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Abyssal Mask ( General )
Call upon the Abyss to strike terror into the hearts of foes
Prereq: Mul'niessa, Intimidate 1
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.
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Accursed Critical ( General )
Your spells carry an embedded curse that manifests when they strike true.
Prereq: Critical Focus, ability to cast bestow curse or major curse, caster level 9th.
Benefit: When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
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Acrobatic ( General )
You are skilled at leaping, jumping, and flying.
Prereq: --
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Acrobatic Steps ( General )
You can easily move over and through obstacles.
Prereq: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
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Adept Champion ( General )
You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.
Prereq: Smite evil class feature, base attack bonus +5.
Benefit: While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.
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Advanced Weapon Training ( Combat )
You are specially trained to use your weapon skills in new ways.
Prereq: Fighter level 5th, weapon training class feature
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
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Special: "Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master's advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can't select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels. Although most combat techniques are general enough to be categorized as combat feats, some require such a high level of martial skill that they are instead categorized as weapon mastery feats. Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. This feat can be taken more than once, but at most once per 5 fighter levels. "
Agile Maneuvers ( Combat )
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Prereq: --
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
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Alertness ( General )
You often notice things that others might miss.
Prereq: --
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Alignment Channel ( General )
Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prereq: Ability to channel energy.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
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Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Allied Spellcaster ( General, Teamwork )
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prereq: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.
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Angoron's Defender ( General )
Angoron is known as the god of strength and as a protector of those around him. You strive to embody these characteristics.
Prereq: Giantborn, Intimidate 5
Benefit: Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an intimidate check to demoralize the opponent as an immediate action. This counts as an attack of opportunity.
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Animal Affinity ( General )
You are skilled at working with animals and mounts.
Prereq: --
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Apex Predator ( General )
Call upon the blood of dragons to inspire fear in the natural world
Prereq: Sith-makar
Benefit: You are a predator among predators. You may attempt to influence animals or magical beasts as per a ranger's wild empathy, but use your strength bonus instead of Wisdom. Additionally, nonmagical beasts of equal or lower HD start out as indifferent to you and will tend to avoid contact if given the choice.
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Aquatic Combatant ( General )
You are trained to fight in the water.
Prereq: Swim 1 rank
Benefit: You gain a +2 bonus on Swim checks and don’t take penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.
Normal: When underwater, most melee attacks take a –2 penalty and deal only half damage.
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Aquatic Spell ( Metamagic )
You can cast your spells under or into water.
Prereq: --
Benefit: An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective. An aquatic spell uses up a spell slot 1 level higher than the spell’s actual level.
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Arc Slinger ( Combat )
You can twirl your sling in a way that maximizes its effectiveness.
Prereq: Point-Blank Shot, proficient with sling or halfling sling staff.
Benefit: When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
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Arcane Armor Mastery ( Combat )
You have mastered the ability to cast spells while wearing armor.
Prereq: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
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Arcane Armor Training ( Combat )
You have learned how to cast spells while wearing armor.
Prereq: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
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Arcane Blast ( General )
You can convert any spell into an attack.
Prereq: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
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Arcane School Spirit ( General )
You can talk up the power of your own school of magic to such an extent that creatures find it more difficult to resist your spells.
Prereq: Bluff 1 rank, arcane school class feature, gnome.
Benefit: As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a -1 penalty on its saving throw.
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Arcane Shield ( General )
You can convert any spell into a defense.
Prereq: Arcane spellcaster, caster level 10th.
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
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Arcane Strike ( Combat )
You draw upon your arcane power to enhance your weapons with magical energy.
Prereq: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
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Armored Athlete ( Combat )
You have experience using a skill when armored.
Prereq: Light armor proficiency, medium armor proficiency, 3 ranks in any Dexterity- or Strength-based skill.
Benefit: Choose one Dexterity- or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.
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Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.
Artful Dodge ( Combat )
You are practiced at avoiding attacks when outnumbered.
Prereq: Int 13+
Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.
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Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite. (You may need to speak with staff about a feat override, as this may not always be coded.)
Artifice Defences ( General )
You know how to use your understanding of constructs to turn it into a weapon.
Prereq: War Golem, BAB2
Benefit: You are able to use your knowledge of constructs against others of your kind. If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).
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Aspect of the Beast ( General )
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prereq: Wild shape class feature, ranger natural weapons combat style
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
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Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
Athletic ( General )
You possess inherent physical prowess.
Prereq: --
Benefit: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Athletically Talented ( General )
You are naturally talented when it comes to athletics.
Prereq: Giantborn, Str 13
Benefit: At the level this feat is taken, the character gains a number of bonus skill points equal to two times his unmodified Strength bonus. These skill points may only be spent on skills that are based on Strength. Also, you may choose to immediately reallocate previous skill points spend in these skills to a different skill. Once done, this may not be changed.
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Attuned to the Wild ( General )
You share a strong mystic connection with one type of wilderness terrain.
Prereq: Llyranesi, Sylvanori
Benefit: Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.
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Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.
Augment Summoning ( General )
Your summoned creatures are more powerful and robust.
Prereq: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
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Awaken the Giant ( General )
You possess a stronger tie to a specific giant lineage
Prereq: Giantborn
Benefit: When you select this feat, choose a specific heritage: Cloud (Electricity), Fire (Fire), Frost (Cold), Stone (Acid), Hill (Acid), Storm (Electricity). You gain resistance 5 to the related element. Once chosen, this may not be changed. This may be taken once.
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Back to Back ( General, Teamwork )
Your ally's eyes are your own, and yours are his.
Prereq: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.
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Bashing Finish ( Combat )
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prereq: Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.
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Bewildering Koan ( General )
You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.
Prereq: Bluff 1 rank, ki pool class feature, gnome.
Benefit: As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.
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Binding Throw ( Combat )
You can strike your enemy and use the blow as an opportunity to grab and hold him.
Prereq: Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Normal: The grapple combat maneuver is a standard action.
Special: A monk can gain Binding Throw as a bonus feat starting at 14th level.
Bleeding Critical ( Combat )
Your critical hits cause opponents to bleed profusely.
Prereq: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical ( General )
With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.
Prereq: Caster level 5th.
Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).
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Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical ( General )
With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.
Prereq: Caster level 5th.
Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).
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Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.
Blighted Critical Mastery ( General )
You control the type of spellblight your critical hits give your opponent.
Prereq: Blighted Critical, caster level 9th.
Benefit: Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.
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Blind-Fight ( Combat )
You are skilled at attacking opponents that you cannot clearly perceive.
Prereq: --
Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Blinding Critical ( Combat )
Your critical hits blind your opponents.
Prereq: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Blood of the Dark Fae ( General )
Force your body to heal, by calling upon the dark power of chaotic ancestors
Prereq: Oruch, 13 Con, BAB 4+
Benefit: As a standard action, you heal 1d8 points of damage + your Constitution modifier. For every four levels you have attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. After calling on this ability, you become temporarily disoriented, and make will saves at -1 until after your next turn. This may only be used once per day, and the penalty to your save stacks with other sources.
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Blood Vengeance ( General )
Seeing an ally fall in combat fills you with a murderous fury.
Prereq: Half-oruch or oruch, nonlawful
Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to melee attack, melee damage, thrown weapon damage, and Will saving throws increases by +1, and you gain 1 extra temporary Hit Point per level.

If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonuses to melee attack, melee damage, thrown weapon damage, and Will saving throws are only +1, you gain 1 temporary Hit Point per level, and this state lasts for 4 rounds.

As with a barbarian's rage, when this rage ends, you are fatigued; if another ally falls before this duration ends, the rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.
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Blood-Fettered ( General )
At one time, you infused a vampire's blood.
Prereq: Arvek Nar
Benefit: Your Regimented Mind bonus increases to +4. However, you do not receive your Regimented Mind bonus versus vampires, and are at a -2 to any Will saves versus their effects.
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Bloody Assault ( Combat )
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prereq: Str 13, Power Attack, base attack bonus +6.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
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Bludgeoner ( Combat )
You can knock foes out cold with just about any blunt instrument.
Prereq: --
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Blundering Defense ( Combat )
Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.
Prereq: Cautious Fighter, lucht
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
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Boar Ferocity ( Combat )
Your flesh-ripping unarmed strikes terrify your victims.
Prereq: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent.
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Boar Shred ( Combat )
The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor.
Prereq: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.
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Boar Style ( Combat )
Your sharp teeth and nails rip your foes open.
Prereq: Improved Unarmed Strike, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra damage with the attack
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Body Shield ( Combat )
With a sly maneuver, you force a grappled opponent into the path of an incoming attack.
Prereq: Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.
Benefit: As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.
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Bodyguard ( Combat )
Your swift strikes ward off enemies attacking nearby allies.
Prereq: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Normal: Aid another is a standard action.
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Bolstered Resilience ( General )
You can dramatically increase your damage reduction in exchange for its temporary loss.
Prereq: Damage reduction.
Benefit: As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.
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Bonebreaker ( Combat )
When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.
Prereq: Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.
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Boon Companion ( General )
Your bond with your animal companion or familiar is unusually close.
Prereq: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
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Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Branded for Retribution ( General )
You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.
Prereq: Bane class feature.
Benefit: As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
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Breadth of Experience ( General )
Although still young for your kind, you have a lifetime of knowledge and training.
Prereq: 100+ years old
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
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Note: This can be taken as a Level 6 Racial Feat so long as the character's race fits the criteria. Such as: Khazad, Sith'Makar, or Sil.
Break Guard ( Combat )
You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.
Prereq: Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.
Benefit: While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon.
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Brew Potion ( Item Creation )
You can create magic potions.
Prereq: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
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Broken Wing Gambit ( Combat, Teamwork )
You feign weakness, making yourself a tempting and distracting target.
Prereq: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
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Bull Rush Strike ( Combat )
Your critical hits can push back your foes.
Prereq: Str 13, Improved Bull Rush, Power Attack, BAB 9+
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Bullying Blow ( Combat )
With a simple hit, you more easily intimidate an opponent.
Prereq: Intimidate 1 rank, oruch
Benefit: As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.
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Burn! Burn! Burn! ( General )
You take the goblin love of arson and fire play to a whole new level.
Prereq: Disable Device 1 rank, gobber
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.
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Burning Spell ( Metamagic )
You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Prereq: --
Benefit: The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.
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Cartwheel Dodge ( General )
You use your knack for avoiding damage to reposition yourself in combat.
Prereq: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.
Benefit: When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.
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Casual Illusionist ( General )
You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.
Prereq: Gnome, gnome magic racial trait.
Benefit: As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
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Special: This feat counts as the Deceitful feat for the purposes of all prerequisites.
Catch Off-Guard ( Combat )
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Prereq: --
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
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Cautious Fighter ( Combat )
You care more about survival than victory.
Prereq: Lucht
Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
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Cavalry Formation ( Combat, Teamwork )
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.
Prereq: Mounted Combat.
Benefit: You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.
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Channel Smite ( Combat )
You can channel your divine energy through a melee weapon you wield.
Prereq: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
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Channeled Revival ( General )
You can expend a large portion of your channeling power to reverse death itself.
Prereq: Channel energy 6d6 (positive energy).
Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).
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Channeled Shield Wall ( General )
You draw on your channel energy to enhance the protective ability of your shield and those of adjacent allies.
Prereq: Channel energy, 3d6 prof iciency with a shield.
Benefit: As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you.
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Channeling Scourge ( General )
Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.
Prereq: Channel energy class feature, inquisitor level 1st.
Benefit: When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.
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Charge Through ( Combat )
You can overrun enemies when charging.
Prereq: Str 13, Improved Overrun, Power Attack, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
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Charging Hurler ( Combat )
You know how to use your momentum to enhance your thrown weapon attacks.
Prereq: Point-Blank Shot.
Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.
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Child of the Skies ( General )
The presence of open skies soothes and heals you
Prereq: Egalrin
Benefit: While beneath an open sky, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.
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Chokehold ( Combat )
While grappling, you can cut off an opponent's air and blood supply.
Prereq: Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.
Benefit: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
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Cleansed by Shame ( General )
At some point in your past, you did something. Something bad enough that you were shamed, for a time. However, unlike others, you came out stronger, smarter, with a greater understanding of self.
Prereq: Egalrin
Benefit: You gain a +2 bonus versus compulsion effects, due to the increased strength of your inner will.
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Cleave ( Combat )
You can strike two adjacent foes with a single swing.
Prereq: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
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Cleaving Finish ( Combat )
When you strike down an opponent, you can continue your swing into another target.
Prereq: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
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Clinging Climber ( Combat )
Using leverage and pure brawn, you can cling to a cliff, rope, or ladder with your legs to free both of your hands.
Prereq: Str 13, Climb 3 ranks
Benefit: As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check (DC = the DC to climb the surface as a move action). If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM may rule that this feat doesn't work on certain climbing surfaces.
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Close-Quarters Thrower ( Combat )
You are agile enough to avoid melee attacks while throwing weapons or bombs.
Prereq: Dex 13, Dodge, Weapon Focus with selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.
Normal: Making a ranged attack provokes attacks of opportunity.
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Cloud Step ( General )
Your tread is of unearthly lightness.
Prereq: Spider Step, monk level 12th.
Benefit: As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.
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Cockatrice Strike ( Combat )
With a single strike, you transmute flesh to stone.
Prereq: Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +14.
Benefit: As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
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Cold Iron Guts ( General )
Your guts are crafted from ancient khazadi mines.
Prereq: War Golem
Benefit: Your natural weapons are treated as cold iron for the purposes of damage reduction. In addition, the iron running through your system toughens you, granting you a +1 bonus to fort saves against spells and spell-like abilities.
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Combat Advice ( General )
Your succinct words can aid an ally even in the heat of battle.
Prereq: --
Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
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Combat Casting ( General )
You are adept at spellcasting when threatened or distracted.
Prereq: --
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
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Combat Distraction ( General )
Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.
Prereq: Goblin, Acrobatics 1 rank, Escape Artist 1 rank.
Benefit: As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.
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Combat Expertise ( Combat )
You can increase your defense at the expense of your accuracy.
Prereq: Int 13.
Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
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Combat Medic ( General )
You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.
Prereq: Heal 5 ranks.
Benefit: Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.
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Combat Patrol ( Combat )
You range across the battlefield, dealing with threats wherever they arise.
Prereq: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
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Combat Reflexes ( Combat )
You can make additional attacks of opportunity.
Prereq: --
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Combat Style Master ( Combat )
You shift between combat styles, combining them to increased effect.
Prereq: Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.
Benefit: You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Normal: It takes a swift action to begin or switch your styles.
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Command Undead ( General )
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prereq: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.
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Concentrated Splash ( Combat )
You can limit the splatter of your splash weapons to increase damage against your target.
Prereq: Precise Shot or Throw Anything
Benefit: "When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage. If you do, the damage dealt to the target of the direct hit increases by 50%. This damage is multiplied on a critical hit. This feat cannot be used with a death ray."
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Concussive Spell ( Metamagic )
You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Prereq: --
Benefit: With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.
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Contingent Channeling ( General )
You can imbue others with your healing energy so that they can use it at the moment of greatest need.
Prereq: Channel energy class feature, Selective Channeling.
Benefit: You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.
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Coordinated Charge ( Combat, Teamwork )
You are an expert at leading your allies into the fray.
Prereq: You have at least two other teamwork feats, base attack bonus +10.
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.
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Coordinated Defense ( Combat, Teamwork )
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
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Coordinated Maneuvers ( Combat, Teamwork )
You are skilled at working with your allies to perform dangerous combat maneuvers.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
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Cosmopolitan ( General )
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Prereq: --
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
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Covering Defense ( Combat )
You are skilled at protecting yourself and your allies with your shield.
Prereq: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Ref lex saves.
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Covering Fire ( Combat, Teamwork )
You distract your enemies with ranged attacks to protect your allies.
Prereq: Point-Blank Shot
Benefit: "You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack. If the attack is successful, that ally gains a +2 bonus to AC against that opponent's next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent."
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Craft Magic Arms and Armor ( Item Creation )
You can create magic armor, shields, and weapons.
Prereq: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
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Craft Rod ( Item Creation )
You can create magic rods.
Prereq: Caster level 9th.
Benefit: You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.
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Craft Staff ( Item Creation )
You can create magic staves.
Prereq: Caster level 11th.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.
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Craft Wand ( Item Creation )
You can create magic wands.
Prereq: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.
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Craft Wondrous Item ( Item Creation )
You can create wondrous items, a type of magic item.
Prereq: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
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Crane Riposte ( Combat )
You use your defensive abilities to make overpowering counterattacks.
Prereq: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You take only a -1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
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Crane Style ( Combat )
Your unarmed fighting techniques blend poise with graceful defense.
Prereq: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
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Crane Wing ( Combat )
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prereq: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
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Create Sanguine Elixir ( General )
You can condense a fraction of your bloodline's power into a powerful elixir.
Prereq: Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.
Benefit: Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.
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Crippling Critical ( Combat )
You are able to maim a target and hinder its movement.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Critical Focus ( Combat )
You are trained in the art of causing pain.
Prereq: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Critical Mastery ( Combat )
Your critical hits cause two additional effects.
Prereq: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.
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Crossbow Mastery ( Combat )
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prereq: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
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Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Crusader's Fist ( Combat )
You pour divine energy into the enemy you strike.
Prereq: Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.
Benefit: When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.
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Crusader's Flurry ( General )
You learned to use your deity's favored weapon as part of your martial arts form.
Prereq: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.
Benefit: You can use your deity's favored weapon as if it were a monk weapon.
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Crushing Blow ( Combat )
Your focus allows you to smash your enemy's defenses.
Prereq: Improved Unarmed Strike, Stunning Fist.
Benefit: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.
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Cudgeler Style ( Combat, Style )
You have learned to rush your foe and deliver a devastating blow.
Prereq: Bludgeoner
Benefit: When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.
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Cudgeler Sweep ( Combat, Style )
Your powerful blows knock down opponents.
Prereq: Bludgeoner, Cudgeler Style, BAB 5+
Benefit: When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver.
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Cudgeler Takedown ( Combat, Style )
Opponents you batter to the ground stay down.
Prereq: Bludgeoner, Cudgeler Style, Cudgeler Sweep, BAB 9+
Benefit: When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.
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Dark Sight ( General )
With further modification, your eyes can pierce the gloom of even magical darkness.
Prereq: Mul'niessa, 6 HD+
Benefit: You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
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Dauntless Destiny ( General )
Your ability to avert disaster is impressive.
Prereq: Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
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Dazing Assault ( Combat )
You can daze foes with wild attacks.
Prereq: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Dazzling Display ( Combat )
Your skill with your favored weapon can frighten enemies.
Prereq: Weapon Focus, proficiency with the selected weapon.
Benefit: You gain the ability to, as a swift action, make a performance check as you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn. Your performance check must succeed against the targets' Will saves. Your targets must be within your line of sight and be able to see your impressive display for your performance to take effect.
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Deadly Aim ( Combat )
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prereq: Dex 13, base attack bonus +1.
Benefit: You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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Deadly Grappler ( Combat )
When you're grappled, you become even more dangerous.
Prereq: Dex 13+, Improved Grapple, Improved Unarmed Strike
Benefit: You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is.
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Deadly Stroke ( Combat )
With a well-placed strike, you can bring a swift and painful end to most foes.
Prereq: Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.
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Deafening Critical ( Combat )
Your critical hits cause enemies to lose their hearing.
Prereq: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
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Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Death or Glory ( Combat )
Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.
Prereq: Str 13, Power Attack, base attack bonus +6.
Benefit: Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.
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Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.
Deathless Initiate ( Combat )
For you, impending death is a call to wrath.
Prereq: Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.
Benefit: You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls.
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Deathless Master ( Combat )
Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.
Prereq: Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.
Benefit: When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
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Deathless Zealot ( Combat )
Only the most serious wounds can stop you.
Prereq: Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.
Benefit: Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
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Deceitful ( General )
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Prereq: --
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Deepsight ( General )
Your senses are especially keen in the utter darkness.
Prereq: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 6 or 9 feet.
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Defensive Combat Training ( Combat )
You excel at defending yourself from all manner of combat maneuvers.
Prereq: --
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).
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Defensive Weapon Training ( Combat )
You know how to defend yourself against a certain class of weaponry.
Prereq: Int 13, base attack bonus +5.
Benefit: Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.
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Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.
Deflect Arrows ( Combat )
You can knock arrows and other projectiles off course, preventing them from hitting you.
Prereq: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to def lect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be def lected.
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Deft Hands ( General )
You have exceptional manual dexterity.
Prereq: --
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Demoralizing Lash ( Combat )
You cow your enemies with the lash of a whip.
Prereq: BAB 1+, Intimidate 1 rank, arvek nar
Benefit: To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.
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Deny Death ( General )
Your ki is so strong that it can deny death.
Prereq: Ki pool, Endurance
Benefit: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
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Desperate Swing ( Combat )
You land your most telling blows in desperate situations.
Prereq: Cautious Fighter, base attack bonus +1, Lucht
Benefit: Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.
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Destroyer's Blessing ( Combat )
Breaking things adds to your power.
Prereq: Oruch, half-oruch, rage class feature
Benefit: When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.
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Destructive Dispel ( General )
When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.
Prereq: Ability to cast dispel magic or greater dispel magic, caster level 11th.
Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.
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Devastating Strike ( Combat )
Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.
Prereq: Vital Strike, base attack bonus +9.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
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Diehard ( General )
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prereq: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
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Dimensional Agility ( General )
Teleportation does not faze you.
Prereq: Ability to use the abundant step class feature or cast dimension door.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
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Dimensional Assault ( General )
You have been trained to use magical movement as part of your combat tactics.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.
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Dimensional Dervish ( General )
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
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Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Dervish ( General )
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
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Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
Dimensional Maneuvers ( General )
Your rapid teleportation makes your combat maneuvers more difficult to avoid.
Prereq: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
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Dimensional Savant ( General )
You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.
Prereq: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
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Directed Disarm ( Combat )
A weapon you pull from one enemy's grip flies toward another enemy.
Prereq: Int 13, Combat Expertise, Greater Disarm, Improved Disarm, base attack bonus +11
Benefit: Whenever you successfully use a combat maneuver to disarm an opponent, the disarmed weapon lands up to 15 feet away from its wielder, in the direction you choose. Alternatively, you can make a ranged attack as an immediate action with the disarmed weapon against another opponent, as long as the disarmed weapon is a light or one-handed weapon. If the weapon is not a thrown weapon, you take a –4 penalty on the attack roll. You take a –4 penalty on your attack roll if you do not have a free hand.
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Disarming Strike ( Combat )
Your critical hits can disarm your foes.
Prereq: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Discordant Voice ( General )
By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.
Prereq: Bardic performance class feature, Perform (oratory or sing) 10 ranks.
Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.
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Disengaging Feint ( Combat )
You can feint to disengage from combat.
Prereq: Int 13, Combat Expertise, Improved Feint.
Benefit: As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.
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Disengaging Flourish ( Combat )
Distracting your opponents gives you the opportunity to make a swift retreat.
Prereq: Int 13, Combat Expertise, Disengaging Feint, Improved Feint.
Benefit: As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.
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Disengaging Shot ( Combat )
You make one last attack before beating a hasty retreat.
Prereq: Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.
Benefit: Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.
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Disorienting Maneuver ( General )
Your erratic movements disorient your opponent.
Prereq: Dodge, Acrobatics 5 ranks.
Benefit: If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.
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Dispel Synergy ( General )
By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.
Prereq: Spellcraft 5 ranks.
Benefit: If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells until the end of your next turn.
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Dispelling Critical ( General )
Your blows attack the physical and arcane forms of your enemies at the same time.
Prereq: Arcane Strike, base attack bonus +11, ability to cast dispel magic.
Benefit: If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent.
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Dispelling Fist ( General )
By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.
Prereq: Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.
Benefit: If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.
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Disrupting Shot ( Combat )
With a well-placed shot, you make it harder for a nearby opponent to cast spells.
Prereq: Dex 13, Point-Blank Shot, fighter level 6th.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
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Disruptive ( Combat )
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prereq: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
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Disruptive Spell ( Metamagic )
Your magical energies cling to enemies, interfering with their spellcasting.
Prereq: --
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
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Distance Thrower ( Combat )
You are accurate with thrown weapons at longer ranges than normal.
Prereq: Str 13.
Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
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Divine Interference ( General )
You can convert a spell to interfere with an enemy's attack.
Prereq: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
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Diviner's Delving ( General )
Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.
Prereq: Spell Focus (divination).
Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).
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Djinni Spin ( Combat )
You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Prereq: Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened.
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Djinni Spirit ( Combat )
By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Prereq: Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.
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Djinni Style ( Combat )
Your hands sheathed in an auras of lightning, you move like the wind.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.
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Dodge ( Combat )
Your training and ref lexes allow you to react swiftly to avoid an opponents' attacks.
Prereq: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Domain Strike ( Combat )
You unleash a domain power upon your enemy as part of your unarmed strike.
Prereq: Domain class feature, Improved Unarmed Strike.
Benefit: When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.
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Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.
Double Bane ( General )
You extend your bane effect to two weapons.
Prereq: Bane class feature, Two-Weapon Fighting.
Benefit: You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.
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Double Slice ( Combat )
Your off-hand weapon while dual-wielding strikes with greater power.
Prereq: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Special:
Draconic Breath ( General )
You possess draconic defenses and a draconic breath weapon.
Prereq: Sith-makar, 3HD+
Benefit: You gain a draconic breathweapon based on the energy resistance you chose at level 1. This breathweapon does 1d6 damage per 3 hit dice, and may be used up to a number times per day equal to your constitution modifier (min 1). This is a standard action that does not provoke attacks of opportunity. The breathweapon is a line or cone as appropriate (reference the sorcerer draconic bloodline). The save DC for this ability is 10+ 1/2 HD + Con Mod (but see Special).
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Special: Sith-makar sorcerers with the Draconic bloodline can use their Charisma modifier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon.
Drag Down ( Combat )
When you are knocked prone, you are skilled at bringing your opponent down with you.
Prereq: Int 13, Combat Expertise, Improved Trip.
Benefit: Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
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Dragon Ferocity ( Combat, Style )
You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Prereq: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.
Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
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Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).
Dragon Roar ( Combat, Style )
The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
Prereq: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.
Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.
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Special: If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.
Dragon Style ( Combat, Style )
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prereq: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
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Dragonbane Aura ( General )
Those within your dragonbane aura gain the same protection that you do.
Prereq: Aura of courage class feature, caster level 8th.
Benefit: When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.
Normal: The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.
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Dramatic Display ( Combat )
Your skill with your weapon is obvious to enemies and onlookers alike.
Prereq: Dazzling Display.
Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.
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Dreadful Carnage ( Combat )
Slaying an enemy demoralizes your other nearby foes.
Prereq: Str 15, Power Attack, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Duck and Cover ( General, Teamwork )
Your allies assist you in avoiding certain attacks.
Prereq: --
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
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