Feats

A Good Day to Die Hard [General]

You are one bad mother—Shut yo' mouth!—I'm just talkin' about you.
Prerequisite

Endurance, Die Hard, Great Fortitude, Die Harder, Iron Will, Die Hard with a Vengeance, Combat Expertise or Reckless Offense, Live Free or Die Hard

Benefit

As a standard action, you may plant your feet in your square and make a stand. You may attack as normal in subsequent rounds, but you may not move from that spot for the duration of your stand, and others treat each square you threaten as if it were occupied by you for purposes of opponents' movement. You gain +4 to Strength and Constitution, a +16 bonus to resist being bull rushed, and you automatically succeed at all Will saves, but you take a -4 penalty to AC and automatically fail all Reflex saves. You do not gain the normal hit points for increased Con from this ability. Instead, subtract your new Con modifier from any hit point damage you take, even from spells or powers. Hit point damage taken during your stand is not applied immediately, but keep a running total.

Your stand lasts until three consecutive rounds go by in which you either damage no opponents or you take no damage yourself from opponents (damage reduced to 0 by DR counts as damage for this purpose, but recurring damage does not), at which point divide the total accumulated damage by your increased Con modifer and take half of the result as Constitution damage (round up) and the other half as Constitution drain (round down). If this leaves you at or below 0 Constitution after your stand ends, you die. Otherwise, you are in a semi-fugue state for the remainder of the day, and may do nothing but move at half speed or talk (but not at the same time).

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Relic Value per Character Level
Character
Level
Maximum
Relic
Value
3rd 1,350 gp
4th 2,700 gp
5th 4,500 gp
6th 6,500 gp
7th 9,500 gp
8th 13,500 gp
9th 18,000 gp
10th 24,500 gp
11th 33,000 gp
12th 44,000 gp
13th 55,000 gp
14th 75,000 gp
15th 100,000 gp
16th 130,000 gp
17th 170,000 gp
18th 220,000 gp
19th 290,000 gp
20th 380,000 gp

Bonded Relic [Item Creation]

You own an ancestral heirloom and can invest it with increasing power.
Benefit

Choose an item you own. The item must be of masterwork quality, and it must be an item with special meaning to you. At any time, you may retreat to a consecrated or hallowed location and spend time in prayer or meditation in order to awaken the spirits in your ancestral relic. This requires a sacrifice of valuable items worth the difference between the market price of the magic item your relic will become and the market price of your current relic. This sacrifice does not have to be gold—you can sacrifice magic items or other goods worth the required amount, rather than selling your goods (at half value) to pay for the sacrifice. You must spend 1 hour per 1,000 gp value you sacrifice in prayer or meditation, limited to a maximum of 5 hours per day.

A character's level dictates the maximum value of his or her bonded relic, as shown in the table. No character may have more than one bonded relic, though a matched set of items may be treated as a single relic as long as the combined value of the entire set remains under the owner's maximum value.

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Sidebar: Psionic Talents

Talents are 0th-level psionic powers that are powered by psionic focus, rather than power points. These abilities give manifesters minor abilities that can be used at-will, but typically have very limited functionality or use.

A manifester with the Awaken Talent feat may manifest any talent that he knows without paying power points as long as he maintains psionic focus. However, if the talent has a duration longer than instantaneous, he can only have one such talent active at a time; manifesting another talent without paying power points in this manner causes the original talent to immediately expire.

A manifester may also manifest a talent by paying one power point, regardless of whether psionic focus is held; these do not cause any other active talents to lapse and may be augmented if the power description indicates such.

Talents can only be augmented if the manifester spends 1 power point on the manifestation in addition to any power points spent augmenting the power, essentially treating it as a 1st-level power.

Manifesters select talents from their class’s power list.

Awaken Talent [Psionic]

You have unlocked a minor psionic ability.
Prerequisites

A power point reserve

Benefit

You gain 2 power points. In addition, when you take this feat, choose a single psionic talent (any psionic power with "Talent" as its level) and add it to your powers known. You may manifest this and any other talent that you know without spending power points as long as you maintain psionic focus.

Special

If you have no levels in any manifesting class, you may spend one power point in order to manifest this talent. It may not be augmented when manifested in this manner.

Normal

Without this feat, a manifesting class treats psionic talents as 1st-level powers.

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Boon Companion [Mythic]

Your animal companion is empowered by your mythic status.
Prerequisite

Boon Companion

Benefit

Add your mythic tier to the bonus granted by Boon Companion, to a maximum effective druid level equal to your character level.

Special

If you have multiple animal companions, add your mythic tier when calculating the abilities of each companion affected by your Boon Companion feat.

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Companion Subtlety

You can alter your form in order to hide easily, or even blend in and act as a spy.
Prerequisites

Int 6+, animal companion or bonded mount, master has Subtle Companion (as a feat or class ability).

Benefit

As a standard action, you can activate your master's Subtle Companion ability on yourself. In addition, as an immediate action, you may anticipate your master's intent and allow him to activate it on you as a move action.

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Daylight Adaptation [General]

You have accustomed yourself to the painful sunlight of the surface world.
Prerequisite

A racial sensitivity to light.

Benefit

Your reaction to bright light decreases by one step, from Light Blindness to Light Sensitivity or from Light Sensitivity to nothing.

Special

This feat may be taken multiple times. Its effects stack.

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Deity's Favor [General]

Prerequisite

Knowledge (religion) 5 ranks, ability to cast divine spells, alignment is within one step of your deity's.

Benefit

Choose one of your deity's domains. You gain the domain's granted power, and its spells may be chosen via the Extra Spell feat even if they are of the highest spell level that you can cast.

Normal

Spells taken via the Extra Spell feat must be at least one level lower than the highest spell level that you can cast.

Special

You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.

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Die Harder [General]

Your extraordinary determination to keep on living and kicking asses makes you extremely hard to kill.
Prerequisites

Endurance, Die Hard, Great Fortitude

Benefit

Provided you elect to remain conscious after reaching -1 hp, you do not die until you reach twice your Constitution score in negative hit points. You are still limited to partial actions, and take 1 point of damage for doing anything strenuous. If you wimp out and go unconscious, you still die at -Con. No guts, no glory.

Originally designed by Scott Bezzini, and used with his permission.

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Die Hard with a Vengeance [General]

Nobody makes you bleed your own blood. Not and gets away with it for long, at any rate.
Prerequisites

Endurance, Die Hard, Great Fortitude, Die Harder

Benefit

If you fall to -1 or fewer hit points, you may enter a state similar to a barbarian's rage. You gain +4 to Strength and Constitution, get a +2 bonus on Will saves, but take a -2 penalty to AC. You do not gain the normal hit points for increased Con from this ability. Rather, the amount of negative hit points it takes to kill you increases by the amount of hit points you would normally gain.

This "rage" lasts for a number of rounds equal to your new Con modifier, or until you attain 0 hit points or higher, at which point you are fatigued for the duration of the encounter. If you are at or below your normal point of death when the "rage" ends, you die. You may use this power any number of times per day, but you may not enter this state if you are currently fatigued or exhausted.

Originally designed by Scott Bezzini, and used with his permission.

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Divine Preparation [General]

You can prepare a divine spell ahead of time, just as a cleric does.
Prerequisites

Ability to cast divine spells without preparation.

Benefit

Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell—but without an increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can't be used for anything else until the prepared spell is cast.

You may prepare a number of spells each day equal to your Intelligence bonus.

Normal

Spellcasters who cast divine spells without preparation (such as healers) who apply a metamagic feat to a spell must cast it as a full-round action instead of a standard action.

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Drow Broadcast [Psionic, Racial]

You can leverage your missive psi-like ability to contact more people.
Prerequisites

Drow, missive psi-like ability.

Benefit

Gain one power point. You can spend a power point when manifesting your missive psi-like ability to instead gain the use of mass missiveA as a psi-like ability.

You gain two additional uses per day of the missive psi-like ability and a +4 competence bonus on manifester level checks when using psi-like abilities.

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Drow Psionic Defense [Psionic, Racial]

Calling on your innate reserves, you can psionically toughen your own skin.
Prerequisites

Drow, character level 4.

Benefit

Add biofeedbackA to your list of psi-like abilities. You may manifest it once per day. Use the psion's manifesting cost for determining whether or not it may be augmented.

Special

A drow fighter may select Drow Psionic Defense as one of his fighter bonus feats.

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Drow Psionic Theft [Psionic, Racial]

You can leverage your missive psi-like ability to "borrow" powers from another manifester.
Prerequisites

Drow, missive psi-like ability, character level 6, Drow Broadcast.

Benefit

Gain three power points. You can spend two power points when manifesting your missive psi-like ability to instead gain the use of thieving mindlinkA as a psi-like ability.

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Drow Telepathy [Psionic, Racial]

You can leverage your missive psi-like ability to allow two-way communication.
Prerequisites

Drow, missive psi-like ability, Drow Broadcast.

Benefit

Gain two power points. You can spend a power point when manifesting your missive psi-like ability to instead gain the use of mindlinkA as a psi-like ability.

You gain two additional uses per day of the missive psi-like ability and a +8 competence bonus on manifester level checks when using psi-like abilities. This replaces the bonus granted by the Drow Broadcast feat.

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Fiery Soul [Psionic]

Your affinity for psionically-created weapons augments your pyrokinetic abilities.
Prerequisites

Alter Blade blade skill, Fire Lash class feature.

Benefit

Your fire lash may be treated as your mind blade for mechanical purposes such as enhanced mind blade, rapid activation, and other class features. Feats applied to your mind blade (such as weapon focus) also affect your fire lash.

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Flexible Personality [Psionic]

Whether because of a fluid personality or great power, you can shift the shard of your personality that resides inside your psicrystal.
Prerequisites

Psicrystal Affinity.

Benefit

You can exchange your current psicrystal personality for another by spending 15 minutes in meditation.

As with Improved Psicrystal, treat your level as one higher than your normal level when determining the abilities of your psicrystal.

Special

By expending your psionic focus, you may reduce the time required to a swift action. You may do this a number of times per day equal to half of your manifester level (minimum 1). If you have more than one manifesting class, the levels stack.

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Focused Talent [Psionic]

You can perform minor psionic feats.
Prerequisites

Awaken Talent

Benefit

You gain 2 power points. In addition, when you take this feat, choose a number of psionic talents (any psionic powers with "Talent" as their level) equal to your base Int bonus and add them to your list of powers known.

You may take this feat multiple times. Each subsequent time you take this feat, you may learn a number of psionic talents equal to your base Int bonus. If your base Int bonus permanently changes, you gain or lose talents as appropriate.

Special

If you have no levels in any manifesting class, you may spend one power point in order to manifest a talent. They may not be augmented when manifested in this manner.

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Holy Brand [Ritual]

Some more fanatical members of various faiths have been known to ritually brand or tattoo the holy symbol of their deity on their very flesh.
Prerequisite

Knowledge (Religion) 4 ranks.

Benefit

Your holy symbol is permanently marked on your body and can be used for all things that require one. Further, you gain a +2 devotion bonus on all Diplomacy checks with clergy of your deity.

Time

You spend one week performing a ritual cleansing process in which you are bathed in Holy Water and fast. On the last day you receive a mark on your forehead in the shape of your deity's holy symbol.

Cost

500 GP (In donations or services worth that amount to the local temple of your deity). At the start of the ritual, you suffer 1 point of Constitution drain which may be recovered normally.

Special

A limited wish or restoration is required to remove the mark, otherwise it leaves a very visible scar. If you change deities, you may redo this ritual but the mark must first be removed.
A cleric, paladin, or other holy class with the Sacred Vow feat automatically gains this feat as part of the vow. The ritual is not required, but she does suffer the point of Constitution drain.

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Hunter's Boon

Your strengthened bond with your animal companion or familiar expands to include another.
Prerequisite

Boon Companion

Benefit

You may divide the benefit from the Boon Companion feat between two animal companions, two familiars, or one of each. If you have taken Boon Companion multiple times, all effective level increases for the two affected companions combine into a single pool. You may allocate them as you see fit, but your effective druid or wizard level for any single creature may not exceed your character level.

Special

You may take this feat multiple times. Each time, you add an additional companion, familiar, or the like.

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Live Free or Die Hard [General]

Your inherent badassitude allows you to fall back on your physical prowess to resist mental domination.
Prerequisites

Endurance, Die Hard, Great Fortitude, Die Harder, Iron Will, Die Hard with a Vengeance

Benefit

Whenever you have to make a will save to resist a mind-affecting spell or power, you may elect to take 5 points of damage to get a +2 bonus on the save. For each additional 5 points you take, you get an extra +2 on this save. You may decide to use this power after you roll the save, but before the result is determined. Further, when reduced to negative hit points, you are no longer limited to partial actions (though you still take damage each time you perform a strenuous action).

Special

Using this power to reduce yourself to negative hit points so you can rage is not only possible but encouraged, as nothing is more satisfying than beating someone to death with their own stupid charm monster spell.

Originally designed by Scott Bezzini, and used with his permission.

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Mark of Divine Favor [Ritual]

The deities often recognize the devotion of the faithful, some more than others. They grant their most devoted followers greater abilities to do their service.
Prerequisites

Knowledge (Religion) 10 ranks, must have completed the Holy Brand ritual, must be able to cast divine spells.

Benefit

Your brand is upgraded to a masterwork holy symbol and glows as the light spell when you turn or rebuke undead. You permanently gain 1 point of Charisma, your Diplomacy bonus from Holy Brand increases to a +4 devotion bonus without restrictions, and any turning or rebuking abilities using your mark are performed as if you were one level higher in the appropriate class.

Time

You spend one month of prayer and fasting in isolation within a temple of your deity, and then you are granted a quest (similar to that granted by an atonement spell) by the clergy member in charge of that temple. When the quest is completed, your Holy Brand is carefully sliced open and filled with molten gold.

Cost

2000 GP (in donations or services worth that amount to the local temple of your deity) and you permanently lose 1 point of Constitution. You also suffer a permanent -4 to all Disguise checks made to conceal your identity. The Constitution loss may be recovered by a wish or miracle spell, but you lose the mark entirely and all effects of this feat.

Special

A wish, miracle, or greater restoration is required to remove the mark, otherwise it leaves a very visible scar. If you change deities, you may never retry this ritual—you lose all effects of the Mark (except the Constitution loss) and suffer an additonal -2 inherent penalty to Constitution.
A Mark of Divine Favor does not violate any sacred vow.

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Orc Axemaster [Racial]

You have trained extensively with axes, especially the orc double axe.
Prerequisites

Orc or half-orc, proficiency with any martial axe.

Benefit

You treat the orc double axe as a martial weapon. Also, you deal an extra 1 point of damage when making a melee attack with any axe (including the orc double axe) while mounted.

If you have any of the following feats for any type of axe, you can apply the feat's effects to all axes: Improved Critical, Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, or Weapon Specialization.

When you spend an action point to influence an attack roll made with any axe, you also add the result of the action point die to your damage for that attack.

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Psionic Boost [Psionic]

You can spend power points to give yourself an energetic boost.
Prerequisites

A psionic power point reserve.

Benefit

You may spend n power points as a swift action to increase your base speed by 10 feet. The effect lasts n rounds, and counts as an enhancement bonus. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Psionic Equilibrium [Psionic]

You can use your reserve to make yourself more effective in melee combat.
Prerequisites

A psionic power point reserve.

Benefit

You may spend n power points as a swift action to gain a +n competence bonus to hit with all melee attacks. This bonus lasts for 1 round. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Psionic Might [Psionic]

You can use your reserve to temporarily infuse a weapon with psionic energy.
Prerequisites

5th level, a psionic power point reserve.

Benefit

You may spend n power points as a swift action to add the psychokinetic weapon special ability to all of your melee attacks. This bonus lasts for n rounds. Unarmed attacks count as armed when using this ability, but only the damage added by this ability is lethal unless you have the Improved Unarmed Strike feat. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Psionic Resistance [Psionic]

You can use your reserve to temporarily reduce damage you and your allies take from some sources.
Prerequisites

7th level, a psionic power point reserve.

Benefit

You may spend n power points as an immediate action to imbue all allies within a 15-foot burst (including yourself) with psionic energy resistance n (acid, cold, electricity, fire, and sonic). The resistance does not stack with similar resistances, such as those granted by spells, powers, special abilities, or itself. The protection lasts for 1 round. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Psionic Willpower [Psionic]

You can use your reserve to to improve you and your allies' willpower.
Prerequisites

3rd level, a psionic power point reserve.

Benefit

You may spend n power points as an immediate action to grant all allies within a 15-foot burst (including yourself) a +n insight bonus on Will saving throws for 1 round. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Random Energy Determination
d20 Result
1—4 Fire
5—8 Cold
9—12 Electricity
13—16 Acid
17—19 Sonic
20 All types

Psionic Vengeance [Psionic]

You can use your reserve to create an energy field that damages your opponents when they successfully strike you in combat.
Prerequisites

5th level, a psionic power point reserve.

Benefit

You may spend n power points as a move action to create a temporary energy barrier around yourself. Each successful melee attack against you causes a discharge of psionic energy, doing 1d4 points of psionic energy damage (acid, cold, electric, fire, or sonic) to the opponent. The type of damage is random, and is rolled each time you are struck in melee. This protection lasts for n rounds. You may not spend more power points than you have hit dice.

Special

Add one power point to your reserve.

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Psi-Like Knowledge [Special]

Prerequisite

Manifester level 1, one or more psi-like abilities.

Benefit

With some practice, you have devised a method of manifeting your psi-like abilities as you would a psionic power. You add them to your list of powers known for each manifesting class in which you have levels.

If you do not have levels in a class with access to these powers, they are considered to be powers of one level higher than the highest level listed in their descriptions.

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Spell-Like Knowledge [Special]

Prerequisite

Caster level 1, one or more spell-like abilities.

Benefit

With some practice, you have devised a method of casting your spell-like abilities as a normal spell. You add them to your list of spells known for each spellcasting class in which you have levels.

If you do not have levels in a class with access to these spells, they are considered to be spells of one level higher than the highest level listed in their descriptions.

Special

If instead of innate access to your spells known, you normally inscribe them into a spellbook, treat these spells as if you had chosen them with the Spell Mastery feat.

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Split Personality [Psionic]

You can split your psicrystal into multiple psicrystals.
Prerequisites

Improved Psicrystal, Flexible Personality.

Benefit

By spending 15 minutes in meditation, you may separate your psicrystal's personalities into individual crystals, up to the number of personalities it normally contains. Each resulting crystal must contain at least one personality, and is a full-fledged psicrystal in its own right. If you choose to divide your psicrystal into fewer crystals than it has personalities, you may assign the extras as you see fit.

You may recombine or rearrange your psicrystal's personalities via the same process. If one of the crystals is destroyed, you may reassign the contained personalities after 24 hours. They will be unavailable until this is done.

As with Improved Psicrystal, treat your level as one higher than your normal level when determining the abilities of your psicrystal.

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Spirit of the Stallion [Racial]

One of your direct ancestors was a legendary cavalry soldier, and her spirit guides you and your mount.
Prerequisites

Orc or half-orc, Mounted Combat.

Benefit

While mounted on an Uruk-hai horse, you receive a +1 circumstance bonus on melee attack rolls and melee weapon damage rolls.

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Subtle Companion

You can shrink your companion to allow it to hide easily, or even blend in and act as a spy.
Prerequisites

BAB +1, animal companion or bonded mount class ability.

Benefit

As a standard action, you can touch your animal companion to transform it into a similar Tiny animal. For instance, a tiger could be transformed into a housecat, a wolf could be transformed into a Tiny dog, a dire bat could be transformed into a Tiny flying fox, and so on. This functions as a polymorph effect, and the animal companion gains a +2 size bonus to Dexterity and a –4 size penalty to Strength (use the polymorph table to adjust its ability score if the animal companion is larger than Medium).

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Telekinetic Block [Psionic]

Your telekinetic abilities provide a small amount of personal defense.
Prerequisites

Psionic Meditation, ability to manifest far hand or telekinetic force.

Benefit

You gain a +1 deflection bonus to AC while you maintain your psionic focus. You may expend your psionic focus as an immediate action to increase this deflection bonus to +4 until the beginning of your next turn.

Special

If you have this ability from another source (such as levels in the telekinetic weaponmaster prestige class), the bonuses increase to +3 and +6, respectively.

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Telekinetic Throw [Psionic]

You can hurl a weapon at an enemy, controlling it telekinetically.
Prerequisites

Psionic Meditation, ability to manifest far hand or telekinetic force.

Benefit

You can expend your psionic focus as a standard action to throw a melee weapon. The attack is resolved as a melee attack against one enemy within 30 ft. The weapon thrown is treated as if it had the returning special ability.

Special

If you have this ability from another source (such as levels in the telekinetic weaponmaster prestige class), you may use this ability any time you are psionically focused—you no longer need to expend your focus.

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Telekinetic Whirlwind [Psionic]

You can attack multiple enemies when telekinetically hurling a weapon.
Prerequisites

5th level, Psionic Meditation, Telekinetic Throw, ability to manifest far hand or telekinetic force.

Benefit

As a standard action, you may expend your psionic focus to make a single melee attack against each enemy inside a 10-foot square that you designate, throwing a weapon you are wielding. The square's center must be within 25 feet. Each attack is resolved separately, and the weapon thrown is treated as if it had the returning special ability.

Special

If you have this ability from another source (such as levels in the telekinetic weaponmaster prestige class), you may use this ability any time you are psionically focused—you no longer need to expend your focus.

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Transfer Spell [Metamagic]

You can transfer a touch spell to another creature for delivery.
Benefit

You cast a transferred spell normally and then touch the creature to whom the spell is to be transferred. That creature is not affected by the spell—Instead, one of its empty hands (or a natural weapon) is "armed" with the spell in the same way your hand would normally be. The creature may hold the spell up to a number of rounds equal to your casting ability's bonus or until it is discharged. If the receiver casts his own spell, the transferred spell is lost.

Only a spell with a range of touch can be transferred with this feat. A transferred spell uses a spell slot one level higher than the spell's actual level.

Special

If the creature to whom the spell is transferred is capable of casting the same spell, the spell may be held indefinitely until it is discharged or the receiver casts his own spell.

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Two-Fisted Healing [General]

You can divide the benefits of a healing spell between two recipients.
Prerequisite

Augment Healing

Benefit

Any cure spell you cast that normally affects only a single target may be instead split between two. You must have both hands free and be able to touch both recipients. Roll normally for the amount healed, and the total is split evenly between both parties. You decide any odd points.

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Uruk-hai Trample [Racial]

You are trained in orc cavalry techniques emphasizing trampling your opponents into the ground.
Prerequisite

Orc or half-orc, Mounted Comabt.

Benefit

When you attempt to overrun an opponent while mounted on an Uruk-hai horse, your target cannot choose to avoid you. Both you and your mount can make one attack (your mount with a hoof and you with a melee weapon) against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Special

A fighter can select Uruk-hai Trample as one of his fighter bonus feats.

This feat counts as Trample for the purpose of meeting any requirements or prerequisites.

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