strength, Constitution, and Dexterity.

Consume Spell (General)
You counter a spell and absorb the energy unleashed to power another spell.
Prerequisite: Spellcaster level 3rd
Benefit: Whenever a character with this feat uses the counterspell action and successfully counter a spell, they absorb the energy of their 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 it is cast, or no spell slots are used. The character must use the power absorbed on the next spell they cast or lose it. For example, if a character counters and consumes a 4th-level ice storm, they can cast a 1st-, 2nd- or 3rd-level spell that they have prepared or memorized without losing the spell or slot. If the next spell the character casts is 4th-level or higher, they lose the consumed energy. Consuming a 1st-level spell allows enough energy 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).

Corrupt Mage (Ceremonial)

After a ritual involving a daylong invocation to evil spirits, you gain special abilities with negative energy spells.
Prerequisite: Truename
Benefit: A character with this feat may apply the corrupted template to her spells. Further, if normally she can access only simple spells of a given level, she may treat any complex spell of that level with the negative energy descriptor as a simple spell. If she normally can access complex spells of a given level, she may treat any exotic spell of that level with the negative energy descriptor as a complex spell.

Craft Charged Item (Item Creation)

With the right materials, prerequisites, time, and money, you can make magical items that contain charges, such as wands.
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any item that stores a spell that the item’s owner can use set number of times, as long as she meets the item’s prerequisites – usually, as long as the item is based on any spell she can cast. Charged items are usually spell-trigger items, such as wands (spell-trigger items can be used only by someone who normally can access the stored spell). Crafting a charged item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To craft a charged item, she must spend 1/25 of its base price as an XP cost and use up raw materials costing half its base price.

To determine the base price of a charged item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any. Multiply the result by 750 gp, unless the item is not a spell-trigger item (such as a ring of three wishes), in which case you should multiply the result by 850 gp.

Some items incur extra costs in special material components, as noted in the spell descriptions. Allow for these costs in addition to those derived from the item’s base price.
A standard, newly created charged item contains 50 charges.

Craft Charms and Bracelets (Item Creation)

You can create magical charms and the bracelets that hold them.
Prerequisite: Craft Constant Item
*Benefit:
A character with this feat can create any magical charms or bracelets whose prerequisites they meet. Enchanting a charm or bracelet takes 1 day for each 1’000gp in the cost of its magical features. To enchant a charm or bracelet, the spellcaster must spend 1/25 of the item’s price in XP and use up raw materials costing half this price.
Special: Bracelets crafted using this feat confer the magical bonuses and abilities present in any charms attached to them up to a limit of five charms per bracelet.

Craft Constant Item (Item Creation)

With the right materials, prerequisites, time and money you can make magical items such as rings.
Prerequisite: Spellcaster level 12th
Benefit: As long as she meets the item’s prerequisites (usually that the item is based on a spell she can cast), a character with this feat can create any magic item of the following types:

  • One whose powers are constant (like a ring of protection +1);
  • One whose powers last until “turned off” (like a ring of invisibility);
  • One whose powers can be accessed at will, with no limits based on uses per day or charges (like a pair of shoes that allow free use of the teleport spell); or
  • One whose powers can be accessed a certain number of times per day (like a sword that allows the wielder to cast lesser battle healing on herself once per day).
    Crafting a constant item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To craft a constant item, she must spend 1/25 of its base price as an XP cost and use up raw materials costing half of its base price.
    To determine the base price of a constant item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any. Multiply the result by 2,000gp, unless the item is limited by uses per day, in which case multiply by the following instead:
  • More than 5 uses per day = 2,000 gp
  • 4 uses per day = 1,600 gp
  • 3 uses per day = 1,200 gp
  • 2 uses per day = 800 gp
  • 1 use per day = 400 gp
    Some items incur extra costs in special material components, as noted in the spell descriptions. Allow for these costs in addition to those derived from the item’s base price.
    A character with this feat also can men a broken constant item, it it is one that she could make. Mending costs half the item’s XP cost, uses half its raw materials, and requires half the time it would take to craft the item in the first place.

Craft Fey Dusts (Item Creation)

You have the ability to use magic sand harvested from the Sands of Time to create magical dusts.
Prerequisite: Fey magic, Spellcaster level 4th+
Benefit: A character with this feat can create fey dusts of any spell of 5th level or lower that they know and that targets a creature or creatures. Crafting a fey dust takes 1 day for each 1’000 gp in the price of its magical features or 2 days, whichever is longer. When she creates a dust, the character sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the character’s own level. The base price of the fey dust is its spell level multiplied by its caster level multiplied by 50 gp. To craft a fey dust, the character must spend 1/25 of this base price in XP and use up raw components costing half this base price.
When she creates a fey dust, the character makes any choices that they would normally make when casting the spell. Whoever the dust is sprinkled onto or envelopes in a cloud effect is the target of the spell.

Any fey dust 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, the character must expend the material component or pay the XP when creating the fey dust.

Craft Magic Arms and Armor (Item Creation)

With the right materials, prerequisites, time and money you can make magical weapons and armor.
Prerequisite: Spellcaster level 5th
Benefit: A character with this feat can create any magic weapon, armor or shield whose prerequisites she meets. Enhancing a weapon, suit of armor or shield takes one day for each 1,000 gp of the price of its magical features. To enhance a weapon, suit of armor or shield the character must spend 1/25 of its features’ total price as an XP cost and use up raw materials costing half of this total price.

Creators use this feat to grant enhancement bonuses to weapons, shields and armor. Weapon enhancement bonuses add to attack and damage rolls, while shield and armor enhancement bonuses add to Armor Class. The character also can add special abilities to a weapon, shield or suit of armor most of which have a “bonus equivalent” for determining price. For example, the keen special ability has the equivalent of a + 1 bonus. To give a weapon, shield or armor a special ability it must also have at least a + 1 enhancement bonus.

To create a magic weapon, shield or suit of armor the creator must have a caster level at least three times the enhancement bonus given to the item. Thus, to create a +3 longspear, the creator’s caster level must be at least 9th. This is true of special abilities with bonus equivalents as well. So, to give a shield the cold resistance special ability, which is the equivalent of a +3 bonus (and must be given to a weapon with at least a +1 enhancement bonus, for a total bonus of +4), the creator must be at least 12th level.

The character also can mend a broken magic weapon, suit of armor or shield if it is one that she could craft. Mending costs half the item’s XP cost, uses half its raw materials and requires half the time it would take to enhance the item in the first place.

The weapon, armor or shield to be enhanced must be a masterwork item the character provides. (Its cost is not included in the above cost.)

Craft Single-Use Item (Item Creation)

With the right materials, prerequisites, time and money you can make magical items like potions.
Prerequisite: Spellcaster level 3rd
Benefit: A character with this feat can create a magic item that has a single use – such as a potion, a pinch of magical powder or a glass ball meant to release a spell when it shatters – based on any spell she can cast. Creating the item takes one day. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the character’s own level. To create the single-use item, she must spend 1/25 of this base price as an XP cost and use up raw materials costing half this base price.

To determine the base price of a single-use item, multiply the caster level by the spell level, then by the magic item creation modifier in the spell’s description, if any. Multiple the result by 50 gp.

Any item 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, when creating the item, the character must expend the material component or pay the experience points.
Single-use items can be used by any character, but they always require some physical action such as drinking a potion, breaking a seal or rubbing on a salve. Performing the action provokes an attack of opportunity. When the item is created, the creator usually makes all the choices about the parameters of the spell (the target is the person drinking the potion and so on) but if she wishes, and is willing to double the cost involved she can leave some of these up to the end user (allowing the creation of a charm that, when rubbed, allows the user to cast distraction on anyone he wishes within range).

Craft Spell-Completion Item (Item Creation)

With the right materials, prerequisites, time and money you can make magical items like scrolls.
Prerequisite: Spellcaster level 1st
Benefit: Someone with this feat can create a spell-completion item (such as a scroll) based on any spell she can cast. Spell-completion items are those that require the user to be able to cast the spell they store. In effect, the stored spell is mostly cast already – the user simply finishes it. Creating the item takes one day for each 1,000 gp of its base price. When the character creates the item, she sets its caster level. The caster level must be sufficient for her to cast the spell in question and no higher than the caster’s own level. To create the spell-completion item, she must spend 1/25 of this base price as an XP cost and use up raw materials costing half of this base price.
To determine the base price of a spell completion item, multiply the caster level by the spell level, then by the magic item creation modifier listed in the spell’s description, if any. Multiply the result by 25 gp.
Any spell-completion item 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, when creating the item, the character must expend the material component or pay the experience points.

Create Soul Magic Spell (Item Creation)

You can create soul magic spells, usable by any arcane spellcaster (but not you). See The Complete Book of Eldritch Might for more information.
Prerequisite: Knowledge (magic) 10 ranks, spellcaster level 9th
Benefit: A character with this feat can create soul magic. The spell’s effect can be whatever the character chooses, with the level assigned by the DM. The character must pay a cost in experience points, time and potentially gold.

Creator Mage (Ceremonial)

Once you complete a ceremony involving you and at least one other spellcaster, you can make your spells permanent or programmed.
Prerequisite: Spellcaster level 9th, Intelligence 17, truename
Benefit: A character with this feat may apply the permanent or the programmed template to her spells. The creator mage can have a number of spells affected by this template in effect at a time equal to her Intelligence bonus (minimum 1).

Crippling Strike (Ceremonial)

As the result of a ceremony involving you and at least five others, your attacks slice through muscle and tendons.
Prerequisites: Sneak attack, Intelligence 17, truename
Benefit: When the character damages an opponent with a sneak attack (or the First Strike feat), the target also takes 1 point of temporary Strength damage.

Crossing Over (Fey)

Through a force of will, you can shorten your travel time while in the Elsewhere.
Prerequisite: Base Will save +3 or higher
Benefit: A character using this feat can make an opposed Wisdom check versus the Difficulty Class of the region of the Elsewhere to change the length of her journey between Here and There. The governor of a region of the Elsewhere can set or modify the Difficulty Class by using this feat.

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Defensive (Talent)

You are cautious and careful, always more mindful of incoming attacks than making attacks of your own.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 dodge bonus to Armor Class to all attacks but suffers an inherent -1 penalty to all attack rolls.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Defensive Move (General)

You are trained at avoiding ranged attacks by moving or ducking.
Prerequisite: Dexterity 13
Benefit: The character gains a +4 dodge bonus to Armor Class against all ranged attacks in a round in which she moves at least 10 feet, or in any circumstance where she has cover. The Precise Shot feat can negate this Armor Class bonus, but it cannot negate both this bonus and the -4 penalty for firing into melee in a single attack. Thus, a character with this feat fighting in melee against an attacker with Precise Shot forces the opponent to cope with the +4 dodge bonus but not the -4 penalty.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Defensive Roll (Ceremonial)

After a ceremony held with you and at least five others, you gain a special quickness that sometimes allows you to avoid dangerous blows.
Prerequisite: Wisdom 13, truename
Benefit: Once per day, when the character would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. If the character succeeds at a Reflex saving throw (DC = damage dealt), she takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute the Defensive Roll – if her Dexterity bonus to Armor Class is denied, she can’t roll. Since this effect normally would not allow a character to make a Reflex save for half damage, the evasion ability does not apply to the Defensive Roll.

Defensive Stance (General)

You are trained at avoiding and blocking blows.
Prerequisite: Dexterity 13
Benefit: The character gains a +1 dodge bonus to Armor Class against all melee attacks.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Devout Faith (Blessed)

You take religious beliefs very seriously – and gain blessings for your devotion.
Prerequisite: GM approval
Benefit: No more than once per day, for up to 10 rounds, you gain the effects of a bless spell (+1 to attack bonus and saving throws against fear) – but only when your deity chooses to bestow the blessing upon you. Thus, activating this feat requires no action on your part, but you cannot know when and if the feat comes into play (the GM decides). The will of gods is difficult to fathom, and should never be questioned, at least not by the faithful.
Special: You can gain this feat only if the GM decides that your character truly obeys the teachings and tenets of her faith, and if her patron deity approves of her actions. If this changes at any time, you lose the benefits of this feat and feats for which it is a prerequisite.

Dilute Spell (Metamagic)

You can reduce the damage done by an area-effect spell and thereby affect a larger area.
Benefit: Use of this feat doubles the area of effect but reduces the damage done to 25 percent of the amount rolled. For example, a fireball now covers a 40-foot radius sphere although its damage is reduced to 1d6 per level and divided by four.

A diluted spell uses a slot one level higher than the spell’s actual level.

Dragon Mage (General)

After a ceremony involving you and a dragon you gain special benefits when using magic normally limited to dragons.
Prerequisite: Truename, Knowledge (dragon) 5 ranks or must be a dragon
Benefit: A character with this feat may apply the dragon template to her spells. Further, is she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the dragon descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the dragon descriptor.
Special: This feat is not available during the First Age. Dragons gain this feat for free.

Dream Speaking (General)

Sometimes dreams are important missives sent from above, or from within. You can interpret the dreams that you have, or that others have.
Prerequisite: Wisdom 15
Benefit: When someone tells you about a dream, or when you consider your own dream, you can tell automatically if it was a dream of importance, or a sending dream. If it was a sending dream, you can attempt a Wisdom check (DC 15) to interpret its meaning. If your Wisdom check succeeds, the GM should give you some clue as to the meaning of the dream.
For example, a character might dream of a threatening rider dressed in black, surrounded by ravens. On a successful Wisdom check, the player learns that the dream foretells an encounter with a foe named “raven”. Later the party does indeed go up against a villains named Kevris Killraven. Retries are not allowed.

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Eidetic Memory (Talent)

You have a near perfect memory.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 bonus to all Knowledge skills and a +4 bonus to Intelligence checks to remember past events. She also proves immune to magical attempts to alter her memory (such as with the spell modify memory).

Eldritch Training (Ceremonial)

Once you have completed a week of study in a well-stocked magical library and participated in a ceremony involving at least four other spellcasters, all of at least 9th level, you possess special arcane aptitude with magic.
Prerequisite: Intelligence 15, truename
Benefit: A character with this feat may apply the eldritch template to her spells. Further, she gains a +1 competence bonus to all Spellcraft and Knowledge (magic) checks.

Elemental Mage (Ceremonial)

Once you complete a ceremony involving a large amount of the element in question, you can expound upon spells of that elemental type.
Prerequisite: Truename
Benefit: A character may choose one of the four elemental spell templates (air, earth, fire or water) and apply it to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the appropriate elemental descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the appropriate elemental descriptor.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different element.

Elemental Resistance (Talent)

You are naturally resistant to a particular element and suffer less damage from it than from others.
Prerequisite: Character level 1st only
Benefit: The character has a resistance of 5 against any element she chooses (air, earth, fire or water). Each time she suffers damage from that element. she subtracts 5 points of damage from the attack.

Empower Spell-Like Ability (General)

You can use a spell-like ability (gained because of race or class) with greater effect than normal.
Prerequisite: Spell-like ability at caster level 6th
Benefit: Choose one of the character’s spell-like abilities, subject to the restrictions below. The character can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usuable only once or twice a per day).
When a character uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability increase by one-half. An empowered spell-like ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets and so on as appropriate. Saving throws, caster power checks and opposed rolls are not affected. Spell-like abilities without numeric random variables are not affected.
The character can select only a spell-like ability that duplicates a spell with a level less than or equal to half his caster level (round down) -2.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell-like ability.

Energy Mage (Ceremonial)

As the result of a ceremony involving you and at least four other spellcasters, you gain an affinity with spells of a certain energy type.
Prerequisite: Truename
Benefit: A character may choose one of the five energy spell templates (acid, cold, electricity, fire or sonic) and apply it to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the appropriate energy descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the appropriate energy descriptor.

Energy Resistance (Talent)

You are naturally resistant to a particular type of energy and suffer less damage from it than from other types.
Prerequisite: Character level 1st only.
Benefit: The character has resistance of 5 against any energy type she chooses (acid, cold, electricity, fire or sonic). Each time she suffers damage from that energy type, she subtracts 5 from the attack.

Engine Savant (Metamagic)

When constructing airship engines, you are able to tweak the design to surpass the normal power factor limits.
Prerequisites: Craft (Airship Engine) 10 ranks
Benefit: A character may take this feat twice, increasing the maximum number of power factors the engine may possess by 50 each time.
Normal: Airship engines are normally limited to 100 power factors. Taking this feat once allows the character to create airship engines with up to 150 power factors; taking this feat twice allows you to create airship engines with up to 200 power factors.

Epic Spellcasting (Epic)

You can create and cast spells that transcend the most powerful existing spells.
Prerequisite: Spellcraft 24 ranks, Knowledge (magic) 24 ranks, ability to cast 9th level arcane spells; or, Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th level divine spells; or, Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th level divine spells.
Benefit: You may develop and cast epic spells.
If you are an arcane spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (magic) divided by 10. If you are a divine spellcaster, you may cast a number of epic spells per day equal to your ranks in Knowledge (religion) or (nature) divided by 10.

Eschew Materials (General)

You can cast spells without relying on material components.
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.

Evolve (General)

You are able to perform enchantments of the flesh anywhere.
Benefit: A character with this feat can take any prestige race whose prerequisites they meet, regardless of their location. Performing a flesh enhancement requires the expenditure of experience points. Cost depends on the individual enchantment.
Special: Without this feat, a character must go to a sacred place within the Elswhere in order to perform an enchantment of the flesh.

Exotic Spell (General)

Because of your special magical training, you can cast a single exotic spell of your choosing.
Prerequisite: Faercana spellcaster level 1st
Benefit: You may choose any exotic spell and add it to your list of known spells.
Special: You can take this feat multiple times. Each time, you choose a new spell.

Expertise (General)

You can divert some of your attention to defense rather than offense.
Prerequisite: Intelligence 13
Benefit: When the character uses the attack action of full-attack action in melee, she can take a penalty of as much as -5 on the attack and add the same number (up to +5) to her Armor Class. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Armor Class last until her next action. The bonus to Armor Class is a dodge bonus.
Normal: A character without the Expertise feat can fight defensively while using the attack or full-attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.

Eye of Justice (General)

You have a keen eye for ferreting out the guilty. Your glare casts terror into your enemies, opening their souls to the knowledge that your divine patron can see through their lies. Needless to say, victims of this ability become and nervous and jittery.
Prerequisite: Divine caster level 1st, Wisdom 13.
Benefit: Three times per day, you can force an opponent to suffer a -4 penalty to all Bluff checks and saves against fear-based effects for a number of rounds equal to 3 + your Charisma modifier. You invoke your divine patron to strike the target with holy or unholy fear. You must be within 60 feet of your target and able to see him. Using this ability counts as a standard action. This feat does not affect creatures immune to mind-affecting effects.

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Far Shot (General)

You can make ranged attacks at a great distance.
Prerequisite: Point Blank Shot
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by half (multiply by 1.5). When she uses a thrown weapon, its range increment doubles.

Fast Healer (Talent)

When you rest, you heal faster than others.
Prerequisite: Character level 1st only.
Benefit: The character heals at 1.5 times the normal rate. So an 8th-level character with this feat heals 12 hit points per day rather than 8. With the help of a healer making a Heal check, the character would heal 24 hit points rather than 16.

Fey Mage (Ceremonial)

After a ceremony involving you and at least three fey mages, you gain special benefits when using magic normally limited to faen.
Prerequisite: Truename, Knowledge (faen) 5 ranks or must be a faen
Benefit: A character with this feat may apply the faen template to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the faen descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the faen descriptor.

Fey Magic (Metamagic)

The magical sand found in the Sands of Time possesses intriguing properties when used in conjunction with spell casting.
Prerequisites: Fey Spell Mastery
Benefit: Use of the Fey Magic feat allows a spellcaster to substitute the use of magic sand from the Sands of Time as spell components to bolster their spells. This also adds one to each die rolled for the spell effect.
Special: The use of magic sand as a material component in ordinary spellcasting inserts a degree of randomness into the final spell result. A fey magic spell uses a spell slot one level higher than the spell’s actual level.

Fey Sense (Fey)

You have the ability to sense the presence of fey beings.
Prerequisite: Blood of the Fey, or fey
Benefit: A character with this feat has a sensitivity to the presence of fey beings, and as a free action, can detect the presence of fey creatures within 100 feet. The character does not know the type or specific location of the fey creatures, nor does this feat grant the ability to physically see invisible fey. The character only senses the number and general direction of all fey within range.

This feat also allows a non-fey to see into the nearby lands of Between, locating fey creatures that would normally be unseen to normal creatures. This provides a +5 bonus to spot invisible creatures and objects if such invisibility is linked to fey powers and abilities rather than spells.

Fey Spell Mastery (Metamagic)

You have learned to tap the innate supernatural powers of yourself and your magical ties to Llowellen. As a result, you don’t need certain spell components when casting spells.
Prerequisite: Fey, fey-kissed
Benefit: A character with this feat can forego using spell components of less than 100gp in value.

First Strike (General)

You are skilled in making attacks that take out opponents quickly.
Prerequisite: Dexterity 13
Benefit: When the character strikes a foe who is flat-footed at the beginning of a combat, the attack inflicts +1d6 points of damage. This damage bonus stacks with sneak attack damage and faces the same limitations as sneak attack (creatures immune to critical hits and sneak attacks are immune to this ability). The character can make ranged attacks using this ability, but only when within 30 feet of the target.
Special: A character can take this feat up to three times. Each time, she adds +1d6 points to the damage inflicted against the flat-footed opponents.

Flail Defense (General)

You can use a flail to disrupt the attacks of your opponent.
Prerequisite: Dexterity 13
Benefit: A character wielding a light flail, heavy flail or double-headed flail and fighting defensively, maintaining full defense, or using the unfettered’s parry ability negates the flails parry penalty (if any) and instead adds a +1 parry bonus to her Armor Class. Normally a flail is difficult to parry with, but those with special training can use its drawback (its flexible nature) as an advantage, wrapping the weapon around a foe’s to help foil his attacks (this adds no extra bonus to grapple or disarm attempts).

Fleet of Foot (Ceremonial)

After a ceremony held with you and at least five others, you become much faster than you look.
Prerequisite: Truename
Benefit: The character adds +10 feet to her ground speed.

Flyby Attack (General)

You can make attacks while moving through the air.
Prerequisite: Fly speed
Benefit: When flying, the character can make a move action (including a dive) and another standard action at any point during the move. The character cannot take a second move action during a round when she makes a flyby attack.
Normal: Without this feat, a character takes a standard action either before or after her move.

Focused Healing (Ceremonial)

After a ceremony held with you and at least five other healers, you gain the ability to use your powers of concentration for better healing.
Prerequisite: Wisdom 11, truename
Benefit: Once per day, the character can concentrate for a full minute and heal herself of up to 2 hit points of damage per character level. In order to succeed, she must make a Concentration check (Constitution if the character has no ranks in Concentration) with a Difficulty Class equal to 10 + the amount of damage to be healed. Thus, a 5th-level character with this feat can heal up to 10 points of damage, but the Difficulty Class is 20. If the character only needed to heal 8 points, the Difficulty Class would be 18.

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Giantish Mage (Ceremonial)

After a ceremony involving you and at least three giant mages, you gain special benefits when using magic normally limited to giants.
Prerequisites: Truename, Knowledge (Giant) 5 ranks or must be a giant.
Benefit: A character with this feat may apply the giant template to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the giant descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the giant descriptor.

Greater Spell Focus (General)

Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now even more potent than before.
Prerequisite: Spell Focus
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.

Great Fortitude (General)

You excel at resisting danger with your astounding fortitude.
Benefit: The character gets a +2 bonus to all Fortitude saving throws.
Improved: Characters of 21st level or higher can take this feat a second time and gain an additional +4 bonus to their Fortitude saving throws.

Great Intelligence (Epic)

Your powers of reason and learning are greater than normal.
Benefit: Your Intelligence increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

Great Wisdom (Epic)

Your willpower and insight are greater than normal.
Benefit: Your Wisdom increases by 1 point.
Special: You can gain this feat multiple times. Its effects stack.

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Hands As Weapons (Ceremonial)

After a ritual in which participants sear your hands with scalding water, your body can hold special magical abilities.
Prerequisite: Truename
Benefit: A character with this feat can add – or have someone else add – an enhancement bonus or a weapon special ability (such as flaming or disruption) to her unarmed attacks. She must add the bonus or abilities normally, such as by enlisting the aid of someone with the Craft Magic Arms and Armor feat, who pays the gold and XP Costs, and so on. Like weapons, these bonuses and abilities can be suppressed, but not permanently dispelled.
Obviously, some weapon special abilities, such as dancing, cannot apply to your unarmed attacks.
This feat can be used to modify unarmed attacks with natural weapons such as claws or a bite attack. Characters with more than one unarmed or natural attack need not take this feat multiple times.

Hunter Mage (Ceremonial)

Once finished with a ceremony involving at least two other spell-casters and two warriors, you can inflict more damage with the spells you cast upon a chosen enemy.
Prerequisite: Truename
Benefit: A character with this feat may apply the enemy bane template to her spells. Further, she gains a +2 competence bonus to all Survival checks made when tracking the chosen enemy and a +1 damage bonus when fighting that foe in physical combat.
Special: A character can take this feat multiple times, for a number of bane creature types. Choose creature types from the list below:

  • Abberations
  • Animals
  • Constructs
  • Dragons
  • Elementals
  • Fey
  • Giants
  • Humanoids (choose subtype)
  • Magical beasts
  • Monstrous humanoids
  • Oozes
  • Outsiders
  • Plants
  • Undead
  • Vermin

Hypnotizing Magic (Metamagic)

You have learned to bind the charming nature of Elswhere into your magic. Spells you cast have a secondary ability to hypnotize your targets.
Prerequisite: Fey magic
Benefit: Casting a spell altered by this feat causes hypnotism (as the spell of the same name) to affect the target creature and 2d4 Hit Dice of creatures within a 15 foot radius centered on the original target. The altered spell gains the Mind-Affecting descriptor.

A hypnotic spell uses a spell slot three levels higher than the spell’s actual level.

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Improved Bull Rush (General)

You are skilled at making bull rush attacks without drawing attacks of opportunity.
Prerequisites: Strength 13, Power Attack
Benefit: When the character performs a bull rush, she does not provoke an attack of opportunity from the defender. The character also gains a +4 bonus on the opposed Strength check she makes to push back the defender.

Improved Critical (General)

You make critical strikes more often with a chosen weapon.
Prerequisites: Weapon Proficiency, base attack bonus +8
Benefit: When using the weapon the character selected, she doubles her critical threat range.

Improved Disarm (General)

You excel at disarming your foes.
Prerequisites: Intelligence 13, Expertise
Benefit: The character does not provoke an attack of opportunity when she attempts to disarm an opponent, nor does her opponent have a chance to disarm her. The character also gains a +4 bonus on the opposed attack roll she makes to disarm her opponent.

Improved Familiar (General)

When you are able to gain a new familiar, you may choose to instead attract a fey-born familiar.
Benefit: When choosing a familiar, those available on the standard list are presumed to have the fey-born template.

Improved Initiative (General)

You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on Initiative checks.

Improved Mite Fighter (General)

Your ability to fight creatures smaller than yourself has been honed to a deadly art form.
Prerequisite: Mite Fighter, Base attack bonus +8 or higher
Benefit: When fighting a creature smaller than herself, a character with this feat gains a +2 bonus on her attack rolls. This bonus stacks with that obtained from Mite Fighter.

Improved Sunder (General)

You excel at destroying objects, particularly your opponent’s weapons.
Prerequisite: Strength 13, Power Attack
Benefit: When the character strikes an opponent’s weapon, she does not provoke an attack of opportunity. She also gains a +4 bonus to attack objects held by another and deals double damage to the objects she hits.

Improved Trip (General)

You are skilled in making trip attacks.
Prerequisites: Intelligence 13, Expertise
Benefit: The character does not provoke an attack of opportunity when she attempts to trip an opponent while she is unarmed. The character also gains a +4 bonus on her Strength check to trip the opponent.

If the character trips an opponent in melee combat, she immediately gets a melee attack against that opponent, as if she hadn’t used her attack for the trip attempt.

Infuse Weapon (Ceremonial)

In a ritual involving large amounts of all four elements and at least two other people, you gain the ability to infuse a weapon with elemental energy.
Prerequisite: Weapon Focus, Weapon Specialization, base attack bonus +4, truename.
Benefit: Using a move-equivalent action, a character may call upon a type of element (air, earth, fire or water) and infuse it into a melee weapon or the ammunition for a ranged weapon. The next time she successfully attacks with the weapon and inflicts damage, she deals an additional +1d6 points of the appropriate type of elemental damage. If the energy is not discharged within 10 rounds, it fades, and the character must use a move-equivalent action to re-infuse the weapon. Sheathing the weapon or leaving it unattended causes the energy to fade immediately.

Insight of the Fey (General)

You are the distant relative of a fey, and have tapped into the mental insight that allows fey creatures to resist illusion and make their own illusion spells more believable.
Prerequisite: Blood of the Fey, base Will save +3 or higher
Benefit: A character with this feat is resistant to illusion spells, benefiting from a +3 bonus to resist spells and spell-like abilities of this nature. The character can also add +2 to the Difficulty Class of saving throws made to resist any of her own illusions.

Instinctive Navigation (General)

You have an inborn skill for navigation that not only allows you to become lost less frequently, but also to find routes that are more efficient than others.
Benefits: A character with this feat may add a +2 insight bonus to all Profession (Airship Navigator) skill checks made. In addition, they reduce the fuel consumption for an airship by 10% each day, provided they spend at least one shift as the ship’s navigator during that day. This bonus does not apply if they do become lost, however.

Intensify Song (Crescendo) (General)

You increase your spellsong’s damage with your skill in music.
Prerequisite: Ability to cast spellsongs.
Benefit: You increase the damage inflicted by any damage-causing spellsong. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of increase to the damage, as well as the spellsong type.
DC 20: Increase spellnote damage by 50 percent.
DC 23: Increase spellchord damage by 50 percent.
DC 25: Increase spellnote damage by 100 percent.
DC 28: Increase spellmelody damage by 50 percent.
DC 30: Increase spellchord damage by 100 percent.
DC 33: Increase spellmelody damage by 100 percent.
You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

Intuitive Sense (Ceremonial)

You participate in a ritual requiring you to spend 24 hours alone in a dark, incense-filled room, while at least one other person stands outside chanting. Afterward you are difficult to surprise.
Prerequisite: Truename
Benefit: Thanks to the character’s uncanny sense of danger, she does not lose her Dexterity bonus to Armor Class when flat-footed or attacked by invisible or unknown opponent. She is always considered aware of all incoming attacks for purposes of Dexterity and dodge bonuses to Armor Class.
Improved: Characters can take this feat a second time. If they do they cannot be flanked.

Iron Flesh (Ceremonial)

After a ritual in which you spend six hours touching a creature with natural armor, you gain natural armor yourself.
Prerequisite: Truename
Benefit: The character’s flesh is tougher than normal, giving her a +1 natural armor bonus to Armor Class. This bonus does not stack with existing natural armor or that granted by magic.
Improved: Characters of 18th level or higher can take this feat a second time and gain an additional +2 bonus to their natural armor bonus. This stacks with the +1 bonus gained from the first application of the feat.

Iron Will (General)

You excel at standing firm in the face of danger.
Benefit: The character gets a +2 bonus to all Will saves.
Improved: Characters of 21st level or higher can take this feat a second time for an additional +4 bonus to their Will saves.

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Your J feats here…

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Your K feats here…

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Leadership (General)

You are the sort of person others want to follow, and you have done some work attempting to recruit conhorts and followers.
Prerequisites: Character level 6th
Benefit: You can attract loyal companions and devoted followers, subordinates who assist you.

Light Sleeper (Talent)

You sleep lightly and are ready for action the moment you awake.
Prerequisites: Character level 1st only
Benefit: The character makes Listen checks while asleep as though awake. Further, she can act immediately upon waking.

Lightning Reflexes (General)

You excel at avoiding danger, thanks to your quick reflexes.
Benefit: The character gets a +2 bonus to all Reflex saves.
Improved: Characters of 21st level or higher can take this feat a second time and gain an additional +4 bonus to their Reflex saves.

Litorian Mage (Ceremonial)

After a ceremony involving you and at least three litorian mages, you gain special benefits with magic normally limited to litorians.
Prerequisite: Truename, Knowledge (litorian) 5 ranks or must be a litorian
Benefit: A character with this feat may apply the litorian template to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the litorian descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the litorian descriptor.

Low Blow (General)

You are skilled at striking vital, debilitating areas on a foe.
Prerequisite: Base attack bonus +3
Benefit: As a full-attack action, the character can make a single attack roll that inflicts normal damage. If she damages her humanoid or monstrous humanoid opponent, the foe must attempt a Fortitude save (DC 10 + half her level + her Wisdom bonus). Should he fail the save, he is dazed for 1 full round.

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Maximize Spell (Metamagic)

You can cast spells to maximum effect.
Benefit: All variable, numeric effects of a spell modified by the feat are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. For example, a maximized fireball deals 6 points of damage per caster level (up to a maximum of 60 points of damage at 10th level). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) 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. An empowered, maximized fireball cast by a 15th-level wizards deals 60 points of damage, plus one-half of 10d6.

Mighty Hurl (Ceremonial)

Following a ceremony involving you and three others, you gain the ability to use thrown weapons more effectively.
Prerequisite: Truename
Benefit: The character ignores the first range increment of thrown weapons and inflicts +1 point of damage when using a thrown weapon.
Improved: Characters with a base attack bonus of +17 or higher can take this feat a second time and ignore the first two range increments of thrown weapons. They also gain an additional +3 damage bonus with thrown weapons.

Mirror Sight (Ceremonial)

After a ceremony involving you and at least five other spell-casters, held in a room full of mirrors, you can look through a mirror for a special sort of scrying.
Prerequisite: Spellcaster level 1st, Charisma 19, truename
Benefit: Once per day the character can look into a mirror and see through it to view a reflection in another mirror. She can choose to see one of three types in a reflection:

  • The current reflection in another mirror she is familiar with;
  • The reflection of a person she knows well, assuming that person is near a mirror; or
  • The reflection of a place she knows well, assuming the location is being reflected in a mirror.

The character receives only visual information through this feat. However, she can choose to transmit information both ways – so a person reflected in the remote mirror can view whatever appears in her mirror. Contact lasts 1d4 rounds, plus a number of rounds equal to the character’s Charisma bonus.

For example, Maedi knows that her friend Tu-Methus keeps a mirror in his living room over the mantel. She can look through her own hand-held mirror and see into Tu-Methus’ living room. But he is not there. The next day, Maedi can attempt to find him again by looking into her mirror. If, at that moment, Tu-Methus is near any mirror at all, she can see him. Otherwise, she sees nothing but her own reflection.

Mirror sight works with mirrors only; it is not effective when attempting to scry with another reflective surface, such as a still pool or a polished metal shield.

Mite Fighter (General)

You are especially adept at battling creatures smaller than yourself.
Prerequisite: Base Reflex save +4, Base Attack Bonus +4 or higher
Benefit: When fighting a creature smaller than herself, a character with this feat may add +2 on her attack rolls.

Mobility (General)

You prove difficult to hit while moving.
Prerequisites: Dexterity 13, Defensive Move
Benefit: The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. Note: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.

Modify Combat Style (General)

You can adapt you combat moves to counter an opponent’s style.
Prerequisite: Base attack bonus +7
Benefit: The character spends a full round in melee with an opponent, then makes a Spot check (DC = the opponent’s attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +2 competence bonus to attack rolls against the foe for the rest of that combat session.

Modify Spell (General)

You can change aspects of a spell by using more of your personal energy.
Prerequisite: Spellcaster level 1st
Benefit: A character casting a laden spell (using two spell slots of the spell’s level rather than just one) can change some of the spell’s parameters. She must choose one (and only one) modification when casting the laden spell:

Double Range: One cannot increase the range of a spell whose range is not defined by distance. If the spell’s range determines its area or effect, the dimensions of its area or effect increase proportionally.

Double Duration: Spells with durations of Concentration, Instantaneous or Permanent are not affected by this feat.

Double Area or Number of Targets: The caster can make the spell’s area larger or double the number of targets it affects (touch spells cannot be affected).

No Verbal Components: The character can cast this spell silently.

No Somatic Components: The character can cast this spell without gestures or movements.

Increase Power: All the spell’s variable, numeric effects increase by one-half. Such a spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as caster power checks) are not affected. Spells without random variables are not affected.

Mounted Archery (General)

You are skilled at making ranged attacks while mounted.
Prerequisite: Mounted Combat
Benefit: The character halves the penalty normally suffered when using a ranged weapon from horseback: -2 penalty instead of -4 if her mount is taking a double move, and a -4 penalty instead of -8 if her mount is running.
Improved: Characters with a base attack bonus of +15 or higher can take this feat a second time and ignore all penalties to mounted ranged attacks.

Mounted Combat (General)

You are skilled at fighting while mounted.
Prerequisite: Ride skill
Benefit: Once per round when the character’s mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character’s Ride check exceeds the attack roll result – essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular Armor Class.

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Natural Archer (Talent)

You have an innate affinity for bows of all kinds.
Prerequisite: Character level 1st only.
Benefit: You gain a +1 competence bonus to damage rolls made from attacks with bows or crossbows. Further, if a foe attacks you with a bow, you gain a +1 dodge bonus to Armor Class.
Special: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Your character must be aware of the attack to gain the bonus. Also, dodge bonuses stack with each other, unlike other types of bonuses.

Natural Pilot (General)

Your skill while piloting airships is legendary, from your ability to control the airship in a storm to your talent for helping the weapons’ crews to line up their shots.
Prerequisites: Wisdom 15
Benefit: A character with this feat may add a +2 insight bonus to any Profession (Airship Pilot) skill checks made. In addition, any round in which they succeed by 5 or more on a Piloting skill check, the airship weapons crews in one quadrant (character’s choice) of the airship receive a +2 circumstance bonus to any attack rolls.

Natural Spell (General)

You can cast spells while in a wild shape.
Prerequisites: Wisdom 13, wild shape ability
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a scorpion you could substitute clicks of the pincer and gestures with your stinger 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.

Natural Swordsman (Talent)

You have a natural affinity for swords of all kinds.
Prerequisite: Character level 1st only.
Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, sickle swords, longswords, greatswords, bastard swords, double-bladed swords, sword-staves and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to Armor Class.
Special: A condition that makes the character lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. The character must be aware of the attack to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: Players wishing to create similar feats for other melee weapons (such as axes or polearms) may do so. Only the flavor of the rule and the resulting setting will change.

Nature’s Aspect (Fey)

You are able to gain Aspects of Nature after you complete a ceremony in a natural setting.
Benefit: A character with this feat can take any Aspect of Nature whose prerequisites they meet. Like an enchantment of the flesh, this process requires the expenditure of experience points.
Special: This feat is sometimes granted to non-fey races and fey creatures during the Aspect of Nature ceremony (using the Aspect of Nature ability or a staff of the fey). The character honored during the ceremony need not wait until they have an available feat slot to make use of this feat.

Nature’s Embrace (General)

You heal much faster when you are in a natural setting.
Prerequisite: Base Will save +3, Knowledge (nature) 1 rank
Benefit: A character with this feat heals at twice the regular rate if in an undeveloped and wild natural setting.

Night Owl (Talent)

You are more active at night.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus to attack rolls, saving throws, and checks made after the sun goes down. (This ability only takes effect above ground and when the character can verify that it is indeed night.)

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Opportunist (General)

As the result of a ceremony involving you and at least four others, you excel at taking advantage of your foes’ weaknesses.
Prerequisites: Intelligence 15, truename
Benefit: Once per round, a character can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee strike. The character gets this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as the character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the Opportunist ability more than once per round, however.

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Paralyzing Blow (General)

You can temporarily paralyze an opponent with a hit.
Prerequisite: Base attack bonus +15
Benefit: The character must use a bludgeoning weapon or an unarmed attack to take advantage of this feat. As a full attack action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, the foe must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Opponents who fail the save become paralyzed and helpless for 1 full round.

Peaceful Mage (Ceremonial)

After a ceremony that takes place outside at high noon with three others, you enjoy special skill with nonlethal spells.
Prerequisite: Wisdom 13, truename
Benefit: A character with this feat may apply the subdual template to her spells. Further, any spell she casts that does not inflict damage or adversely affect another creature in any way is cast at one caster level higher than normal.

Point Blank Shot (General)

You are deadly with a ranged weapon at short ranges.
Benefit: The character gets a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Improved: Characters with a base attack bonus of +18 or higher can take this feat a second time and gain an additional +2 bonus to attack and damage rolls at ranges of up to 30 feet.

Power Attack (General)

You can shift focus from striking a foe to damaging him.
Prerequisite: Strength 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 it to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.

Power Charge (General)

Once you start a charge, you become extremely dangerous.
Prerequisite: Strength 13
Benefit: When using the charge action, the character deals double damage with a melee weapon. Only the weapon’s damage doubles, not the bonuses from Strength, magic or other factors.
Improved: Characters with a base attack bonus of +20 or higher can take this feat a second time and gain an additional +10 damage bonus when charging (this bonus is not doubled).

Power of the Name (Ceremonial)

In a ritual involving at least 10 people and always held within the center of a large library, you gain the ability to use a person’s truename against him.

Prerequisites: Intelligence 17, truename
Benefit: If she knows a subject’s truename, a character with this feat can force him to carry out some service or to refrain from some action or course of activity, as desired. The subject can make a Will saving throw to resist (DC 10 + half the character’s level + her Charisma bonus). The subject must be able to understand the character. While she cannot compel a subject to kill himself or perform acts that would result in certain death, the character can compel almost any other activity. The subject must follow the given instructions until the task is completed, no matter how long it takes. If the instructions involve some open-ended task that the subject cannot complete through his own actions, he remains compelled for a maximum of one day per the character’s level. Note that a clever subject can subvert some instructions.

If something prevents the subject from obeying the instructions for a whole day, he takes 3d6 points of damage each day he does not attempt to follow them. Additionally, each day he must succeed at a Fortitude saving throw. A failure means he becomes sickened. A sickened subject moves at half his normal speed and suffers -4 penalties on both Strength and Dexterity. He heals damage at one-tenth his normal rate and cannot benefit from any magical healing effects. Starting on the second day, a sickened creature must succeed at a Fortitude save each day or become crippled. Once crippled, the subject is effectively disabled (as if he had 0 hit points) and can’t choose to take strenuous actions. These effects remain until the day after the subject attempts to resume the task.

This magical effect can be dispelled, and it ends if the character with the feat dies. A character can use this feat over a given subject only once, whether he makes the initial Will save or not. It is a full-round action to invoke the Power of the name.
Improved: Characters of 20th level or higher can take this feat a second time and use it to paralyze a foe whose truename they know, rather than giving the subject a command, using the same saving throw described above. The paralyzation lasts for 10 minutes. In any case, the character still can attempt to use this feat only once on a given foe.

Precise Shot (General)

You can use a ranged attack without much worry about hitting your allies.
Prerequisite: Point Blank Shot
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty. She can also negate the Armor Class bonus gained from the Defensive Move feat, but she cannot negate both that bonus and the -4 penalty for firing into melee in a single attack. Thus, a character with this feat who fires into melee at a target with Defensive Move must still cope with the +4 dodge bonus to Armor Class, but not the -4 penalty.

Priest (Ceremonial)

You have had religious training and, following a ritual of ordination, you are recognized as a priest of a religion. (The type of ordination ceremony depends on the religion.)
Prerequisites: Wisdom 11, Knowledge (Religion), truename.
Benefit: The character becomes an established priest in a particular religion. Wearing the symbols of this office grants a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Gather Information checks involving people of the same religion.

Psion (Ceremonial)

After a ceremony held by you alone, in quiet contemplation surrounded by small crystals, you gain an affinity with psionic spells.
Prerequisites: Intelligence 15, truename
Benefit: A character with this feat may apply the psionic template to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the psionic descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the psionic descriptor.

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Quick Draw (General)

You can draw your weapon or other object very quickly.
Prerequisite: Base attack bonus +1
Benefit: The character can draw a weapon (or other object) as a free action instead of as a move-equivalent action.

Quicken Spell (Ceremonial)

After a ceremony involving at least seven other spellcasters, you can cast spells incredibly quickly.
Prerequisite: Spellcaster level 10th, Intelligence 15, truename
Benefit: A character with this feat can cast a spell faster than normal, but it is considered laden (it takes two slots of that spell’s level). To determine the new, quickened casting time for a spell modified in this way, refer to Monte Cook’s Arcana Evolved.

The character may cast only one quickened spell per round (even if it is a free action), and do so no more than three times per day. If the spell is a free action, the character can perform another action, even casting another spell, in the same round as she casts a quickened spell.
Special: A character may take this feat multiple times. Each time, she gains three more uses of the ability to quicken a spell each day.

Quicken Spell-Like Ability (General)

You can employ a spell-like ability gained from your race or class with a moment’s thought.
Prerequisite: Spell-like ability at cast level 10th
Benefit: Choose one of the character’s spell-like abilities, subject to the restrictions described below. The character 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 character can perform another action – including the use of another spell-like ability – in the same round that uses a quickened spell-like ability. The character may only use one quickened spell-like ability per round. She can select only a spell-like ability that duplicates a spell with a level less than or equal to half her caster level (round down) -4.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time she takes it, the feat applies to a different spell-like ability.

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Rapid Reload (Ceremonial)

As the result of a ceremony involving you and at least two others, you can reload a ranged weapon like a crossbow faster than normal or fire a ranged weapon like a bow faster than normal.
Prerequisites: Dexterity 15, Weapon Focus, base attack bonus +3, truename
Benefits: Weapons with a reload time become “one step” faster in the hands of a character with this feat. A hand crossbow or light crossbow, which normally take move-equivalent actions to reload, can be fired as quick as a bow – that is, reloading becomes part of the firing action, and a character can fire the weapon as many times in a round as she has attacks. A heavy crossbow can be reloaded as a move-equivalent action.

A character using a weapon with no reload time, such as a bow or a sling, can fire the weapon faster than normal. Once per day per level, as part of a full-attack action, she can make an additional attack with a base attack bonus equal to half her highest normal base attack bonus.
Special: A character may take this feat multiple times, each time selecting a different weapon.

Rapid Strike (General)

You can make an extra, blindingly fast melee strike.
Prerequisite: Dexterity 15, Weapon Focus, base attack bonus +3
Benefit: The character selects a weapon that she’s proficient with and wields the Weapon Focus feat. Once per day per level, as part of a full-attack action, she can use this weapon to make an additional attack, with a base attack bonus of half her highest normal base attack bonus. Even if she wields more than one weapon, however, no more than one Rapid Strike is possible in one round.
Special: A character may take this feat multiple time, each time selecting a different weapon.

Resistance to Disease (Talent)

You have an innate resistance to illness.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all saves against diseases, including magical diseases.

Resistance to Magic (Talent)

You have an innate resistance to magic.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 saving throw bonus to all saves against spells, spell-like abilities, supernatural abilities, magic items and so on.

Resistance to Poison (Talent)

You have an innate resistance to poison.
Prerequisite: Character level 1st only
Benefit: The character gains a +4 saving throw bonus to all saves against poisons, including magical poisons.

Resistant Spell (Ceremonial)

Having completed a ceremony involving at least five other spellcasters, you can make your spells more potent and harder to dispel.
Prerequisite: Spellcaster level 7th, Intelligence 17, truename
Benefit: The character gives all her spells a +2 bonus to the Difficulty Class for another caster to dispel them. For example, say a 10th level magister casts a resistant wall of ice and another caster attempts to dispel it. When the dispelling mage makes a caster power check to determine whether the dispel succeeds, the Difficulty Class is 15 + 10 (the caster’s level) +2 for the Resistant effect. This feat can make any spell resistant, although those that cannot be dispelled gain no benefit from it.

Ride-By Attack (General)

You can make an attack from a moving mount.
Prerequisite: Mounted Combat
Benefit: When the character is mounted and uses the charge action, she may move and attack as with a standard charge, then move again, continuing the straight line of the charge. The character does not provoke an attack of opportunity from the opponent she attacks.

Rigging Combat (General)

You know how to fight from the rigging of an airship with greater proficiency than most.
Prerequisites: Base attack bonus +7, Aerial Balance, Defensive Stance
Benefit: A character with this feat may reduce the penalty for attacking from the rigging to -2.
Normal: Attacking from the rigging of an airship carries a -4 penalty to all attack rolls.

Ritual Combat (Ceremonial)

You and at least two ritual warriors partake in an hourlong ceremony, after which you can access the training and insight to use combat rites.
Prerequisites: Wisdom 11
Benefit: A character with this feat can use three 1st-rank combat rites per day. If the character can access combat rites already, these three combat rites add to the existing number of 1st-rank rites the character can use in a day.
Special: A character may take this feat more than once, gaining three more combat rites per day. If she takes this feat more than once, she may be able to use it to access higher-rank rites. The only restriction is that a character must have access to more lower-rank rites (from this feat) than those of higher ranks and that all three rites gained at a time apply to the same rank.

Runecaster (Ceremonial)

After a ceremony involving you and at least six runethanes, you gain special benefits when using elaborate and complex magic.
Prerequisites: Truename, Knowledge (runes)
Benefit: A character with this feat may apply the runic template to her spells. Further, if she needs to make a Spellcraft check to identify a spell, she can use her Knowledge (runes) check modifier instead to gain the same results.

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Sanctum (Ceremonial)

Once you finish a ritual involving six close friends, you declare the area where you stand as your sanctum and you gain special benefits while you are there.
Prerequisites: Truename
Benefit: A character with this feat may apply the sanctum template to her spells. Further, she adds +2 circumstance bonus to all Concentration, Craft, Knowledge and Spellcraft checks within her sanctum. The sanctum is an area with a radius of no more than 20 feet per level.

Second Sight (Talent)

You can see fey masked creatures and fey doorways when others cannot.
Benefit: The character has the ability to see fey doorways and fey under the influence of the fey mask spell. All masked creatures using this ability appear as ghostly images, allowing objects and creatures beyond to be seen as well. The character can also see creatures through a doorway that would normally be unseen. In the case of seeing people through a doorway, they appear superimposed over the local surroundings, not in their location.

Sense the Unseen (Ceremonial)

As the result of a ceremony involving you and at least three other people, one of whom is blind, your intuition helps you find normally invisible things.
Prerequisite: Truename
Benefit: In melee, every time the character misses because of concealment, she can reroll the miss chance percentile roll once to see whether she actually hit.

In addition, an invisible attacker gets no bonus to attack a character with this feat in melee. That is, the character doesn’t lose her Dexterity bonus to Armor Class and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however.

Finally, the character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduce the character’s speed to three-quarters of normal, instead of one-half.

Sensitive (Talent)

You are sensitive to supernatural happenings and magic in general.
Prerequisite: Character level 1st only
Benefit: The character can sense the presence of magic (a currently active spell on a person, the aura of a newly-encountered magic item, a runethane’s rune, and so on), within 5 feet with a 50 percent chance of success. If the character fails, there is no second try. Usually the sense comes as a prickling on the skin or a feeling deep down in the character’s gut.
Special: The DM should feel free, when he wishes, to make the roll secretly when the character encounters something magical, so that the character senses magic even when she is not trying. Further, the DM should feel free to give the character a sense of foreboding (or conversely, or wonderment) when some major magical event occurs nearby, such as a special ceremony, the casting of a powerful spell, the presence of a powerful outsider or other magical creature, and so on.

Shield Proficiency (General)

You can use a shield.
Benefit: The character can use a shield, suffering only the normal penalties.
Normal: Characters using a shield when not proficient with it suffer the shield’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

Shield Specialization (General)

You are especially good at using a shield for defense.
Prerequisites: Shield Proficiency, base attack bonus +4
Benefit: The character knows just how to angle a shield against incoming attacks to more easily deflect the force of the blow or to encourage a ranged weapon to slide off the shield rather than strike it directly. She adds +1 to the shield’s armor bonus for melee attacks and +2 for ranged attacks. The character must be aware of the incoming attack and not be flat footed.

Shot on the Run (General)

You can use a ranged weapon while you move.
Prerequisites: Point Blank Shot, Dexterity 13, Defensive Move, Mobility
Benefit: When using the attack action with a ranged weapon, the character can move both before and after the attack, providing that her total distance moved does not exceed her speed.

Sibeccai Mage (Ceremonial)

After a ceremony involving you and at least three sibeccai mages, you gain special benefits when using magic normally limited to sibeccai.
Prerequisite: Truename, Knowledge (sibeccai) 5 ranks or must be a sibeccai
Benefit: A character with this feat may apply the sibeccai template to her spells. Further, if she normally can access only simple spells of a given level, she may treat any complex spell of that level as a simple spell, as long as it has the sibeccai descriptor. If she normally can access complex spells of a given level, she may treat any exotic spell of that level as a complex spell, as long as it has the sibeccai descriptor.

Signature Spell (Talent)

You possess a special talent for one particular spell and can cast it better than anyone else.
Prerequisite: Character level 1st (spellcaster) only.
Benefit: The character picks one spell, not necessarily one she can cast right now (although she gains no benefit from this talent until she reaches a level high enough to cast it). The character always casts the spell as if it were two levels higher than normal, with up to double the range. If the spell has a saving throw, its Difficulty Class increases by +1.

Sixth Sense (Fey)

You can sense the presence of a fey doorway within range.
Benefit: A character with this feat has the uncanny ability to detect the presence of a fey doorway. As a free action, the character can detect the presence and direction of a fey doorway within a half-mile radius. The character does not know the specific location of the doorway, but merely the direction in which it lies. It also does not grant the ability to see the doorway.

Skill Application (Ceremonial)

After a ceremony held with you and at least three others, you gain a special affinity for a pair of related skills.
Prerequisite: Truename
Benefit: A character with this feat selects two thematically similar skills and gains a +2 bonus in each. Example skill pairings include the following:

  • Alchemy and Spellcraft
  • Climb and Jump
  • Decipher Script and Forgery
  • Diplomacy and Bluff
  • Diplomacy and Gather Information
  • Disable Device and Open Lock
  • Innuendo and Sense Motive
  • Spot and Search
  • Spot and Listen
  • Tumble and Balance
    Special: A character may take this feat multiple times, selecting an additional skill pairing each time.

Skill Focus (General)

You are particularly adept at a specific skill.
Benefit: The character enjoys a +3 bonus on all skill checks with the chosen skill.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time she takes the feat, it applies to a new skill.

Skill Mastery (Ceremonial)

After a grueling ritual involving you and six others, your devotion to a small number of skills allows you to use them even when stressed.
Prerequisite: Character level 6th, truename
Benefit: The character selects a number of skills (equal to 3 + her Intelligence modifier). When making a skill check with one of these skills, she may take 10 even if stress and distractions normally would prevent her from doing so.
Special: A character may take this feat multiple times, selecting additional skills each time.

Slippery Mind (Ceremonial)

Once you complete a ritual with 10 other people amid clouds of incense, you become difficult to enchant.
Prerequisite: Truename
Benefit: If a character becomes the target of an enchantment and fails the saving throw, she can attempt the save again 1 round later. She gets only this one extra chance to succeed.

Speed Burst (General)

You can move very fast in short bursts.
Benefit: Once per day per two character levels, the character can take an extra move action in a single round.

Spell Affinity (Talent)

You are particularly good with a single spell.
Prerequisite: Character level (spellcaster) 1st only
Benefit: The character chooses a single spell of a type that she can access (simple or complex). It does not have to be one she can currently cast. The diminished version of the spell goes away and is replaced by the normal version. The spell’s heightened version remains the same.

Spell Artist (Talent)

You prove adept at casting your spells in a quite unique and imaginative way.
Prerequisite: Character level (spellcaster) 1st only
Benefit: The character casts spells in such a way that the visual effects appear very different than the standard. Those attempting to use a Spellcraft check to identify the spell being cast suffer a -10 penalty on the check. The character also gains a +2 bonus on caster power checks made to oppose a counter-spelling attempt.

Spell Focus (General)

Choose a school of magic. Your spells of that school are more potent than normal.
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.

Stomp (General)

Using your great size and mass, you cause the ground to shudder.
Prerequisite: Size Large, Strength 19
Benefit: The character can stamp her foot or slam her fist on the ground (as a standard action) causing it to shake. All creatures smaller than the character within 10 feet must make a Balance check (DC 10 + stomping character’s Strength modifier) or fall prone.

Stunning Blow (General)

You can strike foes so hard you stun them.
Prerequisite: Base attack bonus +6
Benefit: As a full-round action, the character can make a single attack roll that inflicts normal damage. If she damages her opponent, the foe must make a Fortitude saving throw (DC 10 + half her level + her Wisdom bonus). Should the foe fail the save, he becomes stunned for 1 full round.

Sturdy (General)

You are particularly hardy and tough.
Benefit: For the level when the character takes this feat, she adds double her Constitution bonus to her hit point total. This is in addition to the bonus she would get for her Constitution modifier when she gains a level. If double her Constitution bonus is less than 4, she gains 4 hp. This effect happens once, not every level.
Special: A character can gain this feat multiple times, but never more than once per level.
Improved: Characters with a base attack bonus of +18 or higher taking this feat a subsequent time add +20 hit points, unless the feat’s normal calculation would yield more bonus hit points than that.

Sustain Song (Sostenuto) (General)

You increase your spellsong’s duration with your skill in music.
Prerequisite: Ability to cast spellsongs.
Benefit: You increase the duration of any non-instantaneous spellsong. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of duration increase, as well as the spellsong type.
DC 15: Increase spellnote duration by 50 percent.
DC 18: Increase spellchord duration by 50 percent.
DC 20: Increase spellnote duration by 100 percent.
DC 23: Increase spellmelody duration by 50 percent.
DC 25: Increase spellchord duration by 100 percent.
DC 28: Increase spellmelody duration by 100 percent.
You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

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Tattooed Spell (Ceremonial)

In a ritual featuring just you and the artist/caster (or just you, if you are the artist/caster), you receive a tattoo with magical abilities. The artist/caster involved in the ritual must be able to cast the spell to be tattooed and must have at least one rank in Craft (tattoo artist).
Prerequisite: Truename
Benefit: One simple spell, whose level is no more than half the character’s (and never more than 4th level), is infused within a tattoo etched into the character’s flesh. (A 1st-level character can have a tattoo of a 0-level spell.) The character can cast that spell once per day, using half her character level as the caster level. No somatic or verbal components are needed.

Diminished versions of spells are treated as one level lower than normal, and heightened spells are treated as one level higher for purposes of tattooed spells.
Special: Spellcasters with this feat can gain a tattoo of any spell they can cast (no level limit), even ones that are not simple. A character can take this feat multiple times, choosing a different spell each time, although she cannot have more than four tattooed spells on her body at any given moment. A character can remove a tattooed spell any time she wishes, but dispel magic does not remove the tattoo unless she wishes it. To replace a tattooed spell requires the character and caster/artist to perform the ritual again, but she need not take the feat again.

Title (Ceremonial)

After a public ceremony involving at least 20 other people, you gain a title to go with your name that helps people remember you throughout the lands.
Prerequisites: Character level 9th, truename
Benefit: The character gains a title chosen by her comrades and peers, such as “the Brave,” “the Reaver” or “the Just.” She gains an inherent +1 bonus to Charisma as her fame precedes her.

Tough Hide (General)

Your natural armor is thicker than normal.
Prerequisite: A natural armor bonus.
Benefit: The character’s natural hide is thicker than normal, giving her a +1 natural armor bonus to Armor Class. This bonus stacks with her existing natural armor (but not natural armor gained through spells or magic items).
Improved: Characters of 18th level or higher can take this feat a second time and gain an additional +2 bonus to their natural armor bonus, which stacks with the +1 bonus gained from the first application of the feat.

Track (General)

You can find, identify and follow tracks.
Benefit: To find tracks or to follow them for one mile requires a Survival check. The character must make another Survival check each time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

While tracking, the character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC of the skill checks depends on the prevailing conditions and the surface and your DM will provide further details.
Normal: A character without this feat can use the Search skill to find tracks, but can follow them only if the Difficulty Class is 10 or less.

Trample (General)

You (or your mount) can run over foes in battle.
Prerequisite: Either Mounted Combat or minimum size Large
Benefit: When the character (size Medium or smaller) attempts to overrun an opponent while mounted, the opponent cannot choose to avoid her. If she knocks down the opponent, her mount may make one hoof attack against him, gaining the standard +4 bonus on attack rolls against prone targets.

A Large character can make a similar overrun attempt and the opponent cannot choose to avoid her. Should she knock down the opponent, she may make one melee attack against him, gaining the standard +4 bonus on attack rolls against prone targets.

Two-Weapon Defense (General)

Your two-weapon fighting style bolsters your defense as well as your offense.
Prerequisite: Dexterity 15, Two-Weapon Fighting
Benefit: When weilding a double weapon or two weapons (not including natural weapons or unarmed strikes), the character gains a +1 shield bonus to Armor Class.

When fighting defensively or using the total defense action this shield bonus increases to +2.

Two-Weapon Fighting (General)

You can use a weapon in either hand with great skill.
Benefit: The character’s penalties for fighting with two weapons are reduced by 4.
Improved: Characters with a base attack bonus of +9 or higher can take this feat a second time. If they do, in addition to the standard single extra attack the character gets with an off-hand weapon, she gains a second attack with the off-hand weapon as well, albeit at a -5 penalty.

Two-Weapon Fighting, Massive (General)

You can use heavier than normal weapons in each hand.
Prerequisites: Two-Weapon Fighting, Strength 17, base attack bonus +7
Benefit: The character can use any one-handed weapon in her off-hand as though it were a light weapon.

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Unarmed Strike, Defensive (General)

You can make unarmed strikes while protecting yourself.
Benefit: The character is considered “armed” even when she is unarmed – that is, armed opponents do not get attacks of opportunity when she attacks them while unarmed. However, the character still gets an attack of opportunity against any opponent who makes an unarmed attack on her. When she makes unarmed strikes, her blows are quick and protective of her body – she suffers a -2 penalty to attack rolls, but adds a +2 dodge bonus to Armor Class. She must be aware of the attack on her to gain this bonus. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Improved: Characters with a base attack bonus of +14 or higher can take this feat a second time and ignore the attack penalty inherent in its use. Further, they gain an additional +1 dodge bonus to Armor Class with its use.

Unarmed Strike, Mighty (General)

You are skilled with powerful unarmed attacks.
Benefit: The character is considered “armed” even when she is unarmed – that is, armed opponents do not get attacks of opportunity when she attacks them while unarmed. However, the character still gets an attack of opportunity against any opponent who makes an unarmed attack on her.
When the character makes unarmed strikes, her wide swings cause her to suffer a -2 penalty to Armor Class, but she gains a +2 bonus to damage rolls.
Improved: Characters with a base attack bonus of +14 or higher can take this feat a second time and ignore the attack penalty inherent in its use. Further, they gain an additional +1 damage bonus with its use.

Unique Spell (Talent)

You have access to a spell that no one else in the world knows.
Prerequisite: Character level 1st (spellcaster) only
Benefit: The character knows a spell that her player develops together with the DM. The spell can be of any level, including one the character cannot yet cast (although she gains no benefits from this talent until she reaches a level high enough to cast it). Always treat the spell as an exotic spell, with this feat taking the place of the Exotic Spell feat.

Unraveling Mage (Ceremonial)

After completing a ceremony involving you and at least two other casters, you make your spells more potent and harder to ward against.
Prerequisite: Spellcaster level 10th, Intelligence 17, truename
Benefit: A character with this feat may apply the unraveling template to her spells. Further, she gains a +2 competence bonus to her caster power checks when casting dispel magic.

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Vatic Sight (General)

You can call upon the powers that be in the universe to grant you visions or dreams.
Prerequisite: Caster level 1st, Wisdom 13
Benefit: You can choose a general topic about which to have an informative dream while you sleep or a vision while you are in a trance. Topics can include an individual, a place, an object, a group, and so on.
For example, you might choose as a topic: ’Anwen’s orrery’, ‘The city of Ishtaduk’, ‘the elves of the oceans’, or ‘this ring I’ve found’. But asking a specific question, such as “How do I get into the palace vault?” is too specific, as is the question “Do these people mean me harm?”
To succeed, you must make a Concentration check with a Difficulty Class set by the GM depending on the topic. In general, the simplest topics have DC 20 and the most obscure, complex or forbidden topics have DC 40 with most others falling somewhere in between.
As with all dreams and visions, the GM remains in complete control of the actual details and the images presented. Sometimes they may seem difficult to interpret. Other times, the information on the topic might not pertain directly to any matter at hand. The dream might tell you about the Seelie’s distant past rather than their disposition toward you, for example.
Visions require at least an hour of meditative trance (whether successful or not) and dreams require at least an hour of sleep (whether successful or not). You cannot attempt to use this feat more than once per day, nor more than three times per week.

Vivify Song (Maestoso) (General)

You increase your spellsong’s potency with your skill in music.
Prerequisite: Ability to cast spellsongs.
Benefit: You increase the Difficulty Class of any spellsong you cast. To accomplish this, you must make a Perform (sing) check. The Difficulty Class is based on the desired amount of increase to the target spellsong’s Difficulty Class, as well as its type.
DC 20: Increase spellnote DC by +1.
DC 23: Increase spellchord DC by +1.
DC 25: Increase spellnote DC by +2.
DC 28: Increase spellmelody DC by +1.
DC 30: Increase spellchord DC by +2.
DC 33: Increase spellmelody DC by +2.
DC 35: Increase spellnote DC by +3.
DC 40: Increase spellchord DC by +3.
DC 45: Increase spellmelody DC by +3.
You must choose the desired result before you make this check, which is a free action that draws no attack of opportunity. This feat cannot be used to affect the same spellsong that a similar feat, already affects.

The Voice (Talent)

You have not only a way with words, but an almost supernaturally compelling voice.
Prerequisite: Character level 1st only
Benefit: The character gains a +1 competence bonus on all Bluff, Diplomacy and Gather Information checks and a +2 competence bonus on all Perform (acting), Perform (comedy) Perform (singing) and Perform (storytelling) checks.

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Way With Animals (Talent)

Animals seem drawn to you, and you can sense things from them that others cannot.
Prerequisite: Character level 1st only
Benefit: The character can apply her Bluff, Diplomacy and even Gather Information skills to animals. She cannot take this talent with fish, unless she is a native water breather. To use the talent, the character and the animal must be able to study each other, noting each other’s body language, vocalizations and general demeanor. This means they must be within 30 feet of each other under normal conditions.

The character can improve an animal’s attitude with a successful Diplomacy check. Generally, influencing an animal in this way takes one minute, but, as with influencing people, it might take more or less time.

Similarly, the character can Bluff an animal, tricking it into believing something untrue. Obviously, the concept must be very simple, such as: “There’s something dangerous behind you,” “I mean you no harm,” or “I would make a terrible meal.” The character doesn’t really speak to the animal, she simply conveys the idea through movement, vocalizations and general demeanor. This can take place as a standard action.

The character can even Gather Information among animals, but again, the concepts must be very simple and reflect something an animal would know, such as: ""Has a dangerous predator been in the area?" “Is there water nearby?” or “What is the general threat level in the area?” The character accomplishes this by observing animal actions, their environment and general demeanor. This use of the talent takes at least an hour.
Special: This talent works on animals. A character can use this talent on magical beasts with a -4 penalty.

Wealthy (Talent)

You come from a wealthy family.
Prerequisite: Character level 1st only
Benefit: The character starts with double the maximum starting gold: 400gp. Further, at one time during her career, at a time agreed upon by the character and the DM (recommended time is between 5th and 10th level), the character receives an inheritance of 1’000 gp times her current level.

Weapon Finesse (General)

You can use light weapons with quickness and speed rather than brute strength.
Prerequisites: Base attack bonus +1, weapon proficiency
Benefit: The character can use her Dexterity modifier instead of her Strength modifier on attack rolls with any light weapon or an agile exotic weapon that she can use in one hand. For example, a Medium character could use a short sword, a nunchaku, or a Devanian longsword. Alternately, a character can select a rapier, provided she can use it in one hand, or a natural weapon (such as unarmed strikes or a claw attack). She must be proficient with the weapon.

Since she needs the second hand for balance, apply the armor check penalty of any shield worn to attack rolls.
Special: As an exception, a spryte can use this feat with any tiny weapon, even though it is a weapon of the spryte’s same size.

Weapon Focus (General)

You are skilled with a particular type of weapon.
Prerequisite: Proficiency with weapon, base attack bonus +1.
Benefit: You add a +1 bonus to all attack rolls you make using the selected weapon.
Special: You can choose ‘unarmed strike’, ‘bite’ or ‘grapple’ as a weapon for the purposes of this feat. You can also choose ‘ray’, which makes you good at hitting targets with ray spells. You gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Improved: If you have a base attack bonus of +15 or higher you can take this feat again and apply it to a weapon already chosen. You gain another +2 bonus to attack rolls with the weapon.

Weapon Proficiency (Airship Weapons) (General)

You know how to load, aim and fire the weaponry found aboard airships.
Prerequisites: Base attack bonus +3
Benefit: This feat provides proficiency with all of the weapon types found aboard airships.

Weapon Proficiency, Exotic (General)

You can use certain types of exotic weapons.
Prerequisites: Base attack bonus +1, proficiency with martial weapons, Strength 15 (heavy) or Dexterity 15 (agile)
*Benefit:
The character adds a +1 bonus to all attack rolls she makes using the selected weapon.
Special: A character can choose “unarmed strike”, “bite”, or “grapple” as a weapon for the purposes of this feat. She can also choose “ray” which makes her good at hitting targets with ray spells.

A character can gain this feat multiple times. Its effects do not stack. Each time she takes the feat, it applies to a new weapon.
Improved: Characters with a base attack bonus of +15 or higher can take this feat again and apply it to a weapon already chosen. They gain another +2 bonus to attack rolls with the weapon.

Weapon Proficiency, Martial (General)

You can use martial weapons.
Prerequisite: Base attack bonus +1
Benefit: The character makes attack rolls with martial weapons normally.
Normal: A character using a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Proficiency, Simple (General)

You can use simple weapons.
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character using a weapon without being proficient with it suffers a -4 penalty on attack rolls.

Weapon Specialization (Ceremonial)

After a ceremony involving you and six warriors, you can choose one type of weapon. You become especially good at inflicting damage with this weapon.
Prerequisites: Weapon Focus, base attack bonus +4, truename.
Benefit: The character adds a +2 bonus to all damage inflicted with the weapon she has specialized in. If it is a ranged weapon, the target must be withing 30 feet.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes this feat, it applies to a new weapon.
Improved: Characters with a base attack bonus of +20 or higher can take this feat again and apply it to a weapon already chosen. They gain another +4 bonus to damage rolls with the weapon.

Whirlwind Attack (Ceremonial)

As the result of a ceremony held outside at night in a strong wind, you can attack many foes at once.
Prerequisites: Dexterity 13, Intelligence 13, Defensive Move, Expertise, Mobility, base attack bonus +4, truename
Benefit: When the character performs the full-attack action, she can give up all regular attacks and instead make one melee attack at her full base attack bonus against each opponent within reach.

Wild Mage (Ceremonial)

After a ceremony held with you and at least six other spellcasters involving lots of flashing lights and strange songs, you gain the ability to use wild magic.
Prerequisite: Truename
Benefit: A character with this feat may apply the wild template to her spells. Further, once per day when casting a spell that offers a saving throw, she can make the magic so wild and unpredictable as to force the target to make two saves instead of one. If the target fails either one, resolve the spell as if he failed the save. The character must decide to force the target to make two saves before he makes his normal saving throw.

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Types of Feat

Blessed Feats

Blessed feats are supernatural abilities gained by earning favor in the eyes of a god. Some blessed feats require your character to take a vow involving specific actions you must do or avoid. Others require the ability to turn undead, allowing the character to use a turn attempt to achieve a different effect.

Ceremonial Feats

A ceremonial feat is one a character gains as the direct result of participating in a ritual of power. Most characters get a ceremonial feat for free at 1st level as part of their naming ceremony, a ritual usually held during a character’s adolescence. At this ceremony the character learns her truename in a vision. Only characters with truenames can take ceremonial feats (except in the case of bonus feats).

A character’s truename is the name of her soul. Because it is the key to the lock of her innermost self, most people keep their truenames a secret from all but their closest comrades. Enemy spellcasters can use a character’s truename against her by casting spells against her. Friendly spellcasters can use them to cast beneficial spells more effectively. In fact, sometimes, without a truename, a spell cannot be cast at all. If you’d like more information on truenames, see Monte Cook’s Arcana Evolved (or ask me on the forum).

A character can choose a ceremonial feat whenever she gains a new feat and meets all its prerequisites. However, gaining a ceremonial feat also carries associated costs in money and time.

Ceremonial feats involve a daylong ritual that takes one week to prepare. Necessary supplies and ingredients cost a character 100 gp per level. None of these costs apply to the ceremonial feat gained at 1st level – that ritual took place before the character entered play.

Unlike other feats, ceremonial feats involve magic and grant supernatural abilities. All ceremonial feats are supernatural abilities.

Epic Feats

General Feats

General feats are the most basic sort of feats. Anyone can take a general feat provided they satisfy the prerequisite.

Item Creation Feats

Mage Blade Feats

Mage blade‘s practice a form of magic that is distinguished by its martial focus. While other spellcasters have a variety of incantations to call upon, mage blades focus on spells that can aid them in battle. A mage blade could ready and use benign spells, but her methods of casting center on combining a spell and a blade into one unstoppable combination. This specialized study has led to the development of a variety of unique combat methods and ceremonies known only to mage blades. Several of these abilities further develop a mage blade’s unique talents, such as the shimmering shield class ability.

You must have at least one level in mage blade to select these feats. Mage blade’s may add all mage blade feats to the list of bonus feats they can select as a class feature. If the feat is also a ceremonial feat, the character does not need to go through the ceremony or pay for it; even Unbound characters can gain ceremonial feats in this way.

Metamagic Feats

Talents

These are special feats a character can take only at 1st level. They represent not training, but natural born gifts. Since most people have only one talent (Unbound characters could have two), they can really help to distinguish a character.

Feats and Talents

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