When making a concentration check, you may add the key ability modifier from a second manifesting or spellcasting class in which you have levels as a trait bonus as long as both classes don't use the same ability.
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Endurance, Die Hard, Great Fortitude, Die Harder, Iron Will, Die Hard with a Vengeance, Combat Expertise or Reckless Offense, Live Free or Die Hard
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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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.
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Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. In addition, when you take this feat, choose two psionic talents (any psionic power with "Talent" as its level). You treat these talents as powers known and can manifest them with a manifester level of 1 as long as you have a mental ability (Int, Wis, or Charisma) score of at least 11. Use your highest mental ability modifier to determine any applicable save DCs. If you have (or later gain) manifester levels from a psionic class, you may instead use the manifester level from that class when manifesting the talents gained from this feat, as well as the appropriate key ability modifier.
The manifester level when manifesting the talents granted from this feat is not a true manifester level and does not count as a manifester level for purposes such as bonus power points, feat, item creation, or prestige class prerequisites.
This feat counts as the Wild Talent feat for any ability, feat, or class that has Wild Talent as a prerequisite. It is recommended that PCs and important NPCs have access to this feat instead of Wild Talent, while less powerful NPCs only have access to Wild Talent. In this case, if Wild Talent is provided as part of a class progression, PCs and important NPCs should replace it with this feat.
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Character Level |
Maximum Relic Value |
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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 |
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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Caster level 3
When you cast a spell from a scroll, if it is on your spell list, you may use your own spell slot instead of expending the scroll. The spell slot used must be the same level as the spell or higher.
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Bookworm, caster level 5, must use a spellbook.
You may cast a spell directly from your own spellbook. You must have (and expend) an unprepared spell slot of the same level as the spell or higher in order to do so.
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Boon Companion
Add your mythic tier to the bonus granted by Boon Companion, to a maximum effective druid level equal to your character level.
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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Int 6+, animal companion or bonded mount, master has Subtle Companion (as a feat or class ability).
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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A racial sensitivity to light.
Your reaction to bright light decreases by one step, from Light Blindness to Light Sensitivity or from Light Sensitivity to nothing.
This feat may be taken multiple times. Its effects stack.
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Knowledge (religion) 5 ranks, ability to cast divine spells, alignment is within one step of your deity's.
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.
Spells taken via the Extra Spell feat must be at least one level lower than the highest spell level that you can cast.
You can gain this feat multiple times. Each time you take the feat, it applies to a different domain.
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Endurance, Die Hard, Great Fortitude
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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Endurance, Die Hard, Great Fortitude, Die Harder
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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Ability to cast divine spells without preparation.
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.
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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Alter Blade blade skill, Fire Lash class feature.
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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Psicrystal Affinity.
As a standard action, you can exchange your current psicrystal personality for another. If your psicrystal has multiple personalities, you may exchange them all or just a portion.
As with Improved Psicrystal, treat your level as one higher than your normal level when determining the abilities of your psicrystal.
By expending your psionic focus, you may reduce the time required to a swift action.
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Awaken Talent
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.If you have no levels in any manifesting class, you may spend one power point in order to manifest a talent. Treat your manifester level as 1 for all level-dependent variables of the power.
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Knowledge (Religion) 4 ranks.
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.
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.
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.
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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Boon Companion
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.
You may take this feat multiple times. Each time, you add an additional companion, familiar, or the like.
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Dex 17, Two-Weapon Fighting, base attack bonus +6.
The penalties for fighting with two weapons are reduced by 2. When you reach +11 BAB, the penalties are eliminated altogether.
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Endurance, Die Hard, Great Fortitude, Die Harder, Iron Will, Die Hard with a Vengeance
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).
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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Knowledge (Religion) 10 ranks, must have completed the Holy Brand ritual, must be able to cast divine spells.
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.
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.
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.
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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Ability to cast spells or manifest psionic powers.
You may ignore the -5 penalty to Spellcraft checks due to unfamiliarity regardless of metaphysical energy type. This does not allow you to determine the type of a metaphysical energy you haven't encountered previously.
Normal: If you attempt a Spellcraft check to identify an item or effect that uses an unfamiliar type of metaphysical energy, you take a -5 penalty to the roll.
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Orc or half-orc, proficiency with any martial axe.
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, hero point, or mythic point to influence an attack roll made with any axe, you also add the result of the die roll to your damage for that attack.
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Manifester level 1, one or more psi-like abilities.
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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Caster level 1, one or more spell-like abilities.
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.
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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Improved Psicrystal, Flexible Personality.
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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Orc or half-orc, Mounted Combat.
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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BAB +1, animal companion or bonded mount class ability.
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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Psionic Meditation, ability to manifest far hand or telekinetic force.
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.
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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Psionic Meditation, ability to manifest far hand or telekinetic force.
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.
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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5th level, Psionic Meditation, Telekinetic Throw, ability to manifest far hand or telekinetic force.
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.
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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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.
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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Augment Healing
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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Orc or half-orc, Mounted Combat.
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.
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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