Player Resources: Aenean Feats

Below are all the feats allowed to PCs in Aenea. This list includes all the feats in the Player's Handbook, plus a variety selected from various published and online sources. Feats unique to Aenea are marked with and asterisk (*). Those not included in the Player's Handbook are described further below (just follow the links).

General FeatsPrerequisiteSource
Acrobatic---Song and Silence
Acrobatic DodgeDex 15+
Dodge
7th Sea: Swashbuckling Adventures
Agile3.5 SRD
Alertness---Player's Handbook
AlluringPersuasive
Trustworthy
Song and Silence
AmbidexterityDex 15+Player's Handbook
Animal Affinity3.5 SRD
Animal ControlAnimal Defiance
Ability to cast speak with animals
Ability to cast animal friendship
Masters of the Wild
Animal DefianceAbility to cast detect animals or plantsMasters of the Wild
Aquatic---World of Aenea
Arcane DefenseSpell Focus in chosen schoolTome and Blood
Arcane KnowledgeWizard level 1+The Quintessential Rogue
Armor FocusArmor proficiencyL5R: Rokugan Setting
Armor Proficiency (light)---Player's Handbook
Armor Proficiency (medium)Armor Proficiency (light)Player's Handbook
Armor Proficiency (heavy)Armor Proficiency (light)
Armor Proficiency (medium)
Player's Handbook
Armor SpecializationArmor Focus
Armor proficiency
Base attack bonus +2 or higher
The Quintessential Fighter
Arterial StrikeBase attack bonus +4 or higher
Sneak attack ability
Song and Silence
Athletic---Song and Silence
Augment SummoningSpellcaster level 2nd+Tome and Blood
Back to the Wall+2 Base attack bonusRavenloft Campaign Setting
Battle Cry+3 Base attack bonusThe Shaman’s Handbook
Blazing Staff *Dex 15+
Proficient with staff
World of Aenea
Blind-Fight---Player's Handbook
Blindsight, 5' RadiusBlind-Fight
Wis 19+
Base attack bonus +4 or higher
Sword and Fist
BrachiationStr 13+
6 ranks in Clinb
6 ranks in Jump
Masters of the Wild
Charlatan---Song and Silence
Chink in the ArmorInt 13+
Expertise
Song and Silence
Circle KickDex 15+
Improved Unarmed Strike
Base attack bonus +3 or higher
Sword and Fist
CleaveStr 13+
Power Attack
Player's Handbook
Clever WrestlingImproved Unarmed Strike
Small or Medium-sized
Masters of the Wild
Close-Quarters FightingBase attack bonus +3 or higherSword and Fist
Combat Casting---Player's Handbook
Combat Reflexes---Player's Handbook
Danger SenseAlertness
Wis 15+
Dragon Magazine #301
Dashing and DaringDex 13+
Cha 13+
Base attack bonus +4 or higher
7th Sea: Swashbuckling Adventures
Death BlowImproved Initiative
Base attack bonus +2 or higher
Sword and Fist
Deceitful---3.5 SRD
Deflect ArrowsDex 13+
Improved Unarmed Strike
Player's Handbook
Deft Hands---3.5 SRD
Destructive RageAbility to rageMasters of the Wild
Diligent---3.5 SRD
Dirty FightingBase attack bonus +2 or higherSword and Fist
Disarming Shot *Weapon FocusWorld of Aenea
DodgeDex 13+Player's Handbook
Dual Shot *Point Blank Shot
Dex 13+
Base attack bonus +2 or higher
World of Aenea
Dual StrikeCombat Reflexes
Base attack bonus +3 or higher
Sword and Fist
Dual Weapon AttackAmbidexterity
Two-Weapon Fighting
Improved Two-Weapon Fighting
7th Sea: Swashbuckling Adventures
Eagle Claw AttackDex 15+
Str 13+
Improved Unarmed Strike
Sunder
Base attack bonus +2 or higher
Sword and Fist
Empathic---The Quintessential Elf
Endurance---Player's Handbook
Exotic Weapon ProficiencyBase attack bonus +1 or higherPlayer's Handbook
ExpertiseInt 13+Player's Handbook
Extended RageAbility to rageMasters of the Wild
Extra FinesseWeapon Finesse7th Sea: Swashbuckling Adventures
Extra MusicBardic music abilitySong and Silence
Extra RageAbility to rageMasters of the Wild
Extra Skills *Int 13+
Character level 3+
World of Aenea
Extra SlotSpellcaster level 4th+Tome and Blood
Extra SpellSpellcaster level 3rd+Tome and Blood
Extra Stunning AttacksStunning Fist
Base attack bonus +2 or higher
Sword and Fist
Eye for Detail---Traps & Treachery
Eyes in the Back of Your HeadWis 19+
Base attack bonus +3 or higher
Sword and Fist
Eyes of the Hawk1 rank in SpotThe Quintessential Elf
Far ShotPoint Blank ShotPlayer's Handbook
Fast ArmorDex 13+Dragon Magazine #284
Faster HealingBase Fortitude save bonus +5 or higherMasters of the Wild
Favored CriticalBase attack bonus +5 or higher
One or more favored enemies
Masters of the Wild
Favored InstrumentBardic music abilitySpells & Spellcraft
FearlessCha 13+
Iron Will
World of Aenea
Feign WeaknessImproved Unarmed Strike
Base attack bonus +3 or higher
Sword and Fist
Fists of IronImproved Unarmed Strike
Base attack bonus +2 or higher
Sword and Fist
Fleet of FootDex 15+
Run
Song and Silence
Flick of the WristDex 17+
Quick Draw
Song and Silence
Flying KickStr 13+
Power Attack
Improved Unarmed Strike
4+ ranks in Jump
Oriental Adventures
Furred---World of Aenea
GraceCha 15+Black Flags
Great CleaveStr 13+
Power Attack
Cleave
Base attack bonus +4 or higher
Player's Handbook
Great Fortitude---Player's Handbook
Greater Living Helm18+ ranks in Knowledge (arcana)
15+ ranks in Knowledge (spelljamming)
Living Helm
Improved Spelljamming
World of Aenea (Spelljammer)
Greater ResiliencyDamage reduction as a class feature or innate abilityMasters of the Wild
Greater Spell FocusSpell Focus in chosen schoolTome and Blood
Greater Spell PenetrationSpell PenetrationTome and Blood
Greater Two-Weapon FightingAmbidexterity
Two-Weapon Fighting
Improved Two-Weapon Fighting
Base attack bonus +15 or higher
Masters of the Wild
Green EarBardic music ability
10+ ranks in Perform
Song and Silence
HamstringBase attack bonus +4 or higher
Sneak attack ability
Song and Silence
Hold the LineCombat Reflexes
Base attack bonus +2 or higher
Sword and Fist
Impale *Power Attack
Base attack bonus +5 or higher
World of Aenea
Improved Armor Use *Armor proficiency
Base attack bonus +1 or higher
World of Aenea
Improved Bull RushStr 13+
Power Attack
Player's Handbook
Improved CriticalProficient with weapon
Base attack bonus +8 or higher
Player's Handbook
Improved DisarmInt 13+
Expertise
Player's Handbook
Improved DodgeDodge
Lightning Reflexes
World of Aenea
Improved FamiliarAbility to summon a new familiarTome and Blood
Improved FlightAbility to flyMasters of the Wild
Improved GrappleDex 13+
Improved Unarmed Strike
3.5 SRD
Improved Initiative---Player's Handbook
Improved Shield BashStr 13+
Power Attack
Defenders of the Faith
Improved Spelljamming8+ ranks in Knowledge (arcana)
8+ ranks in Knowledge (spelljamming)
World of Aenea (Spelljammer)
Improved SunderStr 13+
Power Attack
Sunder
Base attack bonus +2 or higher
Sword and Fist
Improved Swimming6 ranks in SwimMasters of the Wild
Improved TripInt 13+
Expertise
Player's Handbook
Improved Two-Weapon FightingTwo-Weapon Fighting
Ambidexterity
Base attack bonus +9 or higher
Player's Handbook
Improved Unarmed Strike---Player's Handbook
Increased Speed---Spycraft
Instantaneous RageAbility to rageMasters of the Wild
Intimidating RageAbility to rageMasters of the Wild
Investigator3.5 SRD
Iron Will---Player's Handbook
Jack of All TradesCharacter level 8th+Song and Silence
Knock-DownStr 15+
Improved Trip
Base attack bonus +2 or higher
Sword and Fist
LeadershipCharacter Level 6th+Player's Handbook
Lightning FistsDex 15+
Monk level 4th+
Sword and Fist
Lightning InitiativeImproved Initiative
Base Reflex save +4 or higher
The Quintessential Fighter
Lightning Reflexes---Player's Handbook
Lingering SongBardic music abilitySong and Silence
LinguistInt 13+
Character level 1 only
Kingdoms of Klamar: Player’s Guide
Living Helm13+ ranks in Knowledge (arcana)
10+ ranks in Knowledge (spelljamming)
Improved Spelljamming
World of Aenea (Spelljammer)
Luck of Heroes---Forgotten Realms
Magical Aptitude3.5 SRD
Mantis Leap5 ranks in Jump
Monk level 7th+
Sword and Fist
Martial Weapon Proficiency---Player's Handbook
Master at ArmsBase attack bonus +8 or higher
Martial Weapon Proficiency (any)
Exotic Weapon Proficiency (any)
World of Aenea
Mind of StoneInt 4-
Wis 6-
World of Aenea
MobilityDex 13+
Dodge
Player's Handbook
Monkey GripStr 13+
Weapon Focus with appropriate weapon
Base attack bonus +3 or higher
Sword and Fist
Mounted ArcheryRide skill
Mounted Combat
Player's Handbook
Mounted CombatRide skillPlayer's Handbook
MulticulturalSpeak Language (your chose race)Song and Silence
Mystic Birthright *Can only be taken at 1st levelWorld of Aenea
Negotiator3.5 SRD
Nimble Fingers3.5 SRD
Obscure LoreBardic knowledge abilitySong and Silence
Off-Hand ParryProficiency with weapon
Two-Weapon Fighting
Dex 13+
Ambidexterity
Base attack bonus +3 or higher
Sword and Fist
Pain TouchWis 19+
Stunning Fist
Base attack bonus +2 or higher
Sword and Fist
Persuasive---Song and Silence
Pin ShieldTwo-Weapon Fighting
Base attack bonus +4 or higher
Sword and Fist
Planar Perception *---World of Aenea
Plant ControlPlant Defiance
Ability to cast speak with plants
Masters of the Wild
Plant DefianceAbility to cast detect animals or plantsMasters of the Wild
Point Blank Shot---Player's Handbook
Power AttackStr 13+Player's Handbook
Power LungeStr 13+
Power Attack
Base attack bonus +3 or higher
Sword and Fist
Power SurgeToughnessThe Quintessential Wizard
Precise ShotPoint Blank ShotPlayer's Handbook
Prone AttackDex 15+
Lightning Reflexes
Base attack bonus +2 or higher
Sword and Fist
Pure HeartedCha 14+
Wis 14+
Good Alignment
Undead
Pyro---Song and Silence
Quick DrawBase attack bonus +1 or higherPlayer's Handbook
Quicker Than the EyeDex 19+Song and Silence
Ranged SunderDex 13+
Point Blank Shot
Precise Shot
Base attack bonus +5 or higher
Dragon Magazine #274
Rapid ReloadProficiency with crossbow used
Base attack bonus +2 or higher
Sword and Fist
Rapid StrikeDex 13+
Weapon Finesse
D&D Boards
Rapid ShotPoint Blank Shot
Dex 13+
Player's Handbook
Remain ConsciousEndurance
Iron Will
Toughness
Base attack bonus +2 or higher
Sword and Fist
Resist Disease---Masters of the Wild
Resist Poison---Masters of the Wild
Resistance to EnergyBase Fortitude save bonus +8 or higherMasters of the Wild
RequiemBardic music ability
12+ ranks in Perform
Song and Silence
Ride-By AttackRide skill
Mounted Combat
Player's Handbook
RuggedCon 13+
Toughness
Star Wars: Core Rulebook Revised Ed
Run---Player's Handbook
Shadow---Song and Silence
Sharp-ShootingPoint Blank Shot
Precise Shot
Base attack bonus +3 or higher
Sword and Fist
Shield ChargeStr 13+
Power Attack
Improved Shield Bash
Defenders of the Faith
Shield ExpertShield proficiency
Base attack bonus +3 or higher
Sword and Fist
Shield Proficiency---Player's Handbook
Shield Specialization *Shield ProficiencyWorld of Aenea
Shot on the RunPoint Blank Shot
Dex 13+
Dodge
Mobility
Player's Handbook
Simple Weapon Proficiency---Player's Handbook
Sixth SenseDex 13+
Wis 13+
5 ranks in Sense Motive
Interludes: Brief Expeditions to Bluffside
Skill Focus---Player's Handbook
Snatch ArrowsDex 15+
Improved Unarmed Strike
Deflect Arrows
Base attack bonus +3 or higher
Sword and Fist
Snatch WeaponImproved DisarmSong and Silence
Soulfire ArmorSoulfire GiftedWorld of Aenea
Soulfire Gifted---World of Aenea
Soulfire ShieldSoulfire GiftedWorld of Aenea
Soulfire WeaponSoulfire GiftedWorld of Aenea
Spell Focus---Player's Handbook
Spell Girding---Magic of Faerun
Spell Penetration---Player's Handbook
Spell SpecializationWeapon Focus (ray or energy missile spells)
Spellcaster level 4th+
Tome and Blood
Spirited ChargeRide skill
Mounted Combat
Ride-By Attack
Player's Handbook
Spring AttackDex 13+
Dodge
Mobility
Base attack bonus +4 or higher
Player's Handbook
Stealthy3.5 SRD
Stunning FistDex 13+
Improved Unarmed Strike
Wis 13+
Base attack bonus +8 or higher
Player's Handbook
SubsonicsBardic music ability
10+ ranks in Perform
Song and Silence
SunderStr 13+
Power Attack
Player's Handbook
Supernatural BlowBase attack bonus +7 or higher
Favored enemy immune to critical hits
Masters of the Wild
Throw AnythingDex 15+
Base attack bonus +2 or higher
Sword and Fist
Toughness *---World of Aenea
Track---Player's Handbook
TrampleRide skill
Mounted Combat
Player's Handbook
Trustworthy---Song and Silence
Two-Weapon DefenseDex 15+
Two-Weapon Fighting
3.5 SRD
Two-Weapon Fighting---Player's Handbook
Vengeful StrikeCon 13+
Iron Will
Touched by the Gods
Weapon FinesseProficient with weapon
Base attack bonus +1 or higher
Player's Handbook
Weapon FocusProficient with weapon
Base attack bonus +1 of higher
Player's Handbook
Weapons of OpportunityBase attack bonus +4 or higherSeafarer’s Handbook
Whirlwind AttackInt 13+
Expertise
Dodge
Mobility
Base attack bonus +4 or higher
Spring Attack
Player's Handbook
WingedCharacter level 6+World of Aenea
Zen ArcheryWis 13+
Base attack bonus +3 or higher
Sword and Fist
Zero Gravity CombatantBAB +3 or higher
Experience fighting in zero gravity
World of Aenea (Spelljammer)

Divine Feats

Prerequisite

Source
Divine CleansingAbility to turn or rebuke undead
Cha 13+
Extra Turning
Defenders of the Faith
Divine MightAbility to turn or rebuke undead
Cha 13+
Str 13+
Power Attack
Defenders of the Faith
Divine ResistanceAbility to turn or rebuke undead
Cha 13+
Extra Turning
Divine Cleansing
Defenders of the Faith
Divine ShieldAbility to turn or rebuke undead
Cha 13+
Str 13+
Power Attack
Improved Shield Bash
Defenders of the Faith
Divine VengeanceAbility to turn undead
Extra Turning
Defenders of the Faith
Divine VigorAbility to turn or rebuke undead
Cha 13+
Extra Turning
Defenders of the Faith

Item Creation Feats

Prerequisite

Source
Brew PotionSpellcaster level 3rd+Player's Handbook
Craft Magic Arms and ArmorSpellcaster level 5th+Player's Handbook
Craft Master Focus *Spellcaster level 5th+
Eschew Materials
World of Aenea
Craft RodSpellcaster level 9th+Player's Handbook
Craft StaffSpellcaster level 12th+Player's Handbook
Craft WandSpellcaster level 5th+Player's Handbook
Craft Wondrous ItemSpellcaster level 3rd+Player's Handbook
Enchant TattooSpellcaster level 5th+
5 ranks in Craft (Tattoo)
World of Aenea
Forge RingSpellcaster level 12th+Player's Handbook
Scribe ScrollSpellcaster level 1st+Player's Handbook
Scribe TattooScribe Scroll
5 ranks in Craft (Tattoo)
Spellcaster level 1+
World of Aenea

Metamagic Feats

Prerequisite

Source
Chain SpellAny other metamagic featTome and Blood
Cooperative SpellAny other metamagic featTome and Blood
Delay SpellAny other metamagic featTome and Blood
Disguise SpellBardic music ability
12+ ranks in Perform
Song and Silence
Empower Spell---Player's Handbook
Energy SubstitutionAny other metamagic feat
5 ranks in Knowledge (arcana)
Magic of Faerun
Enlarge Spell---Player's Handbook
Eschew MaterialsAny other metamagic featMagic of Faerun
Extend Spell---Player's Handbook
Heighten Spell---Player's Handbook
Maximize Spell---Player's Handbook
Persistent SpellExtend SpellTome and Blood
Quicken Spell---Player's Handbook
Reach Spell---Defenders of the Faith
Sacred SpellAbility to cast divine spellsDefenders of the Faith
Sculpt SpellAny other metamagic featTome and Blood
Silent Spell---Player's Handbook
Spell Fusion *Any other metamagic feat
Spellcaster level 3rd+
World of Aenea
Split RayAny other metamagic featTome and Blood
Still Spell---Player's Handbook
Subdual SubstitutionAny other metamagic feat
5+ ranks in Knowledge (arcana)
Tome and Blood
Twin SpellAny other metamagic featTome and Blood
Widen Spell---Tome and Blood

Special Feats

Prerequisite

Source
Empower TurningAbility to turn or rebuke undead
Cha 13+
Extra Turning
Defenders of the Faith
Enspell FamiliarAbility to summon a familiarDragon Magazine #280
Extra FamiliarAbility to summon a familiarDragon Magazine #280
Extra SmitingClass level 4th+
Smite ability
Defenders of the Faith
Extra TurningAbility to turn or rebuke undeadPlayer's Handbook
Heighten TurningAbility to turn or rebuke undead
Cha 13+
Extra Turning
Defenders of the Faith
Larger FamiliarAbility to summon a familiarDragon Magazine #280
Quicken TurningAbility to turn or rebuke undead
Cha 13+
Extra Turning
Defenders of the Faith
Signature SpellWizard 1+
Spell Mastery
Forgotten Realms
Spell MasteryWizardPlayer's Handbook
Weapon SpecializationFighter level 4th+Player's Handbook

Wild Feats

Prerequisite

Source
BlindsightWild Shape ability (dire bat)Masters of the Wild
Extra Wild ShapeWild Shape abilityMasters of the Wild
Fast Wild ShapeWild Shape ability (dire animal)
Dex 13+
Masters of the Wild
Natural SpellWild Shape ability
Wis 13+
Masters of the Wild
ScentWild Shape ability (wolf)
Wis 11+
Masters of the Wild
Speaking Wild ShapeWild Shape ability
Int 13+
Masters of the Wild



Acrobatic
You have excellent body awareness and coordination.
Benefit: You get a +2 bonus on all Jump and Tumble checks.

Acrobatic Dodge
You have the ability to dodge blows that would normally strike you.
Prerequisites: Dex 15+, Dodge.
Benefit: Up to 3 times per day, when you would be hit by a melee or ranged physical attack (non-spell or spell-like ability), you may make a Reflex save of DC 20. If successful, the attack misses and you move one 5 foot square away from the attack. Use of this ability must be made after the attack is made but before damage is calculated (you know the attack would have hit, but not how hard).

Agile
You are more agile and flexible
Benefit: You get a +2 bonus on all Balance and Escape Artist checks.

Alluring
Others have an inexplicable urge to believe you.
Prerequisites: Persuasive, Trustworthy.
Benefit: You gain a +2 bonus on Diplomacy checks and a +2 to the save DCs to all of your mind-affecting, language-dependant spells.

Animal Affinity
You are better able to control animals that you interact with.
Benefit: You get a +2 bonus on all Handle Animal and Ride checks.

Animal Control
You can channel the power of nature to gain mastery over animal creatures.
Prerequisites: Animal Defiance, ability to cast speak with animals and animal friendship.
Benefit: You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animals effect, though you may issue your commands mentally if desired. The number of times per day you can use this ability is equal to 3 + your Charisma modifier. Your highest level divine caster level is the level at which you rebuke animals.
Special: Animals you command through this ability count against the HD limit of animals you can befriend through animal friendship.

Animal Defiance
You can channel the power of nature to drive off animals.
Prerequisites: Ability to cast detect animals or plants.
Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest level divine caster level is the level aat which you turn animals.

Aquatic
You can breath water.
Benefit: You have developed gills, which allow you to breath water as easily as you do air.

Arcane Defense
Choose a school of magic, such as Illusion. You can resiste spells from that school better than normal.
Prerequisites: Spell Focus inthe school chosen.
Benefit: Add +2 to your saving throws against spells of the chosen school.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new school of magic.

Arcane Knowledge
You know more spells than normal.
Prerequisites: Wizard level 1+.
Benefit: Add three spells of your choice (of levels you can cast) to your spellbook.
Special: You can gain this feat multiple times.

Armor Focus
You are more skilled at using one category of armor.
Prerequisites: Armor proficiency.
Benefit: Choose a category of worn armor (light, medium or heavy). You get a +1 circumstance bonus to AC when wearing armor of that type.
Special: Fighters can take this as a bonus feat.

Armor Specialization
You are extremely skilled at using one type of armor.
Prerequisites: Armor Focus, Armor proficiency, Base attack bonus +2 or higher.
Benefit: Choose a specific type of armor (such as leather or half-plate). You get a +2 dodge bonus to AC when wearing armor of that type.
Special: Fighters can take this as a bonus feat.

Arterial Strike
Your sneak attacks target blood vessels, leading to massive blood loss.
Prerequisites: Base attack bonus +4 or higher, sneak attack ability.
Benefit: If you hit with a sneak attack, you may choose to forgo 1d6 points of sneak attack damage to deliver a wound that won't stop bleeding. Each wound so inflicted does an extra 1 point of damage per round. Wounds from multiple arterial strikes leads to cumulative blood loss - two such wounds causes 2 points of damage per round. Such blood loss stops when the victim receives a successful Heal check or any type of cure spell. Creatures not subject to sneak attacks are immune to this feat.

Athletic
You are physically fit and adept at outdoor sports.
Benefit: You gain a +2 bonus on all Climb and Swim checks.

Augment Summoning
Your summoned creatures are better than normal.
Prerequisites: Spellcaster level 2nd+.
Benefit: Creatures you summon with any summoning spell are slightly enchanced. They gain +1 hit point per die and a +1 competence bonus to attack and damage rolls.

Back to the Wall
You fight with more ferocity when severely wounded.
Prerequisites: Base attack bonus +2 or higher.
Benefit: You get a +2 bonus on your attack rolls and +2 dodge bonus to your AC when you are at one quarter or less of your maximum hit points.

Battle Cry
Your battle cry can cause your enemies to hesitate in battle.
Prerequisites: Base attack bonus +3 or higher.
Benefit: As a standard action, you may make an Intimidate check opposed by your opponent's Will save. If you win, the opponent is flat-footed against your next attack. The opponent gains a +1 on his Will save each additional time you use this feat on him. This battle cry affects a single opponent at a time.

Blazing Staff
Your agility and speed increases the effectiveness of your staff use.
Prerequisites: Dex 15+, Proficient with staff.
Benefit: You may use your Dexterity bonus instead of your Strength bonus for attacks rolls using a staff. On a critical hit, you may use your Dexterity bonus for damage rolls in addition to your Strength bonus.
Special: Fighters can take this as a bonus feat.

Blindsight
Your senses are as keen as a bat's.
Prerequisites: Ability to use wild shape to become a dire bat.
Benefit: You gain the extraordinary ability blindsight (described in Chapter 3 of the Dungeon Master's Guide), which operates regardless of your form. Like the dire bat, you emit high-frequency sounds, inaudible to most creatures, as a for of "sonar" that allows you to locate objects and creatures within 120 feet. Since this ability relies on hearing, any circumstance that deprives you of that sense also negates your blindsight.

Blindsight, 5-foot Radius
You sense opponents in the darkness.
Prerequisites: Blind-Fight, Wis 19+, Base attack bonus +4 or higher.
Benefit: Using senses such as acute hearing and sensativity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, but you cannot detect incorporeal creatures. Except for the decreased range, this ability is identicle to the special ability described in the Monster Manual.

Brachiation
You move through trees like a monkey.
Prerequisites: Str 13+, 6 ranks in Climb, 6 ranks in Jump.
Benefit: You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.

Chain Spell
You can cast spells that arc to other targets in addition to the primary target.
Prerequisites: Any other metamagic feat.
Benefit: You can chain any spell that specifies a single target and has a range greater than touch. The chained spell affects the primay target normally, then arcs to a number of secondary targets equal to your caster level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum.
   If the chained spell deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For spells that do not deal points of damage, the save DCs against arcing effects are reduced by 4. A chained spell uses up a spell slot three levels higher than the spell's actual level.

Charlatan
You are adept at fooling people, telling them what they want to hear.
Benefit: You get a +2 bonus on Bluff and Disguise checks.

Chink in the Armor
You are an expert at slipping a weapon between armor plates or into seams.
Prerequisites: Expertise.
Benefit: If you take a standard action to studdy an opponent, you can ignor half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor or natural armor are affected, not that from shields, enhancement bonuses, or other magical items.

Circle Kick
You kick multiple opponents with the same attack action.
Prerequisites: Dex 15+, Improved Unarmed Strike, Base attack bonus +3 or higher.
Benefit: A successful unarmed attack roll allows you to make a second attack roll against another creature that is within your threatened area. This feat requires the full attack action.

Clever Wrestling
You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
Prerequisites: Improved Unarmed Strike, Small or Medium size.
Benefit: When your opponent is larger than Medium size, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size: Colossal +8, Gargantuan +6, Huge +4, Large +2.

Close-Quarters Fighting
You are skilled at fighting at close range and resisting grapples.
Prerequisites: Base attack bonus +3 or higher.
Benefit: When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing grapple check to avoid being grappled.
   This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attempts to grapple you, you do not get the benefit of this feat.

Cooperative Spell
You can cast spells to greater effect in conjunction with the same spell cast by another.
Prerequisites: Any other metamagic feat.
Benefit: You and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell (at the same time in the round). You must be adjacent to one another when casting cooperatively. Add +2 to the save DC against the target's spell resistance (if any). Use the base DC and level check of the better caster. A cooperative spell uses up a spell slot of the same level as the spell's actual level.
Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell's save DC and caster level check both increase by +1. When more than two spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters.

Craft Master Focus
You can enchant a special item to serve as a focus for your spells.
Prerequisites: Spellcaster level 5th+, Eschew Materials.
Benefit: You can craft a special type of magical item, the
Master Focus. Crafting a master focus takes 1 day for each 1,000 gp in its base (market) price. To craft a master focus, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.

Danger Sense
You have a sixth sense that can warn of danger.
Prerequisites: Alertness, Wis 15+.
Benefit: When you would normally be surprised by something dangerous, make a Wisdom check (DC 15) to avoid being surprised. You gain a +1 circumstance bonus to your Reflex save to avoid the effects of traps.

Dashing and Daring
Your style of fighting works best without armor and can influence others.
Prerequisites: Dex 13+, Cha 13+, Base attack bonus +4 or higher.
Benefit: When wearing no armor, add your Charisma bonus to your AC. Charisma based checks against those of the opposite sex that have seen you fighting receive a +2 circumstance bonus.

Death Blow
You waste no time in dealing with downed foes.
Prerequisites: Improved Initiative, Base attack bonus +2 or higher.
Benefit: You can perform a coup de grace attack against a helpless defender as a standard action.
Normal: Performing a coup de grace is a full round action.

Deceitful
You excel at deceiving others.
Benefit: You get a +2 bonus on all Disguise and Forgery checks.

Deft Hands
You are very good at manipulating items with your hands.
Benefit: You get a +2 bonus on all Pick Pocket and Use Rope checks.

Delay Spell
You can cast spells that take effect after a short delay of your choosing..
Prerequisites: Any other metamagic feat.
Benefit: A delayed spell doesn't activate until 1 to 5 rounds after you finish casting it. You determine the delay when casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only area, personal, and touch spells may be affected by this feat.
   Any decisions you would make about the spell, including attack rolls, designating targetrs, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the spell triggers. If conditions change between casting and effect in such a fashion as to make the spell impossible (such as the target elaves the spell's maximum range before it goes off) cause the spell to fail.
   A delayed spell may be dispelled normally during the delay, and can be detected normally in the area or on the target with spells such as detect magic. A delayed spell uses up a spell slot three levels higher thatn the spell's actual level.

Destructive Rage
Your shatter barriers and objects when enraged.
Prerequisites: Ability to rage.
Benefit: While you're raging, you gain a +8 bonus on any Strength checks you make to break open doors or break inanimate, immobile objects.

Diligent
You are persistent in learning about new, and old, objects and books.
Benefit: You get a +2 bonus on all Appraise and Decipher Script checks.

Dirty Fighting
You know the brutal and effective fighting techniques of the streets and back alleys.
Prerequisites: Base attack bonus +2 or higher.
Benefit: Make a melee attack roll normally. If successful, you inflict an additional 1d4 points of damage. This feat requires the full attack action.

Disarming Shot
You skilled at using ranged attacks to disarm a foes.
Prerequisites: Weapon Focus.
Benefit: When you make a disarm attempt with a ranged weapon that you have Weapon Focus with, you do not suffer the standard -4 penalty to hit.

Disguise Spell
You can cast spells without observers noticing.
Prerequisites: Bardic music ability, 12+ ranks in Perform.
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into your performances so skillfully that others rarely catch you in the act. Like a silent, stilled spell, a disguised spell can't be identified through a Spellcraft check. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.

Divine Cleansing
You can channel energy to improve your and your allies' ability to resist poison and other bodily harm.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: Spend one of your turn/rebuke undead attempts to grant all allies within a 60 foot burst (including yourself) a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier.

Divine Might
You can channel energy to increase the damage you deal in combat.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack.
Benefit: Spend one of your turn/rebuke undead attempts to add your Charisma bonus to your weapon damage for a number of rounds equal to your Charisma modifier.

Divine Resistance
You can channel energy to temporarily reduce damage you and your allies take from some sources.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning, Divine Cleansing.
Benefit: Spend one of your turn/rebuke undead attempts to imbue all allies within a 60 foot burst (including yourself) with resistance to fire, cold, and electricity (5 points per round against each). This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts until the end of your next turn.

Divine Shield
You can channel energy to make your shield more effective for either offense or defense.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Str 13+, Power Attack, Improved Shield Bash.
Benefit: Spend one of your turn/rebuke undead attempts to channel energy into your shield, granting it an enhancement bonus equal to your Charisma modifier. This enchancement bonus applies to both the shield's attack and defense, and lasts for a number of rounds equal to your Charisma modifier.

Divine Vengeance
You can channel energy to deal additional damage against undead in melee.
Prerequisites: Ability to turn or rebuke undead, Extra Turning.
Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred damage to all of your successful melee attacks against undead until the end of your next action.

Divine Vigor
You can chennel energy to increase your speed and Constitution.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: Spend one of your turn/rebuke undead attempts to increase your base speed by 10 feet and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.

Dual Shot
You can fire two arrows at once with a bow.
Prerequisites: Point Blank Shot, Dex 13+, Base attack bonus +2 or higher.
Benefit: If using a shortbow or longbow, you can notch and fire two arrows at once at one or two targets within 15 feet of each other. A single attack roll at -4 is made for both arrows. Using this attack is a standard action, and it cannot be used as part of a full attack action or combined with Rapid Shot.

Dual Strike
Your combat teamwork makes you a more dangerous foe.
Prerequisites: Combat Reflexes, Base attack bonus +3 or higher.
Benefit: If you and an ally both have this feat and are flanking an opponent, you both get a +4 bonus on your attack roll.
Normal: The standard flanking attack roll bonus is +2.

Dual Weapon Attack
You are able to leverage all your strength when using multiple weapons.
Prerequisites: Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting.
Benefit: You add your full Strength bonus to damage (instead of half) for your off-hand weapon.

Eagle Claw Attack
Your unarmed attacks shatter objects.
Prerequisites: Dex 15+, Str 13+, Improved Unarmed Strike, Sunder, Base attack bonus +2 or higher.
Benefit: You can strike an opponents weapon or shield with an unarmed strike.
Special: Weapon hardness and hit point ratings are given in table 8-13: Common Weapon and Shield Hardness Ratings and Hit Points in the Player's Handbook.

Empathic
Your ability to sense emotions helps you influence others.
Benefit: You gain a +2 bonus to Animal Empathy, Innuendo, and Sense Motive checks.

Empower Turning
You can turn or rebuke more undead with a single turning attempt.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: You can turn or rebuke more undead than usual, but have a harder time affecting undead with a larger number of Hit Dice. If you take a -2 penalty on your turning check roll, you can add +2d6 to your turning damage roll.

Enchant Tattoo
You can enchant a specially drawn tattoo to work like a magical item.
Prerequisites: Spellcaster level 5th+, 5+ ranks in Craft (Tattoo).
Benefit: You can craft a special type of
magical tattoo, which functions much like a normal slotted wondrous item. Enchanting a magical tattoo takes 1 day for each 1,000 gp in its base (market) price. To enchant a tattoo, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price.

Energy Substitution
You can modify a spell that uses one type of energy to use a different type of energy.
Prerequisites: Any other metamagic feat; 5 ranks in Knowledge (arcana).
Benefit: Chose one type of energy: acid, cold, electricity, fire, or sonic. You can modify any spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects, except the type of damage dealt changes. For example, an acidic fireball still deals damage in a 20-foot spread, except that it is acid damage instead of fire damage.
   If a spell has a secondary effect, the altered spell still has that effect. For example, a shout spell can deafen creatures and deals extra damage to crystalline creatures; if fire is substituted for sonic energy in a shout spell, creatures can still be deafened and crystalline creatures still suffer extra damage. Sometimes a spell's minor effects are directly related to the spell's energy, for example a flaming sphere can set items on fire, but a purely sonic or acidic flaming sphere does not.
   When a spell deals some damage that does not come from a type of energy, Energy Substitution does not affect that portion of the spell. For example, and electric ice storm deals 3d6 points of impact damage and 2d6 points of electricity damage.
   Use of this feat does not affect the spell's level (it doesn't use up a higher level slot).
Special: You can gain this feat multiple times, each time applying it to a different type of energy.

Enspell Familiar
You can cast spells on your familiar from a distance.
Prerequisites: Ability to summon a familiar.
Benefit: You can cast spells on your familiar within 1 mile as if you were touching it.

Eschew Materials
You can cast some spells without use of material components.
Prerequisites: Any other metamagic feat.
Benefit: A spell cast with Eschew Materials can be cast with no material components. Spells without material components are not affected, as are spells with a material components with a cost of more than 1 gp. Use of this feat does not affect the spell's level (it doesn't use up a higher level slot).

Extended Rage
Your rage lasts longer than it normally would.
Prerequisites: Ability to rage.
Benefit: Each of your rages lasts an additional 5 rounds beyond its normal duration.

Extra Familiar
You can summon more than one familiar.
Prerequisites: Ability to summon a familiar.
Benefit: You can can summon and bond with an additional familiar.
Special: A character may gain this feat multiple times.
Normal: A character is limited to a single familiar.

Extra Finesse
You are more skilled with certain weapons.
Prerequisites: Weapon Finesse.
Benefit: You can use your Dexterity bonus instead of your Strength bonus for damage inflicted using a weapon with which you have Weapon Finesse.
Special: Fighters can take this as a bonus feat.

Extra Music
You can use your bardic music more often than you otherwise could.
Prerequisites: Bardic music ability.
Benefit: You can use your bardic music four extra times per day.
Special: A character may gain this feat multiple times.

Extra Rage
You rage more frequently than you normally could.
Prerequisites: Ability to rage.
Benefit: You can rage two more times per day than you otherwise could.
Special: You can take this feat multiple times, gaining two additional rages per day each time.

Extra Skills
You are able to learn more skills.
Prerequisites: Int 13+, Character level 3+.
Benefit: Choose 1 skill per point of Intelligence bonus. These are now considered class skills for you.
Special: You can take this feat multiple times, gaining different class skills each time.

Extra Slot
You can cast an extra spell.
Prerequisites: Spellcaster level 4th+.
Benefit: You gain one extra spell slot in your daily allotment. This extra slot can be at any level up to one level lower than the highest level spell you can cast. Once selected, the extra spell slot never migrates up or down in level.
Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one level lower than the highest level spell you can cast.

Extra Smiting
You can make more smite attacks.
Prerequisites: Class level 4th+, smite ability.
Benefit: When you take this feat, you gain one additional attempt to smite per day. Use whatever smite ability you already have. You an take this feat multiple times.

Extra Spell
You can learn one more spell.
Prerequisites: Spellcaster level 3rd+.
Benefit: You learn one additional spell at any level up to one level lower than the highest level spell you can cast.
Special: You can gain this feat multiple times. Each time, you learn an additional spell at any level up to one level lower than the highest level spell you can cast.

Extra Stunning Attacks
You gain extra stunning attacks when fighting unarmed.
Prerequisites: Stunning Fist, Base attack bonus +2 or higher.
Benefit: You gain the ability to make three extra stunning attacks per day. You may take this feat multiple times.

Extra Wild Shape
You use wild shape more frequently than you normally could.
Prerequisites: Ability to use wild shape.
Benefit: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day.
Special: A character may gain this feat multiple times.

Eye for Detail
You are able to pick out details quickly.
Benefit: You gain a +2 bonus to all Appraise and Search checks.

Eyes in the Back of Your Head
Your superior battle sense helps minimize the threat of flanking attacks.
Prerequisites: Wis 19+, Base attack bonus +3 or higher.
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed.
Normal: The standard flanking attack roll bonus is +2.

Eyes of the Hawk
Your superior sight improves your prowess in missile combat.
Prerequisites: 1+ ranks in Spot.
Benefit: You are able to see things a bit clearer, extending the distance you can spot things by 50% and extending the range increments on your missile weapons by 50%.

Fast Armor
You don armor faster and more easily than you otherwise could.
Prerequisites: Dex 13+.
Benefit: You can don any type of armor in 5 rounds. This time is not improved if another person assists or if you try to "don hastily".
Special: Fighters can take this as a bonus feat.

Fast Wild Shape
You assume your wild shape faster and more easily than you otherwise could.
Prerequisites: Dex 13+, ability to use wild shape to become a dire animal.
Benefit: You gain the ability to use wild shape as a move-equivalent action.
Normal: A druid uses wild shape as a standard action..

Faster Healing
You recover faster than others do from injury.
Prerequisites: Base Fortitude save bonus +5 or higher.
Benefit: You recover lost hit points and ability score points 50% faster than your normally would.

Favored Critical
You know how to hit your favored enemies where it hurts.
Prerequisites: Base attack bonus +5 or higher, at least one favored enemy.
Benefit: Select one of your favored enemies that is normally subject to critical hits. Whenever your attack this type of creature, the threat range of whatever weapon you are using is doubled.
Special: You can take this feat multiple times. Each time you do, it applies to a new favored enemy. The effects of this feat do not stack with those of Improved Critical.

Favored Instrument
You are an expert at using a single type of instrument.
Prerequisites: Bardic music ability.
Benefit: You can choose a single type of instrument (such as flute, lyre, etc.) as your favored one. Spells cast while using this instrument have +2 on the DC to save against them.
Special: You can take this feat multiple times. Each time you do, it applies to a different type of instrument. The effects of this feat do not stack, as you cannot use more than one instrument at a time.

Fearless
You fear nothing.
Prerequisites: Cha 13+, Iron Will.
Benefit: You are immune to fear effects.

Feign Weakness
You capitalize on your foe's perceptions of your unarmed status.
Prerequisites: Improved Unarmed Strike, Base attack bonus +2 or higher.
Benefit: If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you can make your attack against your drawn out foe who is caught flat-footed, before he takes his attack of opportunity. You may also attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disquised weapon, such as a war fan, at no penalty to your Bluff check.

Fists of Iron
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisites: Improved Unarmed Strike, Base attack bonus +2 or higher.
Benefit: Declare that you are using this feat before you make your attack roll (a missed attack roll ruins the attempt). You deal an extra 1d4 points of damage when you make an unarmed attack. You may use this feat a number of times per day equal to 3 + your Wisdom modifier.

Fleet of Foot
You run so nimbly that you can turn corners without losing momentum.
Prerequisites: Dex 15+, Run
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or if you are carrying a load heavier than light.

Flick of the Wrist
With a single motion, you can draw a light weapon and make a devastating attack.
Prerequisites: Dex 17+, Quick Draw
Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat works only once per combat.

Flying Kick
You are able to make devastating kicks.
Prerequisites: Str 13+, Power Attack, Improved Unarmed Strike, 4+ ranks in Jump.
Benefit: When using the charge action for an unarmed attack, you deal double damage.

Furred
Your body is covered in a layer of fur.
Benefit: You have developed a natural layer of fur, which protects you from 3 points of cold damage per round.

Grace
Your demeanor is highly looked upon by others.
Prerequisites: Cha 15+.
Benefit: You gain a +2 racial bonus to all Charisma based skill checks.

Greater Resiliency
Your extraordinary resilience to damage increases.
Prerequisites: Damage reduction as a class feature or innate ability.
Benefit: Your damage reduction increases by +1/-. If you would normally rise thereafter with level, it does so at its previous rate. You may not take this feat more than once.

Greater Spell Focus
Your magic spells of a single chosen school are more potent than before.
Prerequisites: Spell Focus in chosen school.
Benefit: Add an additional +2 to the DC for all saving throws against your spells from the school of magic you select to focus on. This feat stacks with Spell Focus.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a different school of magic.

Greater Living Helm
You can move a ship for a short time without need of a helm.
Prerequisites: 18+ ranks in Knowledge (arcana), 15+ ranks in Knowledge (spelljamming), Improved Spelljamming, Living Helm.
Benefit: You are able to move a spelljamming ship you are currently on board for 10 minutes/caster level without the use of a spelljamming helm at speeds and mass equal to that of a standard helm.

Greater Spell Penetration
Your spells are especially potent, defeating spell resistance more readily than normal.
Prerequisites: Spell Penetration.
Benefit: You get an additional +2 on caster level checks to beat a creature's spell resistance.

Greater Two-Weapon Fighting
You are a master at fighting two-handed.
Prerequisites: Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +15 or higher.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.

Green Ear
Your bardic music and virtuoso perfomance affect plants and plant creatures.
Prerequisites: Bardic music ability, 10+ ranks in Perform
Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect.

Hamstring
You can wound an opponent's legs, hampering his or her movement.
Prerequisites: Base attack bonus +4 or higher, sneak attack ability
Benefit: If you hit wit a sneak attack, you may choose to forgo 2d6 points of your sneak attack damage to reduce your opponent's land speed by half. Other forms of movement (fly, burrow, and so forth) aren't affected. The speed reduction ends when the target receives any type of healing or after 24 hours, whichever comes first. A hamstring attack does not slow creatures immune to sneak attack damage or those that have no legs or more than four legs. It takes two successful hamstring attacks to affect a quadruped.

Heighten Turning
You can affect more powerful undead with your turning or rebuking attempts..
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning check, while subtracting it from your turning damage roll.

Hold the Line
You are trained in defensive techniques against charging opponents.
Prerequisites: Combat Reflexes, Base attack bonus +2 or higher.
Benefit: You make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

Impale
You can impale your enemy on your weapon.
Prerequisites: Power Attack, Base attack bonus +5 or higher.
Benefit: As a full attack action, you can choose to impale your enemy on your sword or piercing melee weapon. You enemy automatically suffers continuous damage each round on your turn, equal to 1/2 the weapon's base damage (plus any enhancement and energy/bane bonuses), until it is removed. Removing the weapon is a move equivalent action (made by your or your victim) that inflicts the same damage remaining impaled would have caused. If you released the weapon while it is within an enemy, you must make a touch attack roll against your enemy to retrieve it. If you held the weapon instead, you are considered grappled (you can release the weapon as a free action on your turn).
Special: Fighters can take this as a bonus feat.

Improved Armor Use
You are more skilled at using a particular type of armor.
Prerequisites: Armor proficiency, Base attack bonus +1 or higher.
Benefit: Choose one type of armor (such as chain shirt). The armor check penalty for this armor type is reduced by –2 and the maximum Dexterity bonus to AC is raised by +1.
Special: Fighters can take this as a bonus feat. This feat may be taken multiple times, each with a different armor type.

Improved Dodge
You are an expert at dodging blows.
Prerequisites: Dodge, Lightning Reflexes.
Benefit: You gain a +1 dodge bonus to AC against all attacks. This applies to all opponents, and replaces the dodge bonus provided by the Dodge feat.

Improved Familiar
As long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list.
Prerequisites: Ability to acquire a new familiar of compatible alignment.
Benefit: When choosing a familiar, one may be chosen from the
Familiars list which has a minimum spellcaster level higher than 1st.

Improved Flight
You gain greater maneuverability when flying than you would normally have.
Prerequisites: Ability to fly.
Benefit: Your maneuverability when flying (naturally, magically, or through shapechanging) improves by one grade. For example, if your normal maneuverability is poor, it becomes average. You can gain this feat multiple times.

Improved Grapple
You are adept at grappling your opponents.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

Improved Shield Bash
Youcan push opponents back by bashing them with your shield.
Prerequisites: Str 13+, Power Attack.
Benefit: Any shield bash you make with a small or large shield also affects your opponent as if you has performed a bull rush. You don't actually move into your opponent's square or incur attacks of opportunity for the bash. You also can't move your opponent back more than 5 feet, nor can you move along with the defender. You can't use this feat with a buckler.

Improved Spelljamming
You are able to move a ship at increased speed.
Prerequisites: 8+ ranks in Knowledge (arcana), 8+ ranks in Knowledge (spelljamming).
Benefit: Your ship gains +1 to the Ship's Rating when you man the helm.

Improved Sunder
You are adept at placing your attacks precisely where you want them to land.
Prerequisites: Str 13+, Power Attack, Sunder, Base attack bonus +2 or higher.
Benefit: When you strike an opponent's weapon, you inflict double damage.

Improved Swimming
You swim faster than you normally could.
Prerequisites: 6+ ranks in Swim.
Benefit: You swim at one-half your land speed as a move-equivalent or at three-quarters of your land speed as a full-round action.

Increased Speed
You can move faster than before.
Benefit: Your base speed is 10 feet faster than before.
Special: This feat may be taken multiple times, it's effects stack.

Instantaneous Rage
You activate your rage instantly.
Prerequisites: Ability to rage.
Benefit: Your rage begins at any time you wish, even when it's not your turn or when you're surprised. You can activate your rage in response to another's action after learning the result but before it takes effect. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit points that rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of making a successful saving throw against in incoming spell.
Normal: You enter a rage only during your turn.

Intimidating Rage
Your rage engenders fear in your opponents.
Prerequisites: Ability to rage.
Benefit: While you are raging, you designate a single foe within 30 feet of you who must make a Will save (DC = 10 + one-half you character level + your Charisma modifier) or become shaken for as long as you continue to rage and the target can see you. A shaken creature suffers a -2 morale penalty on attack rolls, saves, and checks. A target who makes the save remains immune to the intimidating effect of your rage for one day. Creatures immune to fear and those with no visual senses are immune to this effect.

Investigator
You excel at finding information and easily missed clues.
Benefit: You gain a +2 bonus to all Gather Information and Search checks.

Jack of All Trades
You've picked up a smattering of even the most obscure skills.
Prerequisites: Character level 8th+.
Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don't have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

Knock-Down
Your mighty blows can knock opponents off their feet.
Prerequisites: Str 15+, Improved Trip, Base attack bonus +2 or higher.
Benefit: Whenever you deal 10 or points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

Larger Familiar
You can summon a familiar that is larger than normally allowed.
Prerequisites: Ability to summon a familiar.
Benefit: You can summon a familiar that is a medium or large animal, so long as it is normally only a single hit dice animal.

Lightning Fists
Your skill and agility allow you to attempt a series of blindingly fast blows.
Prerequisites: Dex 15+, Monk level 4th+.
Benefit: You make two extra attacks in a round. All attacks made this round suffer a -5 attack penalty. This feat requires the full attack action.

Lightning Initiative
You are extremely quick to react.
Prerequisites: Improved Initiative, Base Reflex save +4 or higher.
Benefit: You gain a +4 bonus to initiative. This stacks with the Improved Initiative feat.

Lingering Song
Your bardic music stays with the listeners long after the last note has died away.
Prerequisites: Bardic music ability.
Benefit: If your use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as they otherwise would.

Linguist
You are adept at learning languages.
Prerequisites: Int 13+, Character level 1 only.
Benefit: Your Intelligence modifier is doubled for purposes of determining the number of languages you can learn.

Living Helm
You can move a ship for a short time without need of a helm.
Prerequisites: 13+ ranks in Knowledge (arcana), 10+ ranks in Knowledge (spelljamming), Improved Spelljamming.
Benefit: You are able to move a spelljamming ship you are currently on board for 10 minutes/caster level without the use of a spelljamming helm at speeds and mass equal to that of a lesser helm.

Luck of Heroes
Your luck enables you to avoid many types of harm.
Benefit: You gain a +1 bonus to all three types of saves.

Magical Aptitude
You have a nack for understanding magic.
Benefit: You gain a +2 bonus to all Spellcraft and Use Magic Device checks.

Mantis Leap
You deliver a powerful attack after making a jump.
Prerequisites: 5 ranks in Jump, Monk level 7th+.
Benefit: Designate an opponent who is within the maximum distance you can reach with a successful Jump check. Make a normal Jump check; if your check is successful, you can make a normal charge attack against the opponent you designated as part of the same action. If your charge attack is successful, you inflict normal damage, plus your Strength modifier multiplied by 2.

Master at Arms
You are able to easily use any type of weapon.
Prerequisites: Base Attack Bonus 8+, Martial Weapon Proficiency (any), Exotic Weapon Proficiency (any).
Benefit: Through experience and innate understanding, you are able to use any weapon as if you had proficiency, including all simple weapons, martial weapons, exotic weapons, and even siege weapons.

Mind of Stone
Your simple, stubborn mind repels traditional mind-affecting magic.
Prerequisites: Int 4 (or less), Wis 6 (or less).
Benefit: Your lack of mental capabilities is turned into a benefit. Unable to really comprehend magical or supernatural directions, you gain a +5 bonus to saving throws against enchantment and compulsion effects.

Monkey Grip
You use a wider variety of sizes of weapons.
Prerequisites: Str 13+, Weapon Focus with appropriate weapon, Base attack bonus +3 or higher.
Benefit: You can use one melee weapon that is one size larger than you in one hand. You suffer a -2 penalty on your attack roll when using this feat. This feat can be taken multiple times, each time with a different weapon.

Multicultural
You blend in well with members of another race.
Prerequisites: Speak Language (your chosen race).
Benefit: Chose any one humanoid race other than your own. Whenever you meet members of that race, they are likely to treat you as one of their own. You gain a +4 bonus on Charisma checks made to alter the attitude of your chosen race.

Mystic Birthright
You were born with a magical ability.
Prerequisites: Can only be taken at 1st level.
Benefit: Choose a single 0-level spell. You can use this as a spell-like ability up to 3 times per day as a 1st level caster.

Natural Spell
You cast spells while in a wild shape.
Prerequisites: Wis 13+, ability to use wild shape.
Benefit: You complete the verbal and somatic components of spells while in wild shape. You can use any material components or focuses that you can hold with an appendage of your current form, but you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use then, and you do not gain the ability to speack while in a wild shape.

Negotiator
You are good at getting others to do what you want and at knowing what others want.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.

Nimble Fingers
You are very good at working by touch.
Benefit: You gain a +2 bonus on all Disable Device and Open Lock checks.

Obscure Lore
You are a treasure trove of little-known information.
Prerequisites: Bardic knowledge ability.
Benefit: You gain a +3 bonus on checks using your bardic knowledge ability.

Off-Hand Parry
You use your off-hand weapon to defend against melee attacks.
Prerequisites: Proficiency with weapon, Two-Weapon Fighting, Dex 13+, Ambidexterity, Base attack bonus +3 or higher.
Benefit: When fighting with two weapons and using the full attack action, on your action decide to attack normally or to sacrifice all your off-hand attacks for the round for a +2 dodge bonus to your AC. You can use only bladed or hafted weapons of a size category smaller than you with this feat.

Pain Touch
You cause intense pain in an opponent with a successful stunning attack.
Prerequisites: Wis 19+, Stunning Fist, Base attack bonus +2 or higher.
Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round after the effects of the stunning attack fade. Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures more than one size category larger than the feat user.

Persistent Spell
You make one of your spells last all day.
Prerequisites: Extend Spell.
Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic to be aware of the thing detected, buy you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level.

Persuasive
You could sell a tindertwig hat to a troll.
Benefit: You gain a +2 bonus on all Bluff and Intimidate checks.

Pin Shield
You know how to get inside an opponent's guard by pinning his shield out of the way.
Prerequisites: Two-Weapon Fighting, Base attack bonus +4 or higher.
Benefit: This feat can only be used against an opponent who is using a shield and who is within one size category of you. Make an off-hand attack against an opponents shield using the normal rules for attacking a weapon (Player's Handbook, chapter 8). If your attack roll is successful, you momentarily pin your opponent's shield with your off-hand weapon and you may make an immediate attack of opportunity against your opponent with your primary weapon at your full attack bonus. Your foe gainst no AC benefit from his shield for this attack. You cannot use this feat if you are fighting with only one weapon.

Planar Perception
You are sensitive to creatures from other planes.
Benefit: You automatically sense the presence of outsiders and elementals within 100 yards while on your home plane. This is a passive ability.

Plant Control
You channel the power of nature to gain mastery over plant creatures.
Prerequisites: Plant Defiance, ability to cast speak with plants.
Benefit: You rebuke or command plants as an evil cleric rebukes or commands undead. To command a plant, you must be able to speak with it via a speak with plants effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.

Plant Defiance
You channel the power of nature to drive off plant creatures.
Prerequisites: Ability to cast detect animals or plants.
Benefit: You turn (but not destroy) plants as a good cleric turns undead. Treat immobile plant creatures as creatures unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke plants.

Power Lunge
Your ferocious attack may catch an opponent unprepared.
Prerequisites: Str 13+, Power Attack, Base attack bonus +3 or higher.
Benefit: A successful attack roll during your charge allows you to inflict double your Strength modifier in addition to the attack's damage. You provoke an attack of opportunity from the opponent your charged.

Power Surge
You can sacrifice your health to increase the power of your spells.
Prerequisites: Toughness.
Benefit: When you cast a spell, you may choose to take 2 points of temporary Constitution damage to give a +2 bonus to the DC to save against the spell. The lost Constitution returns 12 hours later.

Prone Attack
You attack from a prone position without penalty.
Prerequisites: Dex 15+, Lightning Reflexes, Base attack bonus +2 or higher.
Benefit: You can make an attack from the prone position and suffer no penalty to your attack roll. If your attack roll is successful, you may regain your feet as a free action.

Pure Hearted
The purity of your soul can harm the undead.
Prerequisites: Cha 14+, Wis 14+, Good Alignment.
Benefit: Any time an undead would deal a negative level to you, you may make a Fortitude save (same DC as later used to avoid making it permanent) to ignore the negative level and instead deal 2d6 positive energy damage on the opponent that tried to affect you.

Pyro
You are good at lighting objects and opponents on fire.
Benefit: If you set something or someone on fire by any means, the flames do an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by +5.
Normal: Fire generally does 1d6 points of damage. A successful Reflex save (DC 15) extinguishes it.

Quicken Turning
You can turn or rebuke undead with a moment's thought.
Prerequisites: Ability to turn or rebuke undead, Cha 13+, Extra Turning.
Benefit: You can turn or rebuke undead as a free action, but with a -4 penalty on both your turning check and turning damage rolls. You may still only make one turning attempt per round. This feat does not apply to the use of divine feats.

Quicker Than the Eye
Your hands can move so quickly that observers don't see what you've done.
Prerequisites: Dex 19+.
Benefit: While under direct observation, you can make a Bluff check as a move-equivalent action, opposed by the Spot checks of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is an attack against someone who failed the opposed check, that opponent is denied a Dexterity bons to AC for that attack.

Ranged Sunder
You are adept at attacking objects with missiles.
Prerequisites: Dex 13+, Point Blank Shot, Precise Shot, Base attack bonus +5 or higher.
Benefit: When attacking objects with a ranged weapon, you deal normal damage instead of 1/2 damage.

Rapid Reload
You reload a crossbow more quickly than normal.
Prerequisites: Proficiency with the crossbow used, Base attack bonus +2 or higher.
Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack of opportunity. You may reload a heaby crossbow as a move-equivalent action that provokes an attack of opportunity. You can use this feat once per round.

Rapid Strike
You are adept at using small weapons to make swift strikes.
Prerequisites: Dex 13+, Weapon Finesse.
Benefit: When wielding a weapon with which you gain the benefits of Weapon Finesse (a light weapon or rapier), you can make an extra attack each round with that weapon. The attack is at your highest base attack bonus, but each attack (the extra attack and each normal one) suffers a -2 penalty to the attack roll. The extra attack gains only 1/2 your normal Strength bonus to damage (as if used in your off hand). You must use a full attack action to use this feat and it does not work if you hold something in your off hand (such as a shield, another weapon, a portion, etc.).

Reach Spell
You can cast touch spells without touching the spell recipient.
Benefit: You may cast a spell that normally has a range of "Touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.

Remain Conscious
You have a tenacity of will that supports you even when things look bleak.
Prerequisites: Endurance, Iron Will, Toughness, Base attack bonus +2 or higher.
Benefit: When your hit points are reduced to 0, you may take one partial action on your turn until you reach -10 hit points.

Requiem
Your bardic music affects undead creatures.
Prerequisites: Bardic music ability, 12+ ranks in Perform.
Benefit: You can extend your mind-affecting bardic music and virtuoso performance effects so that they influence even the undead. All bardic music effects on undead creatures have only half the duration they normally would against the living.

Resist Disease
You have developed a natural resistance to disease.
Benefit: You gain a +4 bonus on Fortitude saves against disease.

Resist Poison
You have built up an immunity to the effects of poisons by exposing yourself to controlled doses of them.
Benefit: You gain a +4 bonus on Fortitude saves against poison.

Resistance to Energy
You channel to power of nature to resist a particular energy type.
Prerequisites: Base Fortitude save bonus +8 or higher.
Benefit: Choose an energy form (acid, cold, electricity, fire, or sonic). You gain resistance 5 against that type of energy, ignoring the first 5 points of damage of that type each round.
Special: You can take this feat multiple times. If you choose the same energy type two or more times, the effects stack. This resistance does not stack with that provided by any spell or magic item.

Rugged
You are harder to kill.
Prerequisites: Con 13+, Toughness.
Benefit: You automatically make your save when subjected to massive damage. In addition, if you are brought to negative hit points, you have a 50% chance to stabilize at the end of each round. This feat does not prevent you from being killed by being reduced to -10 hit points.

Sacred Spell
Your damaging spells are imbued with divine power.
Prerequisites: Ability to cast divine spells.
Benefit: Half of the damage dealt by a sacred spell results directly from divine power, and is therefore not subject to being reduced by protection from elements os similar magic. The other half of the damage dealt by the spell is as normal for the spell. A sacred spell uses up a spell slot two levels higher than the spell's actual level This feat can only be used with divine spells.

Scent
Your olfactory senses are as sharp as a wolf's.
Prerequisites: Wis 11+, ability to wild shape into a wolf.
Benefit: You gain the scent extraordinary ability (Chapter 3, Dungeon Master's Guide), which operates regardless of your form.

Scribe Tattoo
You can draw tattoos that temporarily store spells.
Prerequisites: Scribe Scroll, Craft (Tattoo) 5+, Spellcaster level 1+.
Benefit: You can scribe magical tattoos that function exactly like magic scrolls. Scribing them entails the same costs as scribing a scroll.

Sculpt Spell
You can alter the shape of a spell's area.
Prerequisites: Any other metamagic feat.
Benefit: You can modify an area spell by changing the area's shape. The new area must be chosen from the following list: cylinder (10 ft. radius, 30 ft. high), 40 ft. cone, four 10 ft. cubes, or a ball (20 ft. radius). The sculpted spell works normally in all respects except for its shape. A sculpted spell uses a spell slot one level higher than the spell's actual level.

Shadow
You are good at following someone surreptitiously.
Benefit: You gain a +2 competence bonus on Hide and Spot checks made while following a specific person.

Sharp-Shooting
Your skill with ranged weapons allows you to score hits other would miss due to an opponent's cover.
Prerequisites: Point Blank Shot, Precise Shot, Base attack bonus +3 or higher.
Benefit: You gain a +2 bonus to your ranged attack rolls against opponents with some degree of cover. This feat has no effect against foes with no cover or with total cover.

Shield Charge
You deal extra damage if you use your shield as a weapon when charging.
Prerequisites: Str 13+, Power Attack, Improved Shield Bash.
Benefit: When you attack with your shield as part of a charge action, you inflict double normal damage.

Shield Expert
You use a shield as an off-hand weapon while retaining its armor bonus.
Prerequisites: Shield proficiency, Base attack bonus +3 or higher.
Benefit: You may make an off-hand attack with your shield while still retaining its bonus to AC for that round.

Shield Specialization
You gain more protection from your shield.
Prerequisites: Shield proficiency.
Benefit: Pick a single type of shield (small, large, or tower). You gain a +2 bonus to your AC when actively using that type of shield.
Special: Fighters can take this as a bonus feat.

Signature Spell
You are known for using a particular spell.
Prerequisites: Wizard 1+, Spell Mastery.
Benefit: Choose a spell you have Spell Mastery with when you take this feat. You may convert any prepared spell into the chosen spell (if the prepared spell is of the same or higher level). This is similar to how a cleric can convert spells into healing spells.
Special: You can take this feat multiple times (each with a different spell you've mastered with Spell Mastery.

Sixth Sense
You gain insight into situations as if you have a sixth sense.
Prerequisites: Dex 13+, Wis 13+, 5+ ranks in Sense Motive.
Benefit: You gain a +2 bonus to Diplomacy, Sense Motive, and Initiative checks.

Snatch Arrows
You are adept at catching incoming arrows, bolts, spears, and other projectile and thrown weapons.
Prerequisites: Dex 15+, Improved Unarmed Strike, Deflect Arrows, Base attack bonus +3 or higher.
Benefit: You must have at least one hand free (holding nothing) to use this feat. When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons such as spears and axes may be thrown back at the original attack as an immediate free action or kept.

Snatch Weapon
You can disarm an opponent, then pluck the weapon from midair.
Prerequisites: Improved Disarm.
Benefit: If you succeed in disarming an opponent and you have a free hand, you can grab the weapon yourself instead of letting it fall. If you can wield that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalties for a second attack with an off-hand weapon.

Soulfire Armor
You can form energy from your soul to protect you from harm.
Prerequisites: Soulfire Gifted.
Benefit: As a standard action, you can cause your soulfire to manifest as a suit of armor made of translucent flames (the same color as your normal soulfire). This armor provides you with protection identical to that of a mage armor spell, save that it provides an armor bonus equal to 1/2 your character level (rounded up) and its use inflicts 1 point of subdual damage on you each round. You cannot manifest your soulfire armor while wearing physical armor or while under the effects of magic which provides an armor bonus (such as a mage armor spell or bracers of armor). You can dismiss your soulfire armor as a free action.

Once you have gained 5 character levels after gaining this feat, you are able to make your soulfire armor absorb the magical properties of a suit of breast plate armor, permanently draining the magic from the normal item. Enhancement bonuses taken from other armors overlap, and the soulfire armor is limited to a total of +10 in enchantments (like a suit of normal armor). Absorbing the magic of another suit of armor costs you as much experience as it would to enchant the completed armor yourself (1/25 of the total market value if it were a physical item).

Soulfire Gifted
You can call upon the force of your own soul to attack your enemies.
Benefit: As a standard action that does not provoke an attack of opportunity, you can cause a portion of your own soul to manifest as translucent flames which surround your hands (the color of which is chosen when this feat is taken). This soulfire can be used immediately to make melee touch attacks against creatures and objects, inflicting 1d4 points of force damage and 1d4 points of fire damage per attack (you are considered armed and do not attrack attacks of opportunity from being unarmed). Your soulfire can light flammable materials on fire as if it were normal fire. Your soulfire is unaffected by spell resistance or anti-magic areas. Calling and maintaining the soulfire inflicts 1 point of subdual damage on you per round. Dismissing the soulfire is a free action.

Once you have gained 5 character levels after gaining this feat, you are able to throw the soulfire as a ranged touch attack to a range of 50 feet. Calling and throwing the soulfire can be done once per round and inflicts 1 point of subdual damage on you for each round it is in existance.

Soulfire Shield
You can form energy from your soul to create a shield.
Prerequisites: Soulfire Gifted.
Benefit: As a standard action, you can cause your soulfire to manifest as a large shield made of translucent flames (the same color as your normal soulfire). This shield provides you with protection identical to that of a large shield, save that it provides a shield bonus equal to 1/2 your character level (rounded up) and its use inflicts 1 point of subdual damage on you each round. You cannot manifest your soulfire shield while using a physical or magical shield. You can dismiss your soulfire shield as a free action.

Once you have gained 5 character levels after gaining this feat, you are able to make your soulfire shield absorb the magical properties of a shield of the same type, permanently draining the magic from the normal item. Enhancement bonuses taken from other shields overlap, and the soulfire shield is limited to a total of +10 in enchantments (like a normal shield). Absorbing the magic of another shield costs you as much experience as it would to enchant the completed shield yourself (1/25 of the total market value if it were a physical shield).

Soulfire Weapon
You can create a mystical weapon with the power of your own soul.
Prerequisites: Soulfire Gifted.
Benefit: As a standard action, you can cause your soulfire to manifest as a melee weapon or bow made of translucent flames (the same color as your normal soulfire). The exact type of weapon is chosen when this feat is taken and never changes. This weapon functions as a masterwork version of a normal weapon (providing a +1 enhancement bonus on attack rolls), save that the damage it inflicts is 1/2 force damage and 1/2 fire damage, a bow can instantly create an arrow when drawn (or can use magical arrows), and its use inflicts 1 point of subdual damage on you each round. You can dismiss your soulfire weapon as a free action.

Once you have gained 5 character levels after gaining this feat, you are able to make your soulfire weapon absorb the magical properties of a weapon of the same type, permanently draining the magic from the normal item. Enhancement bonuses taken from other weapons overlap, and the soulfire weapon is limited to a total of +10 in enchantments (like a normal weapon). Absorbing the magic of another weapon costs you as much experience as it would to enchant the completed weapon yourself (1/25 of the total market value if it were a physical weapon).

Speaking Wild Shape
While in wild shape, you can communicate with animals or elementals of the same kind as your current form.
Prerequisites: Int 13+, ability to use wild shape.
Benefit: While in a wild shape, you operate as if your under a continuous speak with animals effect with respect to animals of the same kind (using their language). If you are able to use wild shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.

Spell Fusion
You can combine spells to create greater effects.
Prerequisites: Spellcaster level 3rd+, any other metamagic feat.
Benefit: You are able to cast a single spell but capture the magic before it takes effect. The following round, you can then cast a second spell and combine it with the magic of the first. This creates a fused spell with a greater or different effect. The results of fused spells must be researched as if a normal spell (costing time and money equal to researching the two individual spells), but do not take the place of a known spell (for spontaneous casters). Fused spells do require 1 page if recorded into a spellbook.
Special: The DM decides on the exact effects of fused spells.

Spell Girding
Your spells are particularly hardy, resisting dispel checks more readily than normal.
Benefit: Any dispel checks against your spells are made with a -2 penalty.

Spell Specialization
You deal more damage with ray or energy missile attacks.
Prerequisites: Weapon Focus (ray or energy missile spells), spellcaster level 4th+.
Benefit: Your damage-dealing spells that make a ranged touch attack gain a +2 damage modifier. The damage bonus applies if the target is within 30 feet, because only at that range can you strike with enough precision to hit more effectively.
Special: You can gain this feat twice: once for ray spells and once for energy missile spells. Its effects do not stack.

Split Ray
You can affect two targets with a single ray.
Prerequisites: Any other metamagic feat.
Benefit: You can split spells that specify a single target and make a ranged touch attack. Only spells that deal damage can be affected by this feat. The split ray affects any two targets that are both within the spell's range and within 30 feet of each other. Each target takes half as much damage as normally indicated (rounded down). If desired, you can have both rays attack the same target. Split Ray uses up a spell slot of the spell's normal level.

Stealthy
You are good at going unnoticed.
Benefit: You gain a +2 bonus on all Hide and Move Silently checks.

Subdual Substitution
You can modify a spell that uses energy to deal damage, making it deal subdual damage instead.
Prerequisites: Any other metamagic feat, 5 ranks in Knowledge (arcana).
Benefit: You can modify a spell that deals energy damage (acid, cold, electricity, fire, or sonic) so that it inflicts subdual damage instead. The subdual spells works normally in all respects except the type of damage dealt. A subdual spell uses up a spell slot of the spell's normal level.

Subsonics
Your music can affect even those who do not consciously hear it.
Prerequisites: Bardic music ability, 10+ ranks in Perform.
Benefit: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Supernatural Blow
Choose one favored enemy that is immune to critical hits. You know to to place blows against this opponent for best effect.
Prerequisites: Base attack bonus +7 or higher, favored enemy immune to critical hits.
Benefit: Whenever your attack roll against this favored enemy would otherwise be a critical hit, you inflict +1d6 points of extra damage per damage die that your weapon would do on a critical hit. In addition, your favored enemy damage bonus applies to this creature type normally.
Normal: Creatures that are immune to critical hits are also immune to the favored enemy damage bonus.

Throw Anything
In your hands, any weapon becomes a deadly ranged weapon.
Prerequisites: Dex 15+, Base attack bonus +2 or higher.
Benefit: You can throw any weapon you can use, regardless of whether it is intended to be a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet.

Toughness
You are tougher than normal.
Benefit: You gain +1 hit point per character level (this is a retroactive bonus). This does not affect your Constitution score or Fortitude saves.
Special: You can take this feat multiple times. Its effects stack.

Trustworthy
Others feel comfortable telling you their secrets.
Benefit: You gain a +2 bonus on all Diplomacy and Gather Information checks.

Twin Spell
You can cast a spell simultaneously with another spell similar to it.
Prerequisites: Any other metamagic feat.
Benefit: Casting a spell altered by this feat causes the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times onthe same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each if applicable.
   In some cases, failure on both of the target's saving throws results in redundant effects, sach as twinning charm person, although any ally of the target would have to succeed at two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell doesn not affect vulnerability to counterspelling. A twinned spell uses up a spell slot four levels higher than the spell's actual level.

Two-Weapon Defense
You use your off-hand weapon to help in defense.
Prerequisites: Dex 15+, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Vengeful Strike
You can make a last-ditch attack against an enemy.
Prerequisites: Con 13+, Iron Will.
Benefit: When you are reduced to zero or fewer hit points (but not below -10), you may immediately take one partial action.

Weapons of Opportunity
You can use almost anything as a weapon.
Prerequisites: Base attack bonus +4 or higher.
Benefit: You can use virtually any mundane item as if it were a weapon without penalty. Damage depends on item size: tiny=1d3, small=1d4, medium=1d6, large= 1d8.

Widen Spell
You can increase the area of your spells.
Benefit: You can alter a burst, emanation, or spread spell to increase its area. Spells that do not have an area of these sorts are not affected by this feat. All numberic measurements of the spell's area increase by one-half. For example, a widened fireball now fills a 30 foot radius spread (instead of a 20 ft. radius). A widened spell uses up a spell slot three levels higher than the spell's actual level.

Winged
You have wings and can fly.
Prerequisites: Character level 6 or higher.
Benefit: You have developed wings (bat, bird, or dragon-like) and can fly at up to twice your base speed with average maneuverability. The wings have a 20' wingspan when in flight.

Zen Archery
Your intuition guides your hand when you use a ranged weapon.
Prerequisites: Wis 13+, Base attack bonus +3 or higher.
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack against an opponent within 30 feet.

Zero Gravity Combatant
You are adept at fighting when in zero gravity situations.
Prerequisites: BAB +3 or higher, experience fighting in zero gravity.
Benefit: You suffer no penalty to attack rolls when fighting in zero gravity situations.
Normal: You suffer a -4 penalty to attack and damage rolls in zero gravity.



NPCs & Monsters | Rules | Magic | Deities | Resources | History
© 1996 - 2005 www.amethyst-dragon.com
Site created and maintained by Amethyst Dragon Designs.