Dons
Dons
5
U
• Amélioration des créatures convoquées Ecole renforcée (invocation) Les créatures convoquées ont +4 en Fo et +4 en Con
• Arme de prédilection (G) Maniement de l’arme choisie, bonus de base à l’attaque de +1 Bonus de +1 sur les jets d’attaque avec l’arme choisie
o Arme de prédilection supérieure (G) Arme de prédilection (même arme), guerrier de niveau 8 Bonus de +1 sur les jets d’attaque avec l’arme choisie
o Spécialisation martiale (G) Arme de prédilection (même arme), guerrier de niveau 4 Bonus de +2 sur les jets de dégâts avec l’arme choisie
o Spécialisation martiale supérieure Arme de prédilection (même arme), Arme de prédilection Bonus de +2 sur les jets de dégâts avec l’arme choisie
(G) supérieure (même arme), Spécialisation martiale (même arme),
guerrier de niveau 12
• Arme en main (G) Bonus de base à l’attaque de +1 Dégainer une arme est une action libre
• Attaque en finesse (G) Bonus de base à l’attaque de +1 Permet d’appliquer le bonus de Dex (plutôt que de For) sur les jets d’attaque de certaines armes
• Attaque en puissance (G) For 13 Permet d’échanger un malus à l’attaque contre un bonus aux dégâts
o Enchaînement (G) Attaque en puissance Offre une attaque supplémentaire lorsqu’on abat un adversaire
o Succession d’enchaînements (G) Attaque en puissance, Enchaînement, bonus à l’attaque de +4 Aucune limite au nombre d’enchaînements par round
o Science de la bousculade (G) Attaque en puissance Bonus de +4 sur les tentatives de bousculade ; pas d’attaque d’opportunité
o Science du renversement (G) Attaque en puissance Bonus de +4 sur les tentatives de renversement ; pas d’attaque d’opportunité
o Science de la destruction (G) Attaque en puissance Bonus de +4 sur les tentatives de destruction ; pas d’attaque d’opportunité
• Attaques réflexes (G) - Permet de porter plus d’une attaque d’opportunité par round
• Combat à deux armes (G) Dex 15 Réduit de 2 points les malus du combat à deux armes
o Défense à deux armes (G) Combat à deux armes L’arme secondaire octroie un bonus de bouclier de +1 à la CA
o Science du combat à deux armes Dex 17, Combat à deux armes, bonus de base à l’attaque de +6 Permet une deuxième attaque avec l’arme secondaire
(G)
o Maîtrise du combat à deux armes Dex 19, Combat à deux armes, Science du combat à deux Permet une troisième attaque avec l’arme secondaire
(G) armes, bonus de base à l’attaque de +11
• Combat en aveugle (G) - Deux chances de passer un camouflage
• Combat monté (G) Degré de maîtrise de 1 en Equitation Permet d’annuler un coup sur sa monture grâce à un test d’Equitation
o Attaque au galop (G) Combat monté Permet de se déplacer avant et après une charge montée
o Charge dévastatrice (G) Combat monté, Attaque au galop Double les dégâts d’une charge montée
o Tir monté (G) Combat monté Réduit de moitié les malus sur le tir monté
• Course - Permet de courir à cinq fois sa vitesse de déplacement ; bonus de +4 sur les sauts avec élan
• Dispense de composantes matérielles - Permet de lancer ses sorts sans composante matérielle
• Doigts de fée - Bonus de +2 sur les tests d’Escamotage et de Maîtrise des Cordes
• Ecole renforcée - Bonus de +1 aux DD des jets de sauvegarde contre les sorts de l’école choisie
o Ecole supérieure Ecole renforcée (même école) Bonus de +1 aux DD des jets de sauvegarde contre les sorts de l’école choisie
• Efficacité des sorts accrue - Bonus de +2 sur les tests de niveau de lanceur de sorts pour passer une RM
o Efficacité des sorts supérieure Efficacité des sorts accrue Bonus de +2 sur les tests de niveau de lanceur de sorts pour passer une RM
• Emprise sur les morts-vivants - 4 tentatives de renvoi ou d’intimidation supplémentaires par jour
o Souplesse du serpent (G) Esquive Bonus d’esquive de +4 contre certaines attaques d’opportunité
o Attaque éclair (G) Souplesse du serpent, bonus de base à l’attaque +4 Permet de se déplacer avant et après une attaque au corps à corps
• Expertise du combat (G) Int 13 Permet d’échanger un malus à l’attaque contre un bonus à la CA (5 points max)
o Attaque en rotation (G) Dex 13, Attaque éclair, Esquive, Expertise du combat, Souplesse Permet une attaque au corps à corps contre tous les ennemis à portée
du serpent, bonus de base à l’attaque de +4
o Science de la feinte (G) Expertise du combat Permet d’effectuer une feinte par une action de mouvement
o Science du croc-en-jambe (G) Expertise du combat Bonus de +4 sur les tentatives de croc-en-jambe ; pas d’attaque d’opportunité
o Science du désarmement (G) Expertise du combat Bonus de +4 sur les tentatives de désarmement ; pas d’attaque d’opportunité
• Incantation animale Sag 13, aptitude de forme animale Permet de lancer des sorts sous forme animale
• Magie de guerre - Bonus de +4 sur les tests de Concentration lors d’une incantation sur la défensive
• Maîtrise des sorts Magicien de niveau 1 Permet de préparer les sorts choisis sans grimoire
• Maniement d’une arme de guerre - Annule le malus à l’attaque pour l’arme de guerre choisie
• Maniement d’une arme exotique (G) Bonus de base à l’attaque de +1 Annule le malus à l’attaque pour l’arme exotique choisie
• Maniement des armes courantes - Annule le malus à l’attaque pour toutes les armes courantes
• Maniement des boucliers - Annule le malus d’armure sur les jets d’attaque
o Maniement du pavois Maniement des boucliers Annule le malus d’armure sur les jets d’attaque
o Science du coup de bouclier (G) Maniement des boucliers Un bouclier utilisé pour attaquer conserve son bonus à la CA
• Port des armures légères - Annule le malus d’armure sur les jets d’attaque
o Port des armures intermédiaires Port des armures légères Annule le malus d’armure sur les jets d’attaque
o Port des armures lourdes Port des armures intermédiaires Annule le malus d’armure sur les jets d’attaque
• Rechargement rapide (G) Maniement de l’arbalète choisie Recharger l’arbalète choisie est plus rapide
• Science du combat à mains nues (G) - Permet d’être considéré armé, même à mains nues
o Coup étourdissant (G) Dex 13, Sag 13, Science du combat à mains nues, bonus de Permet d’étourdir lors d’attaques à mains nues
base à l’attaque de +8
o Parade de projectiles (G) Dex 13, Science du combat à mains nues Permet de parer une attaque à distance par round
o Interception de projectiles (G) Dex 15, Parade de projectile, Science du combat à mains nues Permet d’attraper les projectiles parés
o Science de la lutte (G) Dex 13, Science du combat à mains nues Bonus de +4 sur les tests de lutte ; pas d’attaque d’opportunité
• Science du critique (G) Maniement de l’arme choisie, bonus de base à l’attaque de +8 Double la zone de critique possible de l’arme
• Science du renvoi Aptitude de renvoi ou d’intimidation de créatures Bonus de +1 au niveau pour le renvoi ou l’intimidition
• Tir à bout portant (G) - Bonus de +1 sur les jets d’attaque à distance et de dégâts à 9 mètres ou moins
o Tir de loin (G) Tir à bout portant Augmente le facteur de portée de 50% ou 100%
o Tir de précision (G) Tir à bout portant Annule le malus de -4 lors d’un tir dans un corps à corps
o Science du tir de précision (G) Dex 19, Tir à bout portant, Tir de précision, bonus de base à Les attaques à distance ignorent tout abri ou camouflage s’il n’est pas total
l’attaque de +4
o Tir en mouvement (G) Dex 13, Esquive, Souplesse du serpent, tir à bout portant, bonus Permet de se déplacer avant et après une attaque à distance
de base à l’attaque de +4
o Tir rapide (G) Dex 13, Tir à bout portant Une attaque à distance supplémentaire par round
o Feu nourri (G) Dex 17, Tir à bout portant, Tir rapide, bonus de base à l’attaque Permet de tirer deux flèches ou plus simultanément
de +6
• Vigilance - Bonus de +2 sur les tests de Détection et de Perception auditive
• Création d’armes et armures magiques Niveau de lanceur de sorts de 5 Permet de fabriquer des armes, des boucliers et des armures magiques
• Création d’objets merveilleux Niveau de lanceur de sorts de 3 Permet de fabriquer des objets merveilleux
• Création de baguettes magiques Niveau de lanceur de sorts de 5 Permet de fabriquer des baguettes magiques
• Création de bâtons magiques Niveau de lanceur de sorts de 12 Permet de fabriquer des bâtons magiques
• Création de sceptres magiques Niveau de lanceur de sorts de 9 Permet de fabriquer des sceptres magiques
bonus to AC
• Otherwordly Type changes to outsider [native]
• Resist Poison Gain +4 on Fortitude saves against poison
• Saddleback You can take 10 on Ride checks, and use your Ride check result as your Reflex save
• Silver Palm Gain +2 on Appraise, Bluff, and Sense Motive checks
• Smooth Talk Take -5 penalty on rushed Diplomacy checks instead of -10
• Snake Blood Gain +2 on Ref saves, +2 on Fort saves against poison
• Spellwise Gain +2 on Knowledge (arcana) and Spellcraft checks, and +2 on saves against illusion spells and effects
• Stormheart Gain +2 on Balance and Profession (sailor) checks, +1 dodge bonus on ships, and ignore movement penalty
while on ships
• Street Smart Gain +2 on Gather Information, Intimidate, and Sense Motive checks
• Strong Soul Gain +1 on Fort and Will saves, or +3 against death effects, energy drain, and ability drain attacks
• Surefooted Gain +2 on Climb and Jump checks, and ignore movement penalty for ice and slopes
• Survivor Gain +2 on Fortitude saves and Survival checks
• Swift and Silent (Stealthy) No penalty on Hide and Move Silently checks and when you move at normal speed
• Tattoo Focus Gain +1 on save DC and spell penetration with specialized school
• Thug Gain +2 on initiative checks, and +2 on Appraise and Intimidate checks
• Thunder Twin Gain +2 on Diplomacy and Intimidate checks, twin
• Tireless Ignore fatigue and reduce exhaustion to fatigue
• Treetopper Gain +2 on Balance and Climb checks, retain Dex bonus to AC while climbing
• Twin Sword Style Gain +2 shield bonus on AC against designated opponent while fighting with two sword
Races de Faerûn:
U
• Branchies empathiques Bonus de base de Volonté de +2, elfe aquatique ou genasi d’eau Le personnage peut permettre à une personne adjacente de respirer sous l’eau
• Caravanier Contrées du Mitan Occidental, Cormyr, Sembie, Thesk, les Vaux Le personnage sait mener efficacement une caravane le long des routes marchandes reconnues
• Cavalier arachnide Elfe drow, nain gris Le personnage est formé à se servir d’araignées comme montures
• Cavalier chiroptère Nain d’écu Le personnage possède une parfaite maîtrise de l’art de monter des chauves-souris sanguinaires, mode de
transport courant chez les nains d’écu des Collines lointaines
• Chant d’ombre Magie de la Toile d’Ombre, musique de barde Certains bardes ont appris à insuffler dans leurs représentations la vague de souffrance et de désolation qui
recouvre la Toile d’Ombre
• Chant talfirien Aptitude de classe de musique de barde, Augmentation Le personnage sait transférer le pouvoir de sa musique de barde pour améliorer ses sorts de l’école
d’intensité, humain téthyrien d’Illusion
• Chevalier du ciel Degré de maîtrise de 1 en Equitation, Combat monté Le personnage a été formé et officie au sein de la cavalerie des hippogriffes qui veille sur la Grande faille
• Colosse de pierre (G) Bonus de base de Vigueur de +3, genasi de terre Le personnage sait concentrer une partie de sa puissance pour renforcer la dureté de sa peau
• Combat en nuée (G) Taille P, Dex 13, bonus de base à l’attaque de +1 Le personnage et ses alliés disposant du même don peuvent coordonner leurs attaques au corps au corps
contre une même cible et sont particulièrement à l’aise pour combattre côte à côte dans les espaces réduits
• Convocation d’élémentaire de la terre Gnome des profondeurs, niveau global de 6 A l’instar de nombreux gnomes des profondeurs émérites, le personnage a développé la capacité de
convoquer des élémentaires de la Terre pour l’assister dans son travail
• Coup bas (G) Esquive, Souplesse du serpent, bonus de base à l’attaque de +4 Le personnage est capable de passer entre les pattes d’adversaires plus grands que lui pour les attaquer
• Débroussailleur (G) Nain sauvage Grâce aux enseignements de Thard Harr, le personnage a appris à s’extirper des agressions des plantes de
la jungle
• Dominateur mental duergar Nain gris Le personnage sait user de la force de son esprit pour s’imposer sur les faibles de caractère
• Doué pour les langues Elfe de lune, elfe du soleil Le personnage possède un talent intuitif qui lui permet d’apprendre de nombreuses langues
• Drow de haute naissance Drow, bonus de base de Volonté de +2 Le personnage a appris à exploiter les pouvoirs avancés que lui confère son noble héritage de drow
• Elémentaliste calishite Humain calishite Le personnage est un élève de la tradition de magie élémentaire des Calishites et a appris à maîtriser ses
pouvoirs mystérieux.
• Esprit ancestral Humain illuskien, Uthgar comme divinité tutélaire Le personnage présente des liens avec l’esprit de l’un des ancêtres de son clan, disparu depuis longtemps,
qui lui murmure des paroles sages par la pensée quand le besoin s’en fait sentir
• Esprit d’acier Sag 13, nain gris Le personnage descend de duergars ayant échappé au joug esclavagiste des illithids. Le sang de ces
anciens esclaves, aguerris aux attaques psioniques, coule fièrement dans ses veines
• Etendard de lumière Humain damarien, faculté de lancer des sorts divins, aptitude de Le personnage est capable de charger ses sorts d’énergie positive de manière à ce qu’ils brillent de sainte
renvoi des morts-vivants puissance
• Façonneur de pierre Degré de maîtrise de 1 en Artisanat (maçonnerie), trait racial de Le personnage présente un lien profond et chargé de respect envers la terre et la pierre
connaissance de la pierre
• Façonneur de runes Degré de maîtrise de 4 en Artisanat (runes) Le personnage sait fabriquer des runes qui remplacent les composantes matérielles de ses sorts
• Familier supérieur
• Filou gnome des roches Gnome des roches Les hallucinations créées par le personnage trompent plus souvent les sens de ses cibles
• Flammes curatives Bonus de base de Volonté de +3, genasi de feu ou tanarukk Le personnage est capable de puiser directement l’énergie des flammes pour se soigner
• Forgeron-enchanteur nain d’or Nain d’or Le personnage a appris les secrets de la magie des nains d’or qui consiste à créer et altérer des armes
• Frappe débilitante (G) Bonus de base à l’attaque de +6, aptitudes d’attaque sournoise Le personnage est particulièrement doué pour asséner des attaques sournoises des plus cruelles et
accablantes
• Gardien nain d’écu Nain d’écu Le personnage étudie la magie de protection que les nains d’écu ont développée au prix de lourdes
conséquences, après des siècles de guerre et d’errance
• Incantation primitive Le personnage pousse des cris stridents, gesticule sauvagement et use de composantes matérielles
additionnelles qui rendent plus puissants ses sorts
• Intégration à la pierre Bonus de base de Vigueur de +4, genasi de terre Le personnage s’est tellement adapté à la pierre qu’il est capable de se fondre avec elle pour de courtes
périodes
• Jotunbrud Humain damarien ou illuskien Le personnage descend des géants qui régnaient sur l’Empire montagneux d’Ostaria il y a plusieurs âges, et
affiche une carrure des plus impressionnantes
• La force fait l’union For 13, Prestige La force exceptionnelle du personnage a le don d’attirer en nombre les suivants
• Lien animal du planaire Aasimar, tieffelin ou genasi de terre Le personnage présente des affinités particulières avec un type d’animal associé avec son ancêtre divin
• Lignée céleste Aasimar, bonus de base de Réflexes, de Vigueur et de Volonté Certains des pouvoirs célestes latents du personnage se sont affirmés
de +1
• Lignée élémentaire Bonus de base de Vigueur de +4, genasi (d’air, de terre, de feu Le personnage présente certains des aspectsde l’élément qui imprègne sa chair
ou d’eau)
• Lignée fiélon Fey’ri, tanarukk ou tieffelin, bonus de base de Réflexes, de Certains des pouvoirs latents du personnage, qu’il tient d’un ancêtre fiélon particulièrement puissant, se sont
Vigueur et de Volonté de +1 affirmés
• Linguiste occulte Humain illuskien et faculté de lancer des sorts divins Le personnage fait preuve d’une compréhension profonde de la nature magique même des mots et d’une
réelle maîtrise de la syntaxe secrète du pouvoir
• Lumière supérieure Pouvoir magique de lumière Le pouvoir inné qu’a le personnage de créer de la lumière est plus efficace que la normale
• Mage errant hin Halfelin pied-léger Le personnage montre des affinités naturelles avec les sorts qui le transportent d’un endroit à un autre
• Maître des chimères svirfnebelin Gnome des profondeurs Le temps passé par le personnage dans les profondeurs souterraines l’a rendu particulièrement attentif aux
plus fines nuances auditives et visuelles que l’on puisse trouver dans ces cavernes qui n’ont jamais vu le
soleil. De ce fait, les illusions qu’il est capable de créer sont très précises et extrêmement réalistes
• Maître des fantasmes gnome des forêts Gnome des forêts Le personnage peut protéger sa forêt par l’entremise d’un éventail de fantasmes et de mirages qui trompent
ses ennemis
• Marteau de chair (G) For 13, Science du combat à mains nues, nain Le personnage s’est formé à un style de combat à mains nues dans lequel on frappe des deux poings à la
fois
• Métallurgie Nain d’or Le personnage est versé dans l’art de la métallurgie et crée des alliages métalliques qui se distinguent par
leur apparence comme par leurs qualités
• Missionnaire chondathien Humain chondathien, faculté de lancer des sorts divins La formation du personnage met en exergue les sorts qui l’aident à colporter la parole de son culte
• Nage accélérée Bonus de base de Vigueur de +2, vitesse de déplacement Le personnage ne fait qu’un avec l’eau
naturelle à la nage
• Négociateur infernal Extérieur Le personnage est parfaitement à l’aise lorsqu’il s’agit de faire des affaires avec des entités puissantes des
plans inférieurs
ème
• Occultiste austral Humain mulan, faculté de lancer des sorts de 2 P P niveau Les études magiques menées par le personnage dans les contrées mulanes lui ont appris des techniques
d’incantation, totalement inconnues plus au nord, qui rendent floue la frontière entre la magie profane et son
équivalent divin
• Pancrace (G) Bonus de base à l’attaque de +3 Le personnage sait résister efficacement aux attaques de lutte des créatures qui ont l’habitude d’agripper
leurs adversaires
• Pied terrestre Elfe aquatique Le personnage peut rester en dehors de l’eau pendant plus longtemps que la plupart de ses congénères
• Plus fort que la peste Humain chondathien Le personnage descend de la poignée de combattants qui se battirent sur les champs du Mésange et
survécurent à la Guerre pourrissante en 902 CV
• Poings du passe-roche (G) Science du combat à mains nues, urdunnir Le personnage est formé à un style de combat qui puise dans sa capacité à traverser la pierre et le métal
comme de l’air
• Pouvoir magique renforcé Disposer d’au moins un pouvoir magique Au choix, l’un des pouvoirs magiques du personnage devient plus puissant que la normale
• Réminiscence Humain rashémi (y compris les Gurs) Le personnage présente des traces de la Vision dans son sang, ce talent capricieux et aussi délicat à
contrôler qu’un rêve qui permet de récolter des résonances du passé, qu’ils soient merveilleux ou horribles
• Rempart contre l’ombre Humain talfir ou téthyrien de n’importe quelle région Les ancêtres du personnage ont affronté pendant des siècles l’influence insidieuse de la magie d’ombre et
certains de leurs descendants (dont le personnage) présentent une résistance accrue à ses effets
• Résistance énergétique supérieure Résistance naturelle à une forme d’énergie (acide, électricité, Résistance innée contre ce type d’énergie est plus efficace que la normale
feu, froid ou son)
• Ruée à corps perdu (G) Orque ou demi-orque, bonus de base à l’attaque de +4 Le personnage charge ses ennemis avec une puissance considérable, sans chercher à se protéger le moins
du monde
• Sang azer Nain d’écu Le personnage descend des nains d’écu du clan Azerkyn qui régnaient autrefois sur le royaume infllexible
de Xothaerin, dans les profondeurs de l’Amn occidental. Le sang des azers coule dans ses veines
• Sang de pierre Con 13, urdunnir Le sang du personnage est aussi épais que de la lave refroidie, ce qui le rend plus résistant à la mort
lorsqu’il tombe des suites de ses blessures
• Sang du respect Orque, Prestige, valeur de Prestige de base de 10 Le personnage sait se faire respecter par un grand nombre d’orques
• Sangsue curative Fey’ri, pouvoir magique d’énergie négative Le personnage puise dans l’énergie vitale d’un adversaire pour se soigner
• Savoir des génies Calimshan Le personnage bénéficie des siècles de savoir calishite sur les différents types de génies
• Science de la lévitation Pouvoir magique de lévitation Le personnage a appris à distiller son utilisation du pouvoir magique de lévitation, ce qui lui permet de s’en
servir plusieurs fois pour des durées plus courtes
• Science du coup bas (G) Coup bas, Esquive, Souplesse du serpent, bonus de base à Le personnage est particulièrement à l’aise dans l’utilisation du don Coup bas
l’attaque de +4
• Science du vol Capacité de voler, que ce soit naturellement, magiquement ou Le personnage bénéficie d’une manoeuvrabilité en vol accrue
par métamorphose
• Serviteur de harem Calimshan Le personnage a été formé à servir comme jhasin ou jhasina
• Tatouage magique Degré de maîtrise de 1 en Artisanat (calligraphie), niveau 3 de Le personnage peut créer des tatouages qui gardent des sorts en réserve
lanceur de sorts
• Tatouage sacré Divinité tutélaire issue du panthéon mulhorandi ou untherite Le personnage est touché par la grâce de l’un des rois-dieux des Vieux Empires et porte son symbole sous
forme d’un tatouage qui rappelle un symbole sacré
• Ténèbres supérieures Pouvoir magique de ténèbres Le pouvoir inné du personnage qui lui permet de créer l’obscurité est plus puissant que la normale
• Théocrate Divinité tutélaire issue du panthéon mulhorandi Le personnage fait preuve de la distinction nécessaire pour s’assurer les grâces de sa divinité tutélaire et
dispose de talents politiques
• Tradition orale Nain d’écu, nain d’or, nain polaire Le personnage est très versé dans l’art de conter et dans l’histoire de sa culture telle qu’elle a été transmise
oralement
• Vieux singe Sag 13 Le personnage affiche une tendance poussée au scepticisme et un bon sens rare qui font qu’il a l’art de
distinguer le mensonge de la vérité
• Vision drow Elfe demi-drow Le personnage a habitué ses yeux à percevoir dans l’obscurité avec la même acuité que ses ancêtres drows
purs
• Yeux de lumière Aasimar, lignée céleste Le personnage est capable de canaliser l’énergie sainte pour produire un rayon d’énergie lumineuse
dévastatrice
Magie de Faerûn:
U U U U U
Dons de Métamagie
• Contact magique à distance Le personnage peut lancer des sorts de contact sans avoir à toucher physiquement la cible
• Dispense de composante matérielle N’importe quel autre don de métamagie Le personnage peut lancer des sorts sans composante matérielle
• Incantation lycanthropique Lycanthrope, soit le don Contrôle total de forme, soit un degré de Le lycanthrope peut lancer des sorts sous sa forme animale
maîtrise de 8 en Contrôle de forme
• Sort consacré Le personnage peut charger ses sorts infligeant des dégâts de pouvoir divin
Dons Spéciaux
• Extension de renvoi Pouvoir de renvoi ou intimidation des morts-vivants, Cha 13, Le personnage peut renvoyer ou intimider un plus grand nombre de morts-vivants avec une seule tentative
Emprise sur les morts-vivants
• Renvoi culminant Cha 13, Emprise sur les morts-vivants Le personnage peut affecter des morts-vivants plus puissants avec ses tentatives de renvoi ou d’intimidation
• Renvoi rapide Pouvoir de renvoi ou intimidation des morts-vivants, Cha 13, Le personnage peut renvoyer ou intimider les morts-vivants en un clin d’œil
Emprise sur les morts-vivants
Dons Divins
• Puissance divine Pouvoir de renvoi ou intimidation des morts-vivants, Cha 13, For Le personnage peut canaliser l’énergie pour infliger des dégâts supplémentaires en combat
13, Attaque en puissance
• Vengeance divine Pouvoir de renvoi ou intimidation des morts-vivants, Emprise sur Le personnage peut canaliser l’énergie pour infliger des dégâts supplémentaires aux morts-vivants lors des
les morts-vivants corps à corps
• Vigueur divine Pouvoir de renvoi ou intimidation des morts-vivants, Cha 13, Le personnage peut canaliser l’énergie pour accroître sa vitesse et sa constitution
Emprise sur les morts-vivants
Unapproachable East :
U U
• Ice Troll Berserker (G) Cons 13, ability to rage, membership in Ice Troll berserker lodge, When raging, your skin becomes very thick and tough like the ice trolls that plague parts of your homeland
Rashemen region
• Improved Grapple (G) Dex 13, Improved Unarmed Strike You are skilled in martial arts that emphasize holds and throws
• Long Reach (G) Gnoll or volodni region You know how to use your great stature to reach an opponent more than 5 feet away with a spearlike
weapon
• Owlbear Berserker (G) Str 13, ability to rage, membership in Owlbear berserker lodge, Your fighting style emulates the owlbear, the totem-beast of your berserker lodge
Rashemen region
th
• Rashemi Elemental Summoning Spellcaster level 5 , Rashemen region
P P You may summon Rashemen’s native elementals in any situation where you could summon an air or earth
elemental
• Snow tiger berserker (G) Dex 13, ability to rage, membership in Snow tiger berserker You have learned how to pounce on your foes, much like your totem spirit
lodge, Rashemen region
st
• Vremyonni Training Able to cast 1 – level spells, Rashemen region
P P You have had more than the typical amount of training with the vremyonni, the Old Ones who research
spells and craft magic items for the Witches of Rashemen
• Wolf Berserker (G) Ability to rage, membership in Wolf berserker lodge, Rashemen You have studies the fighting style of the wolf and employ its tactics in combat
region
• Woodwise Star elf or volodni region You are trained in fighting in woodlands and know how to use the terrain to best advantage
Metamagic feats
• Explosive Spell You can cast spells that blast creatures off their feet
• Fortify Spell You can cast spells that easily penetrate spell resistance
• Transdimensional Spell You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose
entrances fall within the area of effect
Underdark
U U
Metamagic feat
st
• Metanode Spell Node Spellcasting, caster level 1 P P Reduced cost metamagic spells near earth nodes
Wild Feat
• Extra Wild Shape Ability to use wild shape Two extra shape abilities per day
Serpent Kingdoms
U U
Monstrous Feats
• Barbed Stinger Sting attack Your stinger is unusually difficult to dislodge.
• Body Pouch Scaled One You can open a cavity in your body without harm to yourself and use it to carry or conceal items or creatures.
• Chameleon Hide Scaled One You can alter the hue of your scales to match the surrounding terrain.
• Cobra Head Serpent or serpentfolk You can extend the skin of your neck into a cobra hood.
• Deadly Poison Con 19, poison special attack that deals ability damage as Your poison attack deals more damage than normal.
secondary damage, Ability Focus (poison)
• Deadly Spittle Spit Venom, spit attack, or spittle attack You can use your spit attack against multiple opponents.
• Forked Tongue Serpentfolk You speak with a honeyed voice that bends listeners to your will.
• Gape of the Serpent Swallow whole special attack Like a snake, you can stretch your mouth to an outlandish extent to accommodate immense prey.
• Improved Spit Precise Shot and Spit Venom, spit attack, or spittle attack You can spit farther than normal.
• Irresistible Gaze Gaze attack Your gaze attack is more potent than normal.
o Piercing Gaze Int 13, Cha 15, gaze attack Your gaze attack has a greater range than normal.
• Multigrab Str 17, improved grab You can grapple enemies more firmly than normal with your natural attacks.
o Greater Multigrab Str 19, Dex 15, improved grab, Multigrab You can grapple enemies effortlessly with your natural weapons.
o Rending Constriction Str 19, Dex 15, constrict special attack, improved grab, Greater You can pull grappled enemies apart.
Multigrab, Multigrab, two or more limbs
• Narrowed Gaze Int 13, gaze attack Your gaze attack has a limited field effect.
• Pervasive Gaze Int 13, gaze attack Your gaze attack is more effective than normal.
• Poison Resistance Poison attack as an extraordinary ability You can resist poison better than you otherwise could.
o Poison Immunity Poison attack as an extraordinary ability, Poison Resistance You can ignore the effects of poison.
• Prehensile Tail Str 13, tail attack, Two-weapon Fighting or Multiweapon You can use your tail to manipulate objects.
• Puff Torso Serpent or serpentfolk You can puff out your skin to appear larger and more threatening.
• Spit Venom Poisonous bite attack You can spit venom in the manner of a spitting cobra.
• Tail Rattle Serpent or serpentfolk Your tail gains a rattle like that of a rattlesnake.
Shining South U
Metamagic Feat
• Wounding Spell Knowledge (history) 4 ranks, Empower Spell Inflict a bleeding wound with any damage-dealing spell
Regional Feat
• Godsight Cha 13, Mulhorandi (aasimar, human [Muman], or tiefling), Gain spell-like abilities involving detection
Mulholland region
Champions of Ruin
Feats Requirements Benefit
General Feats
• Chakram Ricochet Dex 13, base attack bonus +1, proficient with chakram Strike two adjacent targets with one chakram
• Craven Sneak attack class feature, cannot be immune to fear Deal extra damage equal to your level on sneak attacks, -2 on saves vs. fear effects
• Dire Flail Smash (G) Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail) Target struck by both ends of your dire flail is dazed for 1 round
• Dirty Rat Tumble 4 ranks Gain additional +1 on attack rolls when flanking
• Feral Animal Companion Animal companion class feature, any evil alignment Gain animal companion with +2 Str, +2 Con, and disease-carrying bite
• Flay Foe (G) Str 15, base attack bonus +6, proficient with slashing melee Subsequent attacks deal +1d6 slashing damage
weapon
• Improved Fiendish Servant Fiendish servant class feature Gain more powerful fiendish servant with the fiendish creature template
• Malign Spell Focus Any evil alignment +1 bonus on save DCs against spells with the evil descriptor
• Mortifying Attack Death attack class feature Creatures that witness your death attack are shaken for 2d4 rounds
• Mutilator Base attack bonus +4 Decapitate slain enemy as a free action
• Natural Bully Intimidate 6 ranks Weak enemies take a -2 penalty on attacks made against you
• Node Sensitive - Automatically detect nearby nodes
st
• Node Spellcasting Caster level 1 Access node magic
o Node Defense Node Spellcasting Gain insight bonus to AC and saving throws near attuned node
o Node Store Node Spellcasting Store two spells in a node
• Poison Immunity - You are immune to a specific poison and gain +1 bonus on saves against other poisons
• Pulverize Foe (G) Str 15, base attack bonus +6, proficient with bludgeoning melee Subsequent attacks deal +1d6 bludgeoning damage
weapon
• Shadowform Familiar Krinth, summon familiar class feature Gain a familiar with the incorporeal subtype
• Shadowstrike (G) Krinth, base attack bonus +1 Gain +1 bonus on attacks and deal +1d6 damage with melee weapon in shadowy conditions
• Skewer Foe (G) Str 15, base attack bonus +6, proficient with piercing melee Subsequent attacks deal +1d6 piercing damage
weapon
• Snatch Trophy - Take trophy from fallen victim as a free action
o Bloodsoaked Intimidate Snatch Trophy Make Intimidate check as swift action
• Touch of Benevolence Any evil alignment 50% chance to ignore any effect that targets or damages evil creatures
Bardic Feats
• Doomspeak Bardic music class feature, Intimidate 8 ranks, Perform 8 ranks Target takes a -10 penalty on attacks, saves, ability checks, and skill checks for 1 round
Divine Feats
• Profane Outburst Ability to rebuke undead, any evil alignment Spend rebuke undead attempt to grant undead creatures within 60 ft. a +1 profane bonus to AC
• Via Negativa Ability to rebuke undead Spend rebuke undead attempt to deal extra damage with an inflict spell
Initiate Feats
rd
• Initiate of Ghaunadaur Cleric level 3 , patron Ghaunadaur Command/rebuke oozes, add spells to cleric list
nd
• Initiate of Gruumsh Orc or half-orc, ability to cast 2 -level divine spells, patron Cast prepared cure spell or spontaneously cast inflict spell as swift action, add spells to cleric list
Gruumsh
rd
• Initiate of Kossuth Cleric level 3 , patron Kossuth Summoned fire elementals have max hit points, add spells to cleric list
th
• Initiate of Loviatar Cleric level 5 , patron Loviatar Gain +1 bonus on attack rolls and saving throws against fear for 1 min./level after taking damage
st
• Initiate of Shar Ability to cast 1 -level divine spells, patron Shar Bluff and Hide are class skills, add spells to cleric list
rd
• Initiate of Varae Extamunaar, cleric level 3 , patron Varae Create shield of emerald scales (1/day for 1min./level) that ignores certain force effects, add spells to cleric
list
Metamagic Feats
• Corrupt Spell Any evil alignment Adds evil descriptor to one spell you can cast
• Entangling Spell - Spell entangles targets for 1 round
• Lingering Spell - Spell deals 1d6 damage of the same energy type for 1 extra round
st
• Metanode Spell Node Spellcasting, caster level 1 Reduce cost of metamagic spells cast in a node
• Reaping Spell Any evil alignment Target killed by spell cannot be raised, reincarnated, or resurrected
Vile Feats
• Disciple of Darkness Lawful evil alignment Gain +1 luck bonus on an attack roll, skill check, ability check, level check, or saving throw 1/day
o Hellbound Knight (G) Disciple of Darkness, base attack bonus +4 Wielded weapon treated as lawful and evil for purpose of overcoming damage reduction; +1 profane bonus
on attack rolls against lawful outsiders
• Evil Brand - +2 bonus on Diplomacy and Intimidate checks made against evil creatures
o Evil Embraced Evil Brand Gain damage reduction 10/good for 1 round
• Scion of Sorrow Neutral evil alignment Gain +1 luck bonus on an attack roll, skill check, ability check, level check, or saving throw 1/day
o Tormented Knight (G) Scion of Sorrow, base attack bonus +4 Wielded weapon treated as evil for purpose of overcoming damage reduction; successful attack deals 1d4
Cha damage to lawful or chaotic outsiders
• Thrall to Demon Chaotic evil alignment Gain +1 luck bonus on an attack roll, skill check, ability check, level check, or saving throw 1/day
o Demonsworn Knight (G) Thrall to Demon, base attack bonus +4 Wielded weapon treated as chaotic and evil for purpose of overcoming damage reduction; +1d6 damage
against lawful outsiders
Epic Level Handbook
U
• Epic Spell Penetration Greater Spell Penetration, Spell Penetration Your spells are tremendously potent, breaking through spell resistance with ease
th
• Epic Spellcasting Spellcraft (24), Knowledge (arcana) (24), and ability to cast 9 - P P You can create and cast spells that transcend the most powerful existing spells
level arcane spells
OR Spellcraft (24), Knowledge (religion) (24), and ability to cast
th
9 -level divine spells
P P
th
OR Spellcraft (24), Knowledge (nature), and ability to cast 9 -
P P
• Improved Arrow of Death Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death
class feature
• Improved Aura of Courage Cha 25, aura of courage class feature Your aura of courage is stronger than normal
• Improved Aura of Despair Cha 25, aura of despair class feature Your aura of despair is wider than normal
• Improved Combat Casting Combat Casting, Concentration (25) You can cast spells while threatened without fear of being attacked
• Improved Combat Reflexes Dex 21, Combat Reflexes You can respond to any number of opponents who let their defenses down
• Improved Darkvision Darkvision Your ability to see in the dark is greater than normal
• Improved Death Attack Death attack class feature, sneak attack 5d6
• Improved Favored Enemy Five or more favored enemies
• Improved Ki Strike Wis 25, Ki strike (adamantine) You can strike opponents with greater damage reduction
• Improved Low-Light Vision Low-light vision The range of your low-light vision is greater than normal
• Improved Manifestation Ability to manifest powers of the normal maximum level in at least You can manifest psionic powers more powerful than the normal limits of manifestation
one psionic class
• Improved Manyshot Dex 19, base attack bonus +21, Manyshot, Point Blank Shot, You can fire even more arrows as a single attack against a nearby target
Rapid Shot
• Improved Metamagic Four metamagic feats, Spellcraft (30) You can cast spells using metamagic feats more easily than normal
• Improved Sneak Attack Sneak Attack +8d6 Your sneak attacks are more deadly than normal
• Improved Spell Capacity Ability to cast spells of the normal maximum spell level in at least You can prepare spells that exceed the normal limits of spellcasting
one spellcasting class
• Improved Spell Resistance Must have spell resistance from a feat, class feature, or other Your innate resistance to magical effects increases
permanent effect
• Improved Stunning Fist Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist
• Improved Whirlwind Attack Int 13, Dex 23, Dodge, Expertise, Mobility, Spring Attack , You become a blurry whirlwind of attacks, striking out at all enemies near your position
Whirlwind Attack
• Incite Rage Cha 25, greater rage class feature
• Infinite Deflection Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed You can deflect an infinite number of projectiles
Strike
• Inspire Excellence Perform (30), bardic music class feature You can improve the abilities of your comrades through your performance
• Instant Reload Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be Choose one type of crossbow, such as heavy crossbow. You can fire that type of crossbow as fast as a bow
selected)
• Keen Strike Str 23, Wis 23, Improved Critical (unarmed strike), Improved Your unarmed strikes become as sharp as blades
Unarmed Strike, Stunning Fist, ki strike (adamantine)
o Vorpal Strike Str 25, Wis 25, Improved Critical (unarmed strike), ki strike +3 Your unarmed strikes can behead your opponents
• Lasting Inspiration Perform (25), bardic music class feature Your songs continue to inspire allies long after your words have faded
• Legendary Climber Dex 21, Balance (12), Climb (24) You can climb rapidly much more easily than a normal person
• Legendary Leaper Jump (24) You can jump much farther than normal for your size
• Legendary Rider Ride (24) You can ride any mount without penalty (even bareback) and can control any mount in combat
• Legendary Tracker Wis 25, Track, Knowledge (nature) (30), Survival (30) You can track prey across or through the water, or even through the air
• Legendary Wrestler Str 21, Dex 21, Improved Unarmed Strike, Escape Artist (15) You are exceptionally proficient at grappling
• Lingering Damage Sneak attack +8d6, crippling strike class feature Your sneak attacks continue to deal damage even after you strike
• Master Staff Craft staff, Spellcraft (15) You can activate a staff without using a charge
• Master Wand Craft wand, Spellcraft (15) You can activate a wand without using a charge
• Mighty Rage Str 21, Con 21, greater rage class feature, rage 5/day Your rage becomes even more powerful than normal
• Mobile Defense Dex 15, Dodge, Mobility, Spring attack, defensive stance 3/day You can adjust your position while maintaining a defensive stance
class feature
th
• Multispell Quicken Spell, ability to cast 9 -level arcane or divine spells
P P You can cast an additional quickened spell in a round
• Multiweapon Rend Dex 15, base attack bonus +4, three or more hands, You can rend opponents when fighting with more than two limbs
Multidexterity, Multiweapon Fighting
• Music of the Gods Cha 25, Perform (30), bardic music class feature You can use your bardic music to influence creatures immune to mind-affecting effects
• Overwhelming Critical Str 23, Cleave, Great Cleave, Improved Critical (weapon to be Choose one type of melee weapon. With that weapon, you do more damage on a critical hit
chosen), Power Attack, Weapon Focus (weapon to be chosen)
o Devastating Critical Str 25, Cleave, Great Cleave, Improved Critical (weapon to be Choose one type of melee weapon. With that weapon, you are capable of killing any creature with a single
chosen), Overwhelming Critical (weapon to be chosen), Power strike
Attack, Weapon Focus (weapon to be chosen)
• Penetrate Damage Reduction - Select a special material, such as adamantine. Your melee attacks can bypass a creature’s damage
reduction as if your weapon was crafted from that material.
• Perfect Health Con 25, Great Fortitude You are immune to normal diseases and common poisons
• Perfect Multiweapon Fighting Dex 25, three or more hands, Greater Multiweapon Fighting, A creature with three or more hands can fight with a weapon in each hand. The creature is allowed its full
Mutltidexterity, Multiweapon Fighting number of attacks with each extra weapon.
• Perfect Two-Weapon Fighting Dex 25, Ambidexterity, Greater Two-Weapon Fighting, Improved You can attack with your off-hand weapon as frequently as with your primary weapon
Two-Weapon Fighting, Two-Weapon Fighting
• Permanent Emanation Spellcraft (25), ability to cast the spell to be made permanent One of your personal emanation spells become permanent
• Planar Turning Wis 25, Cha 25, ability to turn or rebuke undead You can turn (or rebuke) outsiders
• Polyglot Int 25, Speak Language (five Languages) You can speak, read and write all languages
• Positive Energy Aura Cha 25, ability to turn undead, ability to cast dispel evil You automatically turn (or even destroys) lesser undead
• Ranged Inspiration Perform (25), bardic music class feature You can use your bardic music at a greater range than normal
• Rapid Inspiration Perform (30), bardic music class feature You can inspire your allies with bardic music more quickly than normal
• Reactive Countersong Combat Reflexes, Perform (30), bardic music class feature You can use countersong as a reaction to a sonic or language-dependent magical attack
• Reflect Arrows Dex 25, Deflect Arrows, Improved Unarmed Strike You reflect ranged attacks back upon the attacker
• Righteous Strike Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful Your unarmed strikes are particularly damaging to chaotic creatures
alignment, ki strike (lawful) class feature.
• Ruinous Rage Str 25, Power Attack, Sunder, rage 5/day While in a rage, you can deal tremendous damage to objects
• Self-Concealment Dex 30, Hide (30), Tumble (30), improved evasion When in combat, your form becomes blurry and indistinct, making it difficult to land a blow against you
• Shattering Strike Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed You can shatter objects with your unarmed strike
strike), Concentration (25), ki strike +3
• Sneak Attack of Opportunity Sneak attack +8d6, opportunist class feature Whenever your opponent lets his guard down, you can make a sneak attack
• Spectral Strike Wis 19, ability to turn or rebuke undead You can strike incorporeal creatures as if they were solid
• Spell Knowledge Ability to cast the maximum spell level of an arcane spell-casting You add two additional arcane spells to your repertoire
class
• Spell Opportunity Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft (25) You can cast a touch spell as an attack of opportunity
th
• Spell Stowaway Spellcraft (24), caster level 12 P P Choose a spell-like ability or a spell you can cast. You gain the benefits of this magic whenever it is used
near you
• Spellcasting Harrier Combat Reflexes Spellcasters you threaten find it difficult to cast defensively
th
• Spontaneous Domain Access Wis 25, Spellcraft (30), ability to cast 9 -level divine spells
P P Select a domain of spells you have acess to. You can spontaneously convert spells into spells of this domain
• Spontaneous Spell Spellcraft (25), ability to cast the maximum normal spell level of Select a spell you can cast. You can spontaneously convert spells of that spell’s level into that spell
at least one spellcasting class
• Storm of Throws Dex 23, Point Blank Shot, Quick Draw, Rapid Shot You become a flurry of thrown weapons, targeting all nearby opponents
• Superior Initiative Improved Initiative You can react even more quickly than normal in fight
• Swarm of Arrows Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of You can fire a veritable storm of arrows at nearby opponents
bow used)
• Tenacious Magic Spellcraft (15), ability to cast the spell to be made tenacious Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed
• Terrifying Rage Intimidate (25), rage 5/day While in a rage, you panic your opponents
• Thundering Rage Str 25, rage 5/day Your rage attacks can cause thunderous roars that can deafen opponents
• Two-Weapon Rend Dex 15, base attack bonus +9, Ambidexterity, Improved Two- You can rend opponents when fighting with two weapons
Weapon Fighting, Two-Weapon Fighting
• Uncanny Accuracy Dex 21, base attack bonus +11, Point Blank Shot, Improved You can ignore anything less than total cover or total concealment when using ranged weapons
Precise Shot, Precise Shot, Spot (20)
• Unholy Strike Smite good class feature, any evil alignment Your attacks deal great damage to good creatures
• Widen Aura of Courage Cha 25, aura of courage class feature Your aura of courage is wider than normal
• Widen Aura of Despair Cha 25, aura of despair class feature Your aura of despair is wider than normal
Divine Feats
• Negative Energy Burst Cha 25, ability to rebuke or command undead, ability to cast You can use your rebuke/command undead ability to unleash a burst of negative energy
inflict critical wounds, any evil alignment
• Undead Mastery Cha 21, ability to rebuke or command undead You can command a greater number of undead than normal
o Zone of Animation Cha 25, Undead Mastery, ability to rebuke or command undead You can channel negative energy to animate undead
Metamagic Feats
• Enhance Spell Maximize Spell You can increase the power limit of your damage-dealing spells
th
• Intensify Spell Empower Spell, Maximize Spell, Spellcraft (30), ability to cast 9 -
P P You can cast spells with exceptionally great effect
level arcane or divine spells
Wild Feats
• Diminutive Wild Shape Ability to wild shape into a Huge animal You can wild shape into animals of Diminutive size
o Fine Wild Shape Ability to wild shape into a diminutive animal You can wild shape into animals of Fine size
• Dragon Wild Shape Wis 30, Knowledge (nature) (30), wild shape 6/day You can take the form of a dragon
• Gargantuan Wild Shape Ability to wild shape into a Huge animal You can wild shape into animals of Gargantuan size
o Colossal Wild Shape Ability to wild shape into a Gargantuan creature You can wild shape into animals of Colossal size
• Improved Elemental Wild Shape Wis 25, ability to wild shape into an elemental You can take the form of a greater variety of elementals than normal
• Magical Beast Companion Knowledge (nature) (24), wild shape 6/day You can befriend a beast
• Magical Beast Wild Shape Wis 25, Knowledge (nature) (27), wild shape 6/day You can wild shape into magical beast form
• Plant Wild Shape Knowledge (nature) (24), wild shape 4/day You can wild shape into plant form
• Vermin Wild Shape Knowledge (nature) (24), wild shape 6/day You can wild shape into vermin form
Metamagic Feats
• Corrupt Spell Any evil alignment The character can transform one of her spells into a thing of evil due to a deal she makes with an evil power
• Violate Spell Any evil alignment The character can transform one of his spells into an evil spell, and the wounds the spell inflicts are tainted
with the foulest evil
Vile Feats
• Dark Speech Base Will save +5, Int 15, Cha 15 The character learns a smattering of the language of truly dark power
• Disciple of Darkness - The character formally supplicates himself to an archdevil. In return for this obedience, he gains a small
measure of power.
• Evil Brand - The character is physically marked forever as a servant of an evil power greater than herself or as a villain
who does not care who knows that she seeks only death, destruction and misery for others. The symbol is
unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt
that the bearer is forever in the sway of the blackest powers.
o Lichloved Evil Brand By repeatedly committing perverted sex acts with the undead, the character gains dread powers
• Sacrificial Mastery Wis 15 The character is skilled at offering living sacrifices to evil gods or fiends
• Thrall to Demon - The character formally supplicates himself to a demon prince. In return for this obedience, the character
gains a small measure of power.
• Verminfriend Cha 15 Vermin regard the character better than they would normally
• Vile Ki Strike Cha 15, Improved Unarmed Strike The character can focus evil power into his unarmed strike
• Vile Martial Strike Cha 15, Weapon Focus The character can focus evil power into her weapon blows
• Vile Natural Attack Base attack bonus +5, natural attack that deals at least 1d8 The character can focus evil power into his natural attacks
damage
• Willing Deformity - Through scarification, self-mutilation, and supplication to dark powers, the character intentionally mars her
own body
• Deformity (clawed hands) Willing Deformity Because of intentional self-mutilation, the character has deformed arms and hands ending in sharp claws
• Deformity (eyes) Willing Deformity The character has either drilled a hole in her forehead trying to add a third eye, or she has supernaturally
scarred one of her regular eyes
• Deformity (face) Willing Deformity Because of intentional self-mutilation, the character has a hideous face
• Deformity (gaunt) Willing Deformity Through intentional starvation and macabre operations, the character is grossly underweight. He has a
skeletal appearance, and his weight is now half normal for creatures of this kind
• Deformity (obese) Willing Deformity Through intentional gorging and general gluttony, the character is obese. Grossly overweight, she is now at
least triple the normal weight for creatures of her kind
Exalted Feats
• Animal Friend Cha 15, wild empathy class feature +4 exalted bonus on wild empathy checks
• Celestial Familiar Ability to acquire a new familiar, minimum level requirement (see Additional familiar choices
text)
th
• Celestial Mount Paladin level 4 P P Mount gains celestial creature template
• Consecrate Spell Trigger Craft Wand or Craft Staff, ability to turn undead Use turning ability to add good descriptor to triggered spell
• Exalted Companion Ability to acquire a new animal companion, minimum level Additional animal companion choices
requirement (see text)
• Exalted Smite Smite evil class ability Weapon good-aligned when smiting evil
• Exalted Spell Resistance Cha 15, spell resistance +4 to spell resistance against evil spells and spell-like abilities of evil outsiders
• Exalted Turning Ability to turn undead Extra 3d6 points of damage when turning
th
• Exalted wild shape Wild shape class ability, wild shaping class level 8 P P Additional wild shape options
• Favored of the Companions - +1 luck bonus on any one roll or check
• Fist of the Heavens (G) Wis 15, Sanctify Ki Strike, Stunning Fist +2 to Stunning Fist DC
• Gift of Faith Wis 13 +2 bonus on saving throws to resist fear and despair effects
• Gift of Grace Divine grace class ability Share Cha saving throw bonus
• Hands of Healer Cha 13, lay on hands class ability +2 bonus to Cha for lay on hand ability
• Holy Subdual (G) Subduing Strike Transform bonus and smite damage to nonlethal
• Intuitive Attack (G) Base attack bonus +1 Use Wis modifier instead of Str modifier on attack rolls with simple and natural weapons
• Knight of Stars - +1 luck bonus on any one roll or check
• Nemesis Favored enemy class ability Detect presence of favored enemies
• Nimbus of Light - +2 bonus on Diplomacy and Sense Motive checks with good creature
o Holy Radiance Cha 15, Nimbus of Light Glow with light harmful to undead
o Stigmata Nimbus of Light Heal others’ wounds by taking Con damage
• Nymph's Kiss - +2 bonus on Cha-related checks, +1 bonus on saving throws against spells, 1 extra skill point per level
Use turning ability to add good descriptor to spell; neutral creatures take half damage, good creatures take
• Purify Spell Trigger Craft Wand or Craft Staff, ability to turn undead
no damage
• Quell the Profane Str 13, Power Attack, Resounding Blow, base attack bonus +8 Potential Str damage to evil creature on critical hit
• Ranged Smite Evil Smite evil class ability Smite evil with ranged attack
• Righteous Wrath Rage class ability Potential shaken effect against evil creatures
• Sacred Strike Sneak attack class ability Sneak attacks deal d8s against evil creatures
• Sacred Vow — +2 perfection bonus on Diplomacy checks
• Vow of Abstinence Sacred Vow +4 perfection bonus on Fort saves against poisons and drugs
• Vow of Chastity Sacred Vow +4 perfection bonus on Will saves against charms and phantasms
• Vow of Nonviolence Sacred Vow +4 bonus on save DCs of nondamaging spells
• Vow of Peace Sacred Vow, Vow of Nonviolence Calming aura; +6 varied bonus to AC
• Vow of Obedience Sacred Vow +4 perfection bonus on Will saves against compulsions
• Vow of Poverty Sacred Vow Bonuses to AC, ability scores, and saves; bonus feats (see page 29)
• Vow of Purity Sacred Vow +4 perfection bonus on Fort saves against disease and death effects
• Sanctify Ki Strike Cha 15, Improved Unarmed Strike, Ki strike (lawful) +1 or +1d4 bonus on unarmed damage rolls against evil creatures
Cha 15, Improved Unarmed Strike, Ki strike (holy), Sanctify Ki
o Holy Ki Strike +2d6 bonus on damage rolls against evil creatures
Strike
• Sanctify Martial Strike Cha 15, Weapon Focus with the specified weapon +1 or +1d4 bonus on weapon damage rolls against evil creatures
• Sanctify Natural Attack One or more natural weapon attacks, base attack bonus +5 +1 or +1d4 bonus on natural attack damage rolls against evil creatures
• Sanctify Weapon Ability to cast align weapon Aligned weapon becomes sanctified
• Servant of the Heavens — +1 luck bonus on any one roll or check
• Touch of Golden Ice Con 13 Evil creatures touched ravaged by golden ice
• Words of Creation Int 15, Cha 15, base Will save bonus +5 Ability to use Words of Creation (see page 31)
Metamagic Feats
• Consecrate Spell Any good alignment Adds good descriptor to spell
• Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks Transform spell's energy damage to nonlethal
• Purify Spell Any good alignment Adds good descriptor to spell; neutral creatures take half damage, good creatures take no
Psionic Feats
• Aligned Attack (G) Base attack bonus +6 Attack gains alignment, +ld6 damage
• Boost Construct - Astral construct gains additional ability
• Combat Manifestation - +4 bonus on Concentration checks for defensive manifestation
• Expanded Knowledge Manifester level 3rd Add one new power to powers known
• Focused Sunder (G) Str 13, Power Attack, Improved Sunder Ignore 1/2 hardness of foe's weapon
• Ghost Attack Base attack bonus +3 Ignore incorporeal miss chance on critical hit
• Inquisitor (G) Wis 13 +10 bonus on Sense Motive checks to oppose Bluff
• Mental Leap (G) Str 13, Jump 5 ranks +10 bonus on jump checks
• Metamorphic Transform Wis 13, manifester level 5th Assume one supernatural ability of alternate form
• Narrow Mind Wis 13 +4 bonus on Concentration checks to become psionically focused
• Overchannel - Take damage to increase your manifester level
o Talented (G) Overchannel Take no damage from overchanneling some powers
o Body Fuel Overchannel, Talented Take ability burn to gain power points
• Power Penetration (G) - +4 bonus to defeat power resistance
o Greater Power Penetration (G) Power Penetration +8 total bonus to defeat power resistance
• Power Specialization Weapon Focus (ray), manifester level 4th +2 bonus damage to damaging powers
o Greater Power Specialization Power Specialization, Weapon Focus (ray), manifester level 12th +4 total bonus damage to damaging powers
• Psicrystal Affinity Manifester level 1st Obtain a psicrystal
o Improved Psicrystal Psicrystal Affinity Enhance your psicrystal
o Psicrystal Containment Psicrystal Affinity, manifester level 3rd Your psicrystal can hold a psionic focus
• Psionic Body - +2 hit points for each psionic feat you have
• Psionic Dodge Dex 13, Dodge +1 dodge bonus to AC
• Psionic Endowment (G) - Add +1 to power's save DC
o Greater Psionic Endowment (G) Psionic Endowment Add +2 to power's save DC
• Psionic Fist (G) Str 13 Unarmed attack or natural weapon deals +2d6 damage
o Greater Psionic Fist (G) Str 13, Psionic Fist, base attack bonus +5 Unarmed attack or natural weapon deals +4d6 damage
o Unavoidable Strike (G) Str 13, Psionic Fist, base attack bonus +5 Resolve unarmed or natural weapon attack as touch attack
• Psionic Meditation Wis 13, Concentration 7 ranks Become psionically focused as a move action
• Psionic Shot (G) Point Blank Shot Ranged weapon deals +2d6 damage
o Greater Psionic Shot (G) Point Blank Shot, Psionic Shot, base attack bonus +5 Ranged weapon deals +4d6 damage
o Fell Shot (G) Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 Resolve ranged attack as touch attack
o Return Shot (G) Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3 Deflect ranged attacks back at attacker
• Psionic Talent Having power points Gain additional power points
• Psionic Weapon (G) Str 13 Melee weapon deals +2d6 damage
o Greater Psionic Weapon (G) Str 13, Psionic Weapon, base attack bonus +5 Melee weapon deals +4d6 damage
o Deep Impact (G) Str 13, Psionic Weapon, base attack bonus +5 Resolve melee weapon attack as touch attack
• Speed of Thought Wis 13 +10 feet to speed in light or medium armor
o Psionic Charge (G) Wis 13, Speed of Thought Charge while taking erratic course to foe
• Up the Walls Wis 13 Run on walls and ceilings
• Wounding Attack (G) Base attack bonus +8 Wound opponents with your attack
Metapsionic Feats
• Burrowing Power (G) - Bypass barrier with power
• Chain Power (G) - Choose additional targets with power
• Delay Power (G) - Delay effect of power up to 5 rounds
• Empower Power (G) - Increase power's variable, number effects by 50%
• Enlarge Power (G) - Double power's range
• Extend Power (G) - Double power's duration
• Maximize Power (G) - Maximize power's variable, numeric effects
• Opportunity Power (G) - Make attacks of opportunity with touch powers
• Quicken Power (G) - Manifest powers as free action
• Split Psionic Ray (G) Any metapsionic feat Split one ray attack into two
• Twin Power (G) - Manifest power twice
• Unconditional Power (G) - Manifest power despite character condition
• Widen Power (G) - Double power's area
Planar Handbook
U
Heritage Feats
• Air Heritage - Fly speed +30 feet, +2 on Balance and Jump checks
• Anarchic Heritage Nonlawful alignment +4 on saves against polymorph/petrification, +1 on saves against spells by lawful creatures
• Axiomatic Heritage Nonchaotic alignment +4 on Will saves against enchantments, +1 on saves against spells by chaotic creatures
• Celestial Heritage Nonevil alignment +4 on Fort saves against diseases, +1 on saves against spells by evil creatures
• Earth Heritage - +4 on checks to avoid being bull rushed or tripped, +1 on weapon damage if you and foe both touch ground
• Fiendish Heritage Nongood alignment +4 on Fort saves against poison, +1 on saves against spells by good creatures
• Fire Heritage - +1 on initiative checks, +1 fire damage from unarmed/natural attacks
• Improved Elemental Heritage Air, Earth, Fire, or Water Heritage Resistance 5 to acid, cold, electricity, or fire; +2 on saves against spells of matching descriptor
• Improved Outer Planar Heritage Anarchic, Axiomatic, Celestial, or Fiendish Heritage Your unarmed or natural attacks are treated as having matching alignment
• Natural Heavyweight - Double carrying capacity, +2 on Climb or Jump checks in normal gravity (+4 in light gravity)
• Shadow Heritage - +3 on Hide or Move Silently checks when in darkness or shadow
• Water Heritage - Gain swim speed of 20 feet or increase swim speed by 20 feet, +4 on Con checks for holding your breath
Draconomicon U U U U
Libris Mortis
Feats Prerequisites Benefit
General Feats
• Corpsecrafter - Undead gain +4 Str and +2 hp per Hit Die
o Bolster Resistance Corpsecrafter Undead gain +4 turn resistance
o Deadly Chill Corpsecrafter Undead deal +1d6 cold damage on melee attacks
o Destruction Retribution Corpsecrafter Undead deal negative energy damage when killed
o Hardened Flesh Corpsecrafter Undead gain +2 natural armor
o Nimble Bones Corpsecrafter Undead gain +4 to initiative and +10 ft./round
• Daunting Presence Cha 13, base attack bonus +1 Overawe enemy to make it shaken
• Enduring Life - Ignore penalties from negative levels
o Lasting Life Endurance, Enduring Life Purge negative levels with Will saves
• Empower Turning Ability to turn or rebuke undead Can turn more undead
• Ghost scarred Knowledge (religion) 8 ranks +2 on attacks, damage, saves against incorporeal undead
• Graft Flesh Heal 10 ranks You can apply grafts of a certain type
• Heighten Turning Cha 13, Extra Turning Can turn more undead
• Improved Toughness Base Fortitude save bonus +2 Gain hp equal to your current HD
st
• Mother Cyst Caster level 1 , Knowledge (religion) 2 ranks Internal undead cyst allows access to special spells
• Necromantic Presence - Undead in your presence gain +4 turn resistance
o Necromantic Might Necromantic Presence Undead in your presence gain +2 on attack rolls and damage rolls
• Necropotent Proficiency with selected weapon, Weapon Focus with selected +4 damage with selected weapon against undead
weapon, Weapon Specialization with selected weapon, fighter
th
level 4
• Quicken Turning Ability to turn or rebuke undead Can turn undead as a free action
• Requiem Bardic music, Perform (any) 8 ranks Bardic music affects undead
• Stitched Flesh Familiar Ability to acquire a new familiar, ability to cast three or more Familiar gains undead qualities, and you can control 4 extra HD of undead
necromancy spells
• Tomb-Tainted Soul Nongood Heal with negative energy as an undead creature
o Tomb-Born Fortitude Nongood, Tomb-Tainted Soul 25% crit resistance, no massive damage risk
o Tomb-Born Resilience Nongood, Tomb-Tainted Soul +2 on saves vs. mental influence, poison, disease
o Tomb-Born Vitality Nongood, Tomb-Tainted Soul Forego sleep, immunity to magic sleep effects
th
• Undead Leadership Character level 6 , nongood, Knowledge (religion) 1 rank Attract undead followers and cohort
• Unquenchable Flame of Life - +2 bonus on saves against undead attacks
• Vampire Hunter Knowledge (religion) 6 ranks Detect vampires, immunity to dominating gaze
Divine Feats
• Divine Accuracy Ability to turn or rebuke undead Ignore miss chance for incorporealness
• Profane Lifeleech Ability to turn or rebuke undead Steal 1d6 hp from nearby creatures
• Profane Vigor Cha 11, ability to turn or rebuke undead Grant 1d8 hp to nearby undead allies
• Sacred Vengeance Ability to turn or rebuke undead +2d6 on melee attacks against undead
• Sacred Vitality Ability to turn undead Gain immunity to ability damage, ability drain, and energy drain
• Spurn Death’s Touch Ability to turn undead Heal ability damage, paralysis, negative level
Metamagic Feats
• Energize Spell Nonevil, no ability to rebuke undead Deal 50% extra damage to undead
• Enervate Spell Nongood, no ability to turn undead Deal 50% extra damage to living creatures
• Fell Animate - Creatures slain by the spell rise as zombies
• Fell Drain - Creatures hurt by the spell gain a negative level
• Fell Frighten - Creatures damaged by the spell are also shaken
• Fell Weaken - Creatures damaged by the spell also take -4 Str
Monstruous Feats
• Baleful Moan Undead type, incorporeal subtype, Daunting Presence Emit a terrifying moan
• Contagious Paralysis Paralysis extraordinary or supernatural ability Paralysis spreads to those who touch target
• Corrupted Wild Shape Undead type, wild shape class feature Undead druids retain ability to wild shape
• Death Master Cha 13, undead type, Daunting Presence, base attack bonus +1 On your critical hit, target is also shaken
o Eviscerator Cha 13, undead type, Daunting Presence, Death Master, On your critical hit, foe and its allies are shaken
Improved Critical, base attack bonus +1
• Empowered Ability Damage Cha 11, undead type, incorporeal subtype, supernatural ability to Increase variable effects of ability damage or ability drain
drain or damage an ability score
• Endure Sunlight Sunlight powerlessness or sunlight-related weakness Resist dangerous effects of sunlight
• Ghostly Grasp Cha 15, incorporeal subtype Use corporeal items
• Improved Energy Drain Cha 15, energy drain supernatural ability Draw extra power from energy-drained victims
o Spell Drain Cha 15, energy drain supernatural ability, Improved Energy Gain spells lost by the negative levels you bestow
th
Drain, caster level 5
• Improved Paralysis Undead type, paralysis extraordinary ability +4 DC to paralysis ability
• Improved Turn Resistance Undead type Increase turn resistance by +4
• Life Drain Cha 13, energy drain supernatural ability Negative levels you bestow deal, gain more hp
• Lifebond Cha 11, undead type Bond with chosen living creature to gain benefits
• Lifesense Cha 13, Con – (no Constitution score) Living creature provide illumination
• Necrotic Reserve Cha 13, supernatural ability to drain or damage an ability score or Drain abilities or levels to survive below 0 hit points
drain energy
• Positive Energy Resistance Undead type Resistance 10 to positive energy effects
• Quicken Manifestation Ability to manifest from the Ethereal Plane to the Material Plane Manifest from Ethereal Plane as free action
Lords of Madness
Feats Prerequisites Benefit
General Feats
• Aberration Banemagic - Spells deal additional damage against aberrations
• Aquatic Spellcasting - Spells work normally underwater
• Darkstalker - Hide from creatures with extraordinary senses
th
• Music of the Outer Spheres Perform (any) 11 ranks, bard level 9 Bardic music can sicken, vitalize, or lull aberrations
• Parrying Shield (G) Shield proficiency Add shield bonus to touch AC
• Quick Recovery - Allows new saves against stun and daze
• Thrall Bred Humanoid, Con 13 Bonus to damage and saves when protecting charge
• Wild Talent - Gain psionic ability and 2 power points
Metamagic Feats
• Ocular Spell Knowledge (dungeoneering) 4 ranks, 2 or more eyes Cast spells as rays from eyes
Aberrant Feats
• Aberration Blood Humanoid Grants bonus on skill, allows other aberrant feats
o Aberration Wild Shape Aberration Blood, wild shape ability Assume aberration form with wild shape
o Bestial Hide Aberration Blood Gain +1 natural armor bonus per two aberrant feats
o Deepspawn Aberration Blood, one other aberrant feat Tentacles grant additional attacks
• Durable Form Aberration Blood Gain 2 hp per aberrant feat
• Inhuman Reach Aberration Blood Increase natural rech by 5 feet, take -1 penalty on melee attack rolls
• Inhuman Vision Aberration Blood Gain darkvision and bonus on Spot checks
• Scavenging Gullet Aberration Blood +4 bonus against poison, eat anything
• Starspawn Aberration Blood, one other aberrant feat Wings grant flight, resistance to cold 5
• Warped Mind Aberration Blood +1 bonus on Will saves per two aberrant feats
• Waterspawn Aberration Blood, one other aberrant feat Fins grant Swim bonuses, resistance to cold 5
Complete Warrior
Feats Prerequisites Benefit
General Feats
rd
• Arcane Strike Ability to cast 3 -level arcane spells, base attack bonus +4
P P Sacrifice a spell for +1 on attacks and 1d4 damage per level of the spell
• Arterial Strike Sneak attack ability, base attack bonus +4 Trade 1d6 sneak attack damage for 1 point of damage per round
• Axiomatic strike Ki strike (lawful), Stunning Fist +2d6 unarmed damage against chaotic opponent
• Clever wrestling Small or Medium size, Improved Unarmed Strike Gain circumstance bonus to escape grapple or pin
• Close-quarters fighting (G) Base attack bonus +3 Use counterattack to resist grapple
• Dash - Speed +5 feet in light or no armor
• Defensive Strike (G) Dex 13, Int 13, Combat expertise, Dodge +4 bonus on attack roll after successful total defense
• Defensive Throw Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Trip attempt after foe’s attack misses
Unarmed Strike
• Destructive Rage Rage or frenzy ability +8 bonus on Strength checks to break objects
• Earth’s Embrace Str 15, Improved Grapple or improved grab, Improved Unarmed Extra damage while pinning an opponent
Strike
• Eagle Claw Attack Wis 13, Improved Sunder, Improved Unarmed Strike Add Wis modifier to damage against objects
• Extend Rage Rage or frenzy ability Rage lasts +5 rounds
• Extra Rage Rage or frenzy ability Number of rages per day increases by two
• Extra Smiting Smite ability, base attack bonus +4 Number of smite attempts per day increases by two
• Extra Stunning Stunning Fist, base attack bonus +2 Number of stunning attacks per day increases by three
• Eyes in the back of your head Wis 13, base attack bonus +1 Opponents do not gain flanking benefits
• Faster Healing Base Fortitude save bonus +5 Heal hit points and ability damage faster than normal
• Favored Power Attack Favored enemy ability, Power Attack, base attack bonus +4 Trade attack bonus for damage at greater rate against favored enemies
• Fists of Iron Improved Unarmed Strike, Stunning Fist, base attack bonus +2 +1d6 damage on unarmed attacks
• Fleet of Foot Dex 15, Run Make one direction change during a run or charge
• Flick of the Wrist Dex 17, Sleight of Hand (5), Quick Draw Cause opponent to be flat-footed for one attack
• Flying Kick Str 13, Jump (4), Improved Unarmed Strike, Power Attack +1d12 damage on unarmed attacks when charging
• Freezing the lifeblood (G) Wis 17, Improved Unarmed Strike, Stunning Fist, base attack Paralyze opponent with unarmed strike
bonus +10
• Greater Resiliency Damage reduction ability Increase damage reduction by +1
• Greater two-weapon Defense (G) Dex 19, Improved Two-Weapon Fighting, Two-Weapon Defense, Gain shield bonus when fighting with two weapons
Two-Weapon Fighting, base attack bonus +11
• Hamstring Sneak attack ability, base attack bonus +4 Trade 2d6 sneak attack damage to cut opponent’s speed in half
• Hold the line Combat Reflexes, base attack bonus +2 Make attack or opportunity against charging foe
• Improved Buckler Defense (G) Shield Proficiency Apply buckler’s shield bonus to AC while using off-hand weapon
• Improved Combat Expertise (G) Int 13, Combat Expertise, base attack bonus +6 Reduce you attack bonus to improved your AC
• Improved Familiar Ability to acquire a new familiar, compatible alignment, sufficient Gain a more combat-oriented familiar
arcane spellcaster level and base attack bonus
• Improved Favored Enemy Favored enemy ability, base attack bonus +5, +3 bonus on damage against favored enemies
• Improved Mounted Archery (G) Ride (1), Mounted Archery, Mounted Combat Reduce or eliminate attack penalties with ranged weapon while mounted
• Improved Rapid Shot (G) Manyshot, Point Blank Shot, Rapid Shot Ignore -2 Penalty when using Rapid Shot
• Improved Toughness (G) Base Fortitude save bonus +2 Gain hp equal to your current HD
• Improved Two-Weapon Defense (G) Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base Gain shield bonus when fighting with two weapons
attack bonus +6
• Improved Weapon Familiarity (G) Base attack bonus +1 Racial weapons are martial, not exotic
• Instantaneous Rage Rage or frenzy ability Rage even when it isn’t your turn
• Intimidating Rage Rage or frenzy ability Cause single foe within 30 feet to become shaken
• Karmic Strike Dex 13, Combat Expertise, Dodge Take -4 penalty to AC to make attack of opportunity against melee opponent that hits you
• Kiai Shout Cha 13, base attack bonus +1 Affected opponents become shaken for 1d6 rounds
o Greater Kiai Shout Cha 13, Kiai Shout, base attack bonus +9 Foes who hear your shout may panic
• Monkey Grip Base attack bonus +1 Use larger melee weapons at -2 penalty
• Pain Touch Wis 15, Stunning Fist, base attack bonus +2 Stunned opponents become nauseated for 1 round
• Phalanx Fighting (G) Proficiency with a heavy shield, base attack bonus +1 Bonus to AC and Reflex saves while fighting in shield wall
• Pin shield Two-Weapon Fighting, base attack bonus +4 Render opponent’s shield useless temporarily
• Power Critical (G) Weapon Focus with weapon, base attack bonus +4 +4 bonus to confirm critical with one weapon
• Prone Attack (G) Dex 15, Lightning Reflexes, base attack bonus +2 Attack while prone at no penalty and stand up
• Ranged Disarm (G) Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 Use ranged weapon to disarm foe withing 30 feet
• Ranged Pin (G) Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5 Use ranged weapon to grapple foe within 30 feet
o Ranged Sunder (G) Str 13, Point Blank Shot, Precise Shot, Ranged Pin, base attack Use ranged weapon to sunder foe’s weapon at reduced damage penalty
bonus +5
• Rapid Stunning (G) Combat Reflexes, Stunning Fist, base attack bonus +6 Use one additional stunning attack per round
• Roundabout Kick Str 15, Improved Unarmed Strike, Power Attack Additional unarmed attack against opponent on which you have just scored a critical hit
• Sharp-shooting (G) Point Blank Shot, Precise Shot, base attack bonus +3 Halve opponent’s cover bonus
• Shield Charge (G) Improved Shield Bash, base attack bonus +3 Free trip attack with shield during charge
o Shield Slam (G) Improved Shield Bash, Shield Charge, base attack bonus +6 Use shield to daze opponent
• Swarmfighting Small size, Dex 13, base attack bonus +1 Occupy same square as other swarmfighting ally, gain +1 morale bonus per ally (up to Dex bonus)
• Throw Anything Dex 15, proficiency with weapon, base attack bonus +2 Throw melee weapon with no penalty
• Weakening Touch (G) Wis 17, Improved Unarmed Strike, Stunning Fist, base attack Cause foe’s Strength to drop by 6 for 1 minute
bonus +2
• Zen Archery Wis 13, base attack bonus +1 Use Wis instead of Dex for ranged attacks
Divine Feats
• Divine Cleansing Turn or rebuke undead ability Gain +2 sacred bonus on Fortitude saves
• Divine Resistance Turn or rebuke undead ability, Divine Cleansing Gain resistance to cold 5, electricity 5 and fire 5
• Divine Might Str 13, turn or rebuke undead ability, Power Attack Add Cha bonus to weapon damage
• Divine Shield Turn or rebuke undead ability, proficiency with a shield Add Cha bonus as sacred bonus to your shield’s defense
• Divine Vigor Turn or rebuke undead ability Increase base speed by 10 ft., gain +2 hp/level
• Sacred Vengeance Turn or rebuke undead ability +2d6 points of damage on melee attacks against undeads
Tactical feats
• Cavalry Charger (G) Mounted Combat, Spirited Charge, Trample, base attack bonus Fighting from the back of a steed is second nature to you
+6
• Combat Brute (G) Improved Sunder, Power Attack, base attack bonus +6 You employ strength and leverage to great effect in battle
• Elusive target Dodge, Mobility, base attack bonus +6 Trying to land a blow against you can be a maddening experience
• Formation Expert (G) Base attack bonus +6 You are trained at fighting in ranks and files
• Giantbane (G) Medium or smaller size, Tumble (5), base attack bonus +6 You are trained in fighting foes larger than you are
• Raptor School Wis 13, Jump (5), base attack bonus +6 You know martial arts techniques inspired by hunting birds
• Shock Trooper (G) Improved Bull Rush, Power Attack, base attack bonus +6 You are adept at breaking up formations of soldiers when you run into battle
• Sun School Flurry of blows ability, base attack bonus +4 You have learned a number of esoteric martial arts techniques inspired by the sun
Complete Divine
Feats Prerequisites Benefit
General Feats
• Arcane Disciple Knowledge (religion) (4), Spellcraft (4), deity’s alignment Add spells from a domain to your class list.
• Augment Healing Heal (4) Healing spells do +2 per spell level
• Domain Focus Access to relevant domain +1 caster levels for one domain
• Empower Turning Ability to turn or rebuke undead Can turn more undead
• Improved Smiting Cha 13, smite ability Your smite gains an alignment for overcoming DR and +1d6 damage
• Practiced Spellcaster Spellcraft (4) Your caster level is +4 but not above your HD
• Quicken Turning Ability to turn or rebuke undead Can turn undead as a free action
• Spell Focus (Chaos, Evil, Good, Law) Relevant alignment +1 bonus on save DCs for spells with alignment descriptor
• Spontaneous Healer Knowledge (religion) (4), nonevil Swap out your spells for cure spells on your list
• Spontaneous Summoner Knowledge (nature) (4), partly neutral alignment Swap out your spells for summon nature’s ally
• Spontaneous Wounder Knowledge (religion) (4), nongood Swap out your spells for inflict spells on your list
Divine Feats
• Disciple of the Sun Ability to turn or rebuke undead, good alignment Spend an extra turn attempt to destroy undead instead of turning them
• Divine Metamagic Ability to turn or rebuke undead Spend turn/rebuke attempts to enhance spells with a metamagic feat
• Divine Spell Power Ability to turn or rebuke undead Spend turn/rebuke attempts to increase your caster level
• Glorious Weapons Ability to turn or rebuke undead Allies’ weapons gain an alignment for overcoming DR
• Domain Spontaneity Ability to turn or rebuke undead Spend turn/rebuke attempt to spontaneously cast a domain spell
• Elemental Smiting Ability to turn/rebuke elementals Spend turn/rebuke attempt to spontaneously cast a domain spell
• Elemental Healing Ability to turn/rebuke elementals Spend turn/rebuke attempt to heal nearby elementals
• Profane Boost Ability to turn/rebuke undead Nearby inflict spells are maximised for 1 round
• Sacred Boost Ability to turn/rebuke undead Nearby cure spells are maximised for 1 round
• Sacred Healing Heal (8), ability to turn/rebuke undead Allies gain fast healing 3 for a short time
• True Believer Worship one deity, alignment within one step of deity’s Gain a +3 bonus on one save each day
Metamagic Feats
• Consecrate Spell Any good alignment Spell gains the good descriptor
• Corrupt Spell Any evil alignment Spell gains the evil descriptor
• Rapid Spell - Decrease casting time of some spells
• Reach Spell - Touch spell becomes a ray with 30-ft. range
• Transdimensional Spell - Affect incorporeal, ethereal and shadow creatures
Wild Feats
• Boar’s Ferocity Ability to use wild shape Fight while at negative hit points
• Cheeta’s Speed Ability to use wild shape Speed becomes 50 ft. for one hour
• Eagle’s Wings Ability to use wild shape Grow wings for one hour
• Elephant’s Hide Ability to use wild shape into Large creature Gain +7 natural armor bonus for 10 minutes
• Extra Wild Shape Ability to use wild shape Gain two additional wild shape uses per day
• Fast Wild Shape Ability to use wild shape Wild shape as a move equivalent action
• Grizzly’s Claws Ability to use wild shape Gain claws for 1 hour
• Lion’s Pounce Ability to use wild shape Make a full attack on a charge
• Oaken Resilience Ability to use wild shape Become like a tree and gain plants immunities
• Serpent’s Venom Ability to use wild shape Gain a poisonous bite attack for 1 minutes
• Swim like a Fish Ability to use wild shape Swim underwater for 1 hour
• Wolverine’s Rage Ability to use wild shape Enter a rage for 5 rounds
Complete Arcane
Feats Prerequisites Benefit
General Feats
• Arcane Defense Spell Focus in specific school +3 bonus on saves against specific school of magic
• Arcane Mastery Ability to cast arcane spells, use invocations, or use spell-like Take 10 on caster level checks
abilities
• Arcane Preparation Ability to cast arcane spells without preparation Prepare arcane spells ahead ahead of time for faster metamagic casting
• Battle Caster Ability to ignore arcane spell failure chance from armor Ignore arcane spell failure chance from heavier armor
• Communicator - Use arcane mark, message, comprehend languages as spell-like abilities 1/day
• Double Wand Wielder Craft Wand, Two-Weapon Fighting Activate second wand by extending 2 additional charges
th
• Extra Edge Warmage level 4 +1 bonus to warmage edge ability, plus ¼ warmage levels
• Extra Invocation Ability to use lesser invocations Learn an additional invocation of one grade less than current highest level
th
• Extra Slot Caster level 4 Gain an extra spell slot up to one level lower than current highest level
rd
• Extra Spell Caster level 3 Learn an additional spell up to one level lower than current highest level
nd
• Extra Spell Secret Spell secret class ability, ability to cast 2 level spells Permanently Enlarge, Extend, Still, or Silence one spell
• Guardian Spirit Watchful spirit class ability Reroll initiative two times per day, reroll any save 1/day
th
• Heighten Spell-Like ability Spell-like ability at caster level 6 or higher Use spell-like ability at higher level up to 3/day
• Innate Spell Quicken Spell, Silent Spell, Still Spell Use spell as a spell-like ability once per round
• Insightful - Use detect magic, detect secret doors, read magic as spell-like abilities 1/day
• Mage Slayer (G) Spellcraft 2 ranks, base attack bonus +3 +1 bonus on Will saves; spellcasters you threaten can’t cast defensively
th
• Maximize Spell-Like Ability Spell-like ability at caster level 6 or higher Maximize spell-like ability’s variable numeric effects up to 3/day
• Necropolis Born - Use cause fear, ghost sound, touch of fatigue as spell-like abilities 1/day
• Night Haunt - Use dancing lights, prestidigitation, unseen servant, as spell-like abilities 1/day
rd
• Obtain Familiar Knowledge (arcane) 4 ranks, arcane caster level 3 Obtain a familiar in the same manner as a sorcerer or wizard
• Pierce Magical Concealment (G) Con 13, Blind-Fight, Mage Slayer Ignore spell-based concealment of creatures you attack
• Pierce Magical Protection (G) Con 13, Mage Slayer Ignore spell-based bonuses to Armor Class
• Practiced Spellcaster Spellcraft 4 ranks Increase caster level by +4
th
• Ranged Spell Specialization Weapon Focus (ranged spell), caster level 4 +2 bonus on damage rolls with ranged spells
• Reckless Wand Wielder Craft Wand, Use Magic Device 1 rank Increase wand’s caster level by expending an additional charge
• Soul of the North - Use chill touch, ray of frost, resistance as spell-like abilities 1/day
• Spell Hand - Use mage hand, open/close, Tenser’s floating disk as spell-like abilities 1/day
th
• Touch Spell Specialization Weapon Focus (touch spell), caster level 4 +2 bonus on damage rolls with touch spells
• Wandstrike Use Magic Device 4 ranks Make touch attack with wand to deal 1d6 damage and target creature with spell
Draconic Feats
• Draconic Breath Draconic Heritage Convert spell energy into a breath weapon
• Draconic Claw Draconic Heritage Gain claws and make a swift claw attack when you cast a spell
• Draconic Flight Draconic Heritage After casting a spell, fly for the rest of the round
st
• Draconic Heritage Sorcerer level 1 Gain draconic class skill and a bonus on saves against sleep and paralysis
• Draconic Legacy Any four draconic feats Add spells to your spells known
• Draconic Power Draconic Heritage +1 caster level and DC for spells of the energy type matching your Draconic Heritage
• Draconic Presence Draconic Heritage Strike fear into lower-level opponents when you cast a spell
• Draconic Resistance Draconic Heritage Gain resistance to energy of the type of your Draconic Heritage
• Draconic Skin Draconic Heritage Natural armor increases by 1
Metamagic Feats
th
• Black Lore of Moil Spell Focus (Necromancy), caster level 7 Add extra negative energy damage to necromancy spells
• Born of the Three Thunders Energy Substitution (electricity), Knowledge (nature) 4 ranks Sonic or electricity spells deal both types of damage
• Chain Spell Any metamagic feat Redirect spells to affect secondary targets
• Cooperative Spell Any metamagic feat Bonus to save DC and on caster level checks of spells cast in conjunction with other casters
• Delay Spell Any metamagic feat Spell effects are delayed 1-5 rounds
• Energy Admixture Energy Substitution Double energy spell damage by adding an additional energy type
• Energy Substitution Any other metamagic feat, Knowledge (arcane) 5 ranks Energy spells can deal different energy damage
• Explosive Spell - Creatures are blasted to edge of spell area
• Fortify Spell - Cast spells at high caster level to overcome spell resistance
• Lord of the Uttercold Energy Substitution (cold), Knowledge (the planes) 9 ranks, Cold spells deal half negative energy damage
ability to cast a spell with the cold descriptor
• Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells deal nonlethal damage
• Persistent Spell Extend Spell Fixed or personal range spells last 24 hours
• Repeat Spell Any metamagic feat Spell is automatically cast again next round
• Sanctum Spell Any metamagic feat Spell’s effective level is increased while in special location, decreased outside special location
• Sculpt Spell Any metamagic feat Alter spell’s area
• Split Ray Any metamagic feat Ray spells affect one additional target
• Sudden Empower Any metamagic feat Increase spell’s variable numeric effects by 50% without special preparation 1/day
• Sudden Extend - Double spell’s duration without special preparation 1/day
• Sudden Maximize Any metamagic feat Maximize spell’s variable numeric effects without special preparation 1/day
• Sudden Quicken Quicken Spell, Sudden Empower, Sudden Extend, Sudden Cast spells as a swift action without special preparation 1/day
Maximize, Sudden Silent, Sudden Still
• Sudden Silent - Cast spells without verbal components without special preparation 1/day
• Sudden Still - Cast spells without somatic components without special preparation 1/day
• Sudden Widen - Increase spell’s numeric measurements by 50% without special preparation 1/day
• Transdimensional Spell - Spells affect creatures in coexistent planes and extradimensional spaces
• Twin Spell Any metamagic feat Simultaneously cast a single spell twice
Complete Adventurer
Feats Prerequisites Benefit
General Feats
• Appraise Magic Value Appraise 5 ranks, Knowledge (Arcana) 5 ranks, Spellcraft 5 ranks Use Appraise to determine magic item properties
• Ascetic Hunter Improved Unarmed Strike, favored enemy Monk and ranger levels stack for unarmed strike damage, favored enemy bonus improves stunning DC
• Ascetic Knight Improved Unarmed Strike, smite evil Monk and paladin levels stack for unarmed strike and smite evil damage
nd
• Ascetic Mage Improved Unarmed Strike, spontaneous 2 -level arcane spells Monk and sorcerer levels stack for AC bonus (Cha-based), sacrifice spell to gain bonus on unarmed strike
• Ascetic Rogue Improved Unarmed Strike, sneak attack Monk and rogue levels stack for sneak attack damage, unarmed strike sneak attack gains improved stunning
DC
• Brachiation Climb 4 ranks, Jump 4 ranks Swing through trees at normal land speed
• Brutal Throw (G) - Use Str rather than Dex to attack rolls with thrown weapons
o Power Throw (G) Str 13, Brutal Throw, Power Attack Power Attack with thrown weapons
• Combat Intuition (G) Sense Motive 4 ranks, base attack bonus +5 +1 to attack opponent you engaged in the preceding round
• Danger Sense Improved Initiative Reroll initiative once per day
• Death Blow Improved Initiative, base attack bonus +2 Coup de grace as a standard action
• Deft Opportunist Dex 15, Combat Reflexes +4 bonus on attack rolls on attacks of opportunity
• Deft Strike Int 13, Spot 10 ranks, Combat Expertise, sneak attack Ignore armor and natural armor
• Devoted Inquisitor Smite evil, sneak attack Use smite evil and sneak attack together to daze a foe
• Devoted Performer Bardic music, smite evil Paladin and bard levels stack for smite evil and bardic music
• Devoted Tracker Track, smite evil, wild empathy Special mount becomes animal companion, and paladin and ranger levels stack for smite evil and wild
empathy
• Disguise Spell Perform 9 ranks, bardic music Cast spells unobstrusively as part of a performance
• Dive for Cover Base Reflex save +4 Make one retry on failed Reflex save, but end up prone
• Dual Strike (G) Improved Two-Weapon Fighting, Two-Weapon Fighting Attack once with each hand as a standard action
• Expert Tactician Dex 13, Combat Reflexes, base attack bonus +2 All allies gain +2 attack and damage bonus for a round against a target you’ve hit with an attack of
opportunity
• Extra Music Bardic music Gain four extra uses per day of bardic music
• Extraordinary Concentration Concentration 15 ranks Concentrate on a spell as a move action or swift action
• Extraordinary Spell Aim Spellcraft 15 ranks Exclude one creature from spell area
• Force of Personality Cha 13 Add Cha modifier, rather than Wis modifier, to Will saves
• Goad (G) Cha 13, base attack bonus +1 Cause target to attack only you
• Green Ear Perform 10 ranks, bardic music Affect plants with your bardic music ability
• Hear the Unseen Listen 5 ranks, Blind-Fight Pinpoint a target’s location by sound, not sight
• Improved Diversion (G) Bluff 4 ranks Use Bluff to create a diversion, then Hide as a move action
• Improved Flight Ability to fly Flight manoeuvrability improves by one step
• Improved Swimming Swim 6 ranks Double your swimming speed
• Insightful Reflexes - Add Int modifier, rather than Dex modifier, to Reflex saves
• Jack of All Trades Int 13 Use any skill, even “Trained Only” ones
• Leap Attack Jump 8 ranks, Power Attack Doubles damage by Power Attack on successful charge
• Lingering Song Bardic music Extend the duration of your bardic music effects
• Mobile Spellcasting Concentration 8 ranks Cast a spell and move at the same time
• Natural Bond Animal companion Add +3 to effective druid level when determining animal companion’s abilities
• Obscure Lore Bardic music or lore Gain +4 bonus on bardic knowledge or lore checks
• Open Minded - Immediately gain 5 skill points
• Oversized Two-Weapon Fighting (G) Str 13, Two-Weapon Fighting Treat one-handed weapon in off hand as if light weapon
• Quick Reconnoiter Listen 5 ranks, Spot 5 ranks Spot and Listen as free actions, +2 on initiative checks
rd
• Razing Strike Ability to cast 3 -level arcane of divine spells, sneak attack Spend a spell use to gain attack and damage bonuses against constructs or undead
• Staggering Strike Base attack bonus +6, sneak attack Limit target to a single action for 1 round
• Subsonics Perform 10 ranks, Bardic music Produce bardic music effects very softly
• Tactile Trapsmith - Add Dex modifier, rather than Int modifier, to Search and Disable Device checks
• Versatile Performer Perform 5 ranks Treat number of Perform skills as if they had ranks equal to your highest Perform rank
Wild Feats
• Blindsense Wild shape, Listen 4 ranks Spend wild shape use to gain blindsense 30 ft.
• Climb like an ape Wild shape Spend wild shape use to gain climb movement mode
• Cougar’s Vision Wild shape, Spot 2 ranks Spend wild shape use to gain low-light vision
• Hawk’s Vision Wild shape, Spot 4 ranks Spend wild shape use to gain +8 to Spot checks and cut range increment penalties in half
• Savage Grapple Wild shape, sneak attack Deal sneak attack damage when grappling in wild shape
• Scent Wild shape Spend wild shape use to gain scent
Races of Stone
Feats Prerequisites Benefit
General Feats
• Earth Sense Con 13, Wis 13 Sense creatures within 20 feet that are touching the ground
o Earth Adept Earth Sense +1 bonus on damage rolls if you and your foe are touching the ground
o Earth Master Earth Adept, Earth Sense +1 bonus on attack rolls if you and your foe are touching the ground
o Earth Spell Earth Sense, Heighten Spell Heightened spell treated as higher level and higher caster level
o Stone Rage Earth Sense, rage ability Gain +1 to natural armor while you rage
• Exotic Armor Proficiency (G) Armor Proficiency of the appropriate sort Gain proficiency with specific exotic armor
• Exotic Shield Proficiency (G) Shield Proficiency, base attack bonus +1 Gain proficiency with specific exotic shield
• Goad (G) Cha 13, base attack bonus +1 Cause enemy to make melee attacks only against you
• Heavy Armor Optimization (G) Armor Proficiency (heavy), base attack bonus +4 Reduce armor check penalty by 1 and increase armor bonus by 1
o Greater Heavy Armor Optimization Armor Proficiency (heavy), Heavy Armor Optimization, base Reduce armor check penalty by 2 and increase armor bonus by 1
(G) attack bonus +8
• Improved Weapon familiarity (G) Base attack bonus +1 Racial weapons are martial, not exotic
• Knockback (G) Improved Bull Rush, Power Attack, size Large or larger Push foes backward with your blows
• Mountain Warrior (G) Survival 5 ranks, base attack bonus +3 Gain +1 bonus on melee damage, +1 bonus on ranged attacks with higher ground, negate opponent’s
bonus, and +2 bonus on Balance checks on slopes
• Rampaging Bull Rush Improved Bull Rush, size Large or larger, rage class feature Knock foe prone as part of raging bull rush
• Reckless Rage Con 13, rage ability Take additional -2 penalty to AC, gain additional +2 to Str and Con while raging
• Rock Hurling Str 19, size Large or larger Hurl rocks like a giant can
o Improved Rock Hurling Str 23, Rock Hurling, size Large or larger Throw rocks farther and more accurately
o Fling Ally Rock Hurling Throw a friend into another square
o Fling Enemy Rock Hurling Throw an enemy you’re grappling
• Shielded Casting Concentration 5 ranks, Combat Manifesting, Shield Proficiency No attacks of opportunity when you cast spells with a shield ready
• Shielded Manifesting Concentration 5 ranks, Combat Manifesting, Shield Proficiency No attacks of opportunity when you manifest powers with a shield ready
• Steady Concentration Concentration 8 ranks Always take 10 on Concentration checks
• Steady Mountaineer Goliath, or Climb 8 ranks and Jump 8 ranks Always take 10 on Climb and Jump checks
• Tunnel Fighting (G) Base attack bonus +1 No penalty on attacks or to AC when squeezing
o Stoneback (G) Shield Proficiency, Tunnel Fighting Prevent flanks when a wall shields one side
o Tunnel Riding (G) Mounted Combat, Tunnel Fighting You and your mount take no penalty on attacks or to AC when squeezing
Racial Feats
• Ancestral Knowledge Dwarf, Wis 15 Make untrained Knowledge checks and use Wisdom modifier
• Auspicious Marking Goliath Gain +2 bonus on Charisma checks against goliaths and reroll stabilization checks
o Markings of the Blessed Goliath, Auspicious Marking Choose higher of two saving throw rolls
o Markings of the Hunter Goliath, Auspicious Marking Choose higher of two initiative checks
o Markings of the Mage Goliath, Auspicious Marking Choose higher of two caster level checks
o Markings of the Maker Goliath, Auspicious Marking Choose higher of two skill checks
o Markings of the Warrior Goliath, Auspicious Marking Choose higher of two attack rolls
• Battle Hardened Dwarf, base attack bonus +4 Gain +4 bonus on saves against fear, +2 bonus on initiative
• Burrow Friend Gnome, Cha 13 Gain +2 bonus on Handle Animal and wild empathy checks with burrowing animals
• Clan Prestige Dwarf, Cha 13 Gain +4 bonus on Charisma checks against members of the same clan
• Dwarven Armor Proficiency (G) Dwarf, Armor Proficiency (heavy) Gain proficiency with dwarf exotic armors
• Earth Fist (G) Dwarf, gnome, or goliath, Earth Sense, Improved Unarmed Strike Unarmed attacks are treated as cold iron while you touch solid ground
• Extra Silence Whisper Gnome Use racial silence ability 3/day + Cha bonus
• Gnome Foe Killer Gnome Gain +2 bonus on weapon damage rolls against kobolds and goblinoids
• Heavy Lithoderms Goliath Natural armor increases by 1
• Moradin’s Smile Dwarf Gain +2 bonus on all Cha-based skill checks
st
• Natural Trickster Gnome, Cha 13 Gain 1 -level illusion spell as spell-like ability
P P
Divine Feats
• Earth’s Warding Earth Sense, ability to rebuke earth creatures Spend rebuke attempt to increase you natural armor by 2
o Divine Damage Reduction Earth Sense, Earth’s Warding Spend rebuke attempt to gain damage reduction 2/adamantine
• Divine Spellshield Ability to rebuke earth creatures, racial bonus on saves against Spend rebuke attempt to grant +2 bonus on saves against spells to your allies
spells
• Pierce the Darkness Ability to turn undead, darkvision Spend turn attempt to double darkvision range
• Roots of the Mountain Ability to rebuke earth creatures, stability racial trait Spend rebuke attempt to make yourself immovable
Psionic Feats
• Deep Vision Darkvision Darkvision increases while focused
• Deflective Armor Heavy Armor Optimization Protects against touch attacks while focused
• Earth Power Earth Sense Pay 1 less power point to manifest power while you stand on stone or earth
• Focused Shield Shield Proficiency +1 to shield bonus while focused
• Invest Armor Proficient with armor Expend focus to increase armor bonus by 3
o Energize Armor Invest Armor Psychic energy grants you resistance 10 against next energy attack
Wild Feats
• Stone Form Con 13, wild shape class feature Wild shape into stony form
• Powerful Wild Shape Powerful build racial trait, wild shape ability Retain powerful build while wild shaped
Races of Destiny
Feats Prerequisites Benefit
General Feats
• Able Learner Human or doppelganger Cross-class skills cost less per rank
• Bright Sigil Illumian You can increase the illumination from your sigils
• Channeled Rage Half-orc, ability to rage Use rage to improve Will saves
• City Slicker - Certain skills are class skills for you
• Complementary Insight Half-elf Increase bonus from skill synergy to +3
• Diverse Background Half-human You gain a second favored class
• Enhanced Power Sigils Illumian, two power sigils Increase bonus from power sigils by +1
• Heroic Destiny Human or half-human Add +1d6 to d20 roll once per day
rd
• Protected Destiny Human or half-human, Heroic Destiny, character level 3 Reroll saving throw once per day
th
• Fearless Destiny Human or half-human, Heroic Destiny, character level 6 Avoid death once per day
• Human Heritage Half-human or human-descended race You gain the human subtype and 4 skill points
• Improved Sigil (Aesh) Illumian, aesh power sigil Bonus on melee weapon damage with Weapon Focus
• Improved Sigil (Hoon) Illumian, hoon power sigil Bonus on saves against death effects, massive damage, and some environmental effects
• Improved Sigil (Krau) Illumian, krau power sigil You can cast some spells at higher CL
• Improved Sigil (Naen) Illumian, naen power sigil Bonus on saves against illusions and language-dependent effects
• Improved Sigil (Uur) Illumian, uur power sigil Bonus on ranged weapon damage against targets denied Dex bonus
• Improved Sigil (Vaul) Illumian, vaul power sigil Bonus on saving throws against mind-affecting spells and abilities
• Inside Connection - +4 bonus on checks to interact with a specific organization
• Menacing Demeanor Orc blood or orc subtype You gain a +4 bonus on Intimidate checks
• Resourceful Buyer - Communities are considered larger for you when buying equipment
• Smatterings Int 13 You can communicate in languages you don’t know
• Sociable Personality Half-elf, Cha 13 You may reroll Diplomacy and Gather Information checks
• Subtle Sigil Illumian You can make your sigils disappear
• Urban Stealth Knowledge (local) 2 ranks +3 bonus on Hide and Move Silently checks in cities
• Urban Tracking - Use Gather Information to track down person
Initiate Feats
rd
• Arcane Insight Cleric level 3 , deity Boccob Knowledge (arcana) is a class skill, +2 on Spellcraft checks, additional spells
rd
• Dread Tyranny Cleric level 3 , Str 13, deity Hextor Intimidate is a class skill, add Str bonus to Intimidate checks, additional spells
th
• Eternal Strength Cleric level 5 , Str 13, deity Kord +4 on saves vs. Str damage or drain, additional spells
st
• Far Horizons Cleric level 1 , deity Fharlanghn Climb, Jump, and Swim are class skills, always know north, additional spells
st
• Law Inviolate Cleric level 1 , lawful alignment, deity St. Cuthbert Weapons are lawful, additional spells
rd
• Radiant Fire Cleric level 3 , deity Pelor +2 damage against evil creatures, additional spells
rd
• Undying Fate Cleric level 3 , deity Wee Jas Determine if other creatures are dying, additional spells
st
• Whispered secrets Cleric level 1 , deity Vecna Listen and Spot are class skills, aware of divination attempts, additional spells
Tactical Feats
• Crowd Tactics Hide 5 ranks, Dodge Gain move and skill bonuses in crowds
• Roofwalker Balance 5 ranks, Jump 5 ranks, Dodge, Mobility Gain move, skill, and AC bonuses on rooftops
Tactical Feats
• Confound the Big Folk Small or smaller, Tumble 10 ranks, Underfoot Combat See feat description
• Winged Warrior Hover, must have wings, base attack bonus +4 See feat description
• Wolfpack Dex 15, Dodge, Mobility, Spring Attack, base attack bonus +6 See feat description
• Woodland archer Point Blank Shot, base attack bonus +6 See feat description
Races of Eberron
Feats Prerequisites Benefit
General Feats
• Aerenal Beastmaster Elf, ability to acquire new animal companion, region of origin Gain baboon as animal companion, with increased ability or level
Aerenal
• Ancestral Guidance Elf, region of origin Valenar When spending an action point, reroll action point die
• Bladebearer of the Valenar Elf, proficiency with scimitar or falchion, region of origin Valenar Proficiency and bonuses with Valenar weapons
• Boomerang Daze Proficiency with Talenta boomerang or Xen’drik boomerang, base Boomerang attack can daze target
attack bonus +4
• Boomerang Ricochet Dex 13, proficiency with Talenta boomerang or Xen’drik Boomerang attack can strike secondary target
boomerang, base attack bonus +4
• Call of the Undying Elf, access to the Deathless domain, region of origin Aerenal Recall previously cast spell in place of granted power
• Darguun Mauler Goblinoid, proficiency with flail or heavy flail, region of origin Proficiency and bonuses with goblinoid weapons
Darguun
• Daylight Adaptation Light blindness or light sensitivity Ignore vulnerability to sunlight or blind light
• Dinosaur Hunter Halfling, Knowledge (nature) 1 rank, Survival 1 rank, region of +2 bonus on Listen, Spot and Survival checks; +2 bonus on attack rolls against dinosaurs
origin Talenta Plains
• Dinosaur Wrangler Halfling, Handle Animal 1 rank, region of origin Talenta Plains +4 bonus on Bluff, Handle Animal, Sense Motive, and Ride checks involving dinosaurs
• Drow Skirmisher Drow, region of origin Xen’drik Proficiency and bonuses with drow weapons
nd
• Heroic Metamagic Any metamagic feat, ability to cast 2 -level spells Spend action points to spontaneously apply metamagic effects
• Master Linguist Speak four or more languages Master a new language each level
• Mror Stalwart Dwarf, proficiency with battleaxe, warhammer, dwarven waraxe, Bonuses with dwarf weapons
or dwarven urgrosh, region of origin Mror Holds
• Mutable Body Shapechanger Transmutation spells cast on you are at +1 caster level
• Path of Shadows Kalashtar, Perform (dance) 5 ranks +2 on Tumble checks; make Perform (dance) check instead of Concentration check
• Persona Immersion Changeling Control thoughts to avoid detection while disguised
• Quick Change Changeling Minor change shape as move action
• Racial Emulation Changeling Emulate humanoid subtypes to use specialized magic items and spells
• Relic Hunter Appraise 1 rank, Knowledge (history) 1 rank +5 bonus on Appraise, Knowledge, and bardic knowledge checks involving Dhakaani and Xen’drik items
• Shadow Marches Warmonger Orc or half-orc, region of origin Shadow Marches Proficiency and bonuses with orc weapons
• Shaped Splash Halfling, Dex 13, base attack bonus +1 Score direct hit on two targets with splash attack, prevent splash damage to selected targets
• Ship Savvy Gnome, Balance 5 ranks, Profession (sailor) or Profession +1 bonus to AC; +1 bonus on attack rolls on board any ship
(shipwright) 3 ranks, region of origin Zilargo
• Soulblade Warrior Kalashtar, ability to generate mind blade Enhanced mind blade
• Stable Footing Warforged or dwarf +4 bonus when resisting bull rush and trip attempts; not slowed by difficult terrain
• Talenta Warrior Halfling, region of origin Talenta Plains Proficiency and bonuses with Talenta weapons
• White Scorpion Strike Drow, ability to use ki strike (magic) Unarmed strike has ghost touch ability, deals extra 1d6 damage to undead
Psionic Feats
• Gestalt Anchor Kalashtar, base Will save +3 +2 bonus on initiative checks and Reflex saves to you and Kalashtar allies
• Shield of Thought Kalashtar, ability to generate mind blade Generate shield of psychic energy
• Spiritual Force Kalashtar, ability to generate mind blade Manifest mind blade as swift action, +2 effective level for mind blade enhancement
• Strength of Two Kalashtar or Inspired +1 bonus on Will saves; +5 bonus for 1 round
Shifter Feats
• Cliffwalk Elite Shifter with cliffwalk trait Climb speed improves by 10 feet while shifting
• Dreamsight Elite Shifter with dreamsight trait +5 bonus on Spot checks, see invisible while shifting
• Extra Shifter Trait Shifter, two other shifter feats Select a second shifter trait
• Gorebrute Elite Shifter with gorebrute trait Charge attack can knock foes prone while shifting
• Longstride Elite Shifter with longstride trait Base land speed improves by 10 feet while shifting
• Longtooth Elite Shifter with longtooth trait Attacks deal 1 point of Con damage while shifting
• Razorclaw Elite Shifter with razorclaw trait Make two claw attacks after charge while shifting
• Reactive Shifting Shifter, Improved Initiative Shift as immediate action
• Shifter Agility Shifter with cliffwalk, longstride, or switfwing trait +1 dodge bonus to AC, +1 bonus on Reflex saves while shifting
• Shifter Ferocity Shifter, Wis 13 Fight without penalty while disabled or dying
• Shifter Instincts Shifter +2 bonus on initiative checks; +1 bonus on Listen, Sense Motive, and Spot checks
• Shifter Savagery Shifter with gorebrute, longtooth, or razorclaw trait, base attack Threat range and damage of natural weapons increase while shifting
bonus +6, ability to rage or frenzy
• Shifter Stamina Shifter with beasthide, truedive, or wildhunt trait, Endurance Immune to nonlethal damage, not subject to fatigue or exhaustion while shifting
• Swiftwing Elite Shifter with swiftwing trait Good maneuverability, base fly speed improves by 10 feet while shifting
• Truedive Elite Shifter with truedive trait Swim speed improves by 10 feet, make underwater melee attacks at no penalty while shifting
• Wildhunt Elite Shifter with wildhunt trait Gain blindsense while shifting
Tactical Feats
• Battleshifter Training Shifter, base attack bonus +6 See feat description
• Brute Fighting Warforged, Str 13, Power Attack, base attack bonus +3 See feat description
• Dancing with Shadows Kalashtar, Perform (dance) 8 ranks, Path of Shadows, base See feat description
attack bonus +4
• Disturbing Visage Changeling, Quick Change, Bluff 6 ranks See feat description
• Kalashtar Thoughtshifter Kalashtar, base attack bonus +4, ability to generate mind blade See feat description
• Ragewild Fighting Shifter, Power Attack, base attack bonus +6 See feat description
Warforged Feats
st
• Adamantine Body Warforged, 1 level only Armor bonus +8, DR 2/adamantine
• Cold Iron Tracery Warforged Natural weapons are treated as cold iron; +1 bonus on Will saves against spell effects
• Construct Lock Warforged, base attack bonus +2 +2 bonus on damage rolls, attacks can immobilize construct foes
• Improved Resiliency Warforged Immune to nonlethal damage; no regeneration or fast healing
st
• Ironwood Body Warforged, 1 level only Armor bonus +3, DR 2/slashing
• Jaws of Death Warforged Bite attack deals 1d6 damage
st
• Mithral Body Warforged, 1 level only Armor bonus +5
• Second Slam Warforged, base attack bonus +6 Gain second slam attack
• Silver Tracery Warforged Natural weapons are treated as silvered; +1 bonus on Fortitude saves against spell effects
• Spiked Body Warforged Body spikes deal piercing damage while grappling
st
• Unarmed Body Warforged, 1 level only No armor bonus or fortification; able to wear armor; reduced chance of spell failure
Frostburn
Feats Prerequisites Benefit
General Feats
• Altitude Adaptation Base Fortitude save bonus +2 +4 on Fortitude saves to avoid altitude sickness; you aren’t as susceptible to altitude sickness
• Arctic Priest Cold or Winter domain Can swap out prepared spells for a specialized list of spells
• Beckon the frozen Augment Summoning, Spell Focus (conjuration) Summoned creatures gain cold subtype and +1d6 cold damage to attacks
• Chosen of Iborighu Patron deity must be Iborighu Cleric is favored class, cold damage gaze attack 1/day
• Cold Endurance (G) Base Fortitude save bonus +2 +2 to cold saves, can exist comfortably in cold environs
o Improved Cold Endurance (G) Base Fortitude save bonus +6, Cold Endurance Resist to Cold 5
• Cold Focus - +1 bonus to save DCs against cold spells
o Greater Cold Focus Cold Focus +1 bonus to save DCs against cold spells
• Faith in the Frost Ability to turn or rebuke creatures, Cold or Winter domain Successful turn or rebuke causes cold damage
• Frozen Berzerker (G) Barbarian rage ability Gain cold subtype while raging
• Frozen Wild Shape Base Fortitude save bonus +6, wild shape ability Wild shape into cold magical beasts
• Ice Harmonics Bardic music ability, Perform (sing) 6 ranks Shatter ice with your voice
• Improved Frosty Touch (G) Uldra Frosty touch ability does 2 cold damage
• Mark of Hleid Patron deity must be Hleid Cleric is favored class, +2 sacred bonus to AC against evil cold creatures, immunity to rimefire
• Mountaineer - +2 on Climb and Survival checks
• Primeval Wild Shape Wild shape ability Wild shape form gains +2 Strength, +2 bonus to natural armor, and resistance to cold 10 but lasts for only 1
round/level
• Primitive Caster - Add material components to spells to raise a spell’s effective level
• Sea Legs (G) - +2 bonus on Balance and Tumble checks and +1 bonus on Initiative checks while on a ship
• Smite Fiery Foe Smite ability Add Charisma modifier on attack roll and character level to damage against creatures with fire subtype
• Snowcasting Con 13 Add cold descriptor to spell
o Frozen Magic Con 13, Snowcasting Cold spells have higher caster levels in cold weather
o Icy Calling Con 13, Snowcasting Summoned frostfell creatures are stronger in cold weather
o Cold Spell Specialization Con 13, Snowcasting, Frozen Magic Cold spells do +1 or +2 damage/die in cold weather
o Frostfell Prodigy Con 13, Snowcasting, Frozen Magic, Cold Focus You gain additional bonus spells in cold weather
• Snowrunner Woodland stride ability Move through snow at full speed, +5 competence bonus on Balance checks on ice
• Snowflake Wardance Bardic music ability, Perform (dance) 6 ranks Add Charisma modifier to attack rolls with one-handed slashing melee weapons
• Storm Magic - All spells cast at caster level +1 during storms
• Sugliin Mastery (G) Base attack bonus +5, Exotic Weapon Proficiency (sugliin) Attacks with a sugliin are a standard action
st
• Winter’s Champion Paladin level 1 P P Gain additional frostfell spells on your paladin spell list
• Winter’s Mount Special mount ability Special mount gains cold subtype and +2 Constitution
Metamagic Feats
• Piercing Cold - Cold spells can damage creatures resistant or immune to cold
Sandstorm
Feats Prerequisites Benefit
General Feats
• Blazing Berserker Ability to rage Gain the fire subtype while raging
• Blessed by Tem-Et-Nu Patron deity Tem-Et-Nu, ritual Special favour of Tem-Et-Nu
• Drift Magic Knowledge (local) 4, ability to cast spells Use of drift magic
• Eagle’s Fury Dex 15, proficiency with weapon Extra attack with the eagle’s claw
• Heat Endurance Base Fort save +2 +2 on saves against fire, heat protection 1
o Improved Heat Endurance Base Fort save +6, Heat Endurance Fire resistance 5, heat protection 3
• Judged by Aurifar Patron deity Aurifar, ritual Special favour of Aurifar
• Light of Aurifar Ability to turn or rebuke undead, access to the Fire or Sun Turned or rebuked undead takes 2d6 fire damage
domain
• Pharaoh’s Fist (G) Str 15, Improved Unarmed Strike, Stunning Fist Foe and adjacent creatures stunned by thundering blow
• Priest of the Waste Access to Fire, Summer, Sun, Travel, or Water domain Spontaneously cast certain waste-related spells
• Rattlesnake Strike (G) Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Deal Con damage with your unarmed strike
Fist
o Sand Camouflage Sandskimmer, Hide 5 ranks Quickly bury yourself in sand to gain a Hide bonus
• Sand Dancer Wis 13, Tumble 4 ranks Blind foe with thrown sand during another attack
o Sand Spinner Wis 13, Tumble 8 ranks, Sand Dancer Blind foes in 5-ft. radius with thrown sand
• Sand Snare Combat Expertise, Improved Trip Foe is hindered in rising when knocked prone in sand
• Sandskimmer - You can ignore some difficulties of moving on sand
• Scorpion’s Grasp Str 13, Dex 13, Improved Unarmed Strike, Improved Grapple Begin grapple with a melee strike
• Scorpion’s Instincts Dex 13, Hide 5 ranks Become stealthy like a scorpion
• Scorpion’s Resolve - +4 bonus on saves against mind-affecting spells and abilities
o Scorpion’s Sense Scorpion’s Resolve Minor tremorsense
• Serpent Fang Wis 15, Improved Unarmed Strike, Stunning Fist Project your ki to deal unarmed damage 5 ft. beyond your normal reach
• Touchstone Knowledge (local) 8 ranks or native 250-gp item You can use touchstone sites
Metamagic Feats
• Searing Spell - Your fire spells deal damage to fire-resistant creatures
• Fiery Spell - +1 point of damage per die for fire spells
Heroes of Battle
Feats Prerequisites Benefit
General Feats
• Ballista Proficiency (G) - No -4 penalty on attack rolls with ballistae
• Block Arrow (G) Dex 13, Shield Proficiency Deflect one ranged attack per round with shield
• Coordinated Shot (G) Point Blank Shot, Precise Shot Your ranged attacks ignore cover from allies
• Courageous Rally Bardic music (inspire courage) class feature Make free rally check when you inspire courage
• Expanded Aura of Courage Aura of courage class feature Your aura of courage expands to 60 feet
• Expert Siege Engineer (G) Profession (siege engineer) 8 ranks +2 bonus on attack and damage with siege engines
• Guerilla Scout - +1 bonus on initiative checks; Listen and Spot ranks cost 1 skill point
• Guerilla Warrior - Reduce light or medium armor checks; Listen and Spot ranks cost 1 skill point
• Mounted Mobility (G) Mounted Combat, Ride 4 ranks +4 dodge bonus to AC against some attacks of opportunity while mounted
• Natural Leader Cha 13 +4 bonus on rally checks
• Plunging Shot Dex 13, Point Blank Shot +1d6 damage against targets below you
• Ready Shot Point Blank Shot Readied ranged attack deals +3d6 damage
• Shield Wall (G) Shield Proficiency Shield bonus increases by +2 when adjacent to shield wielder
• Veteran Knowledge (G) Base attack bonus +2, Knowledge (history) 1 rank +5 bonus on Knowledge checks made to gain strategic advantage
Leader Feats
• Extra Followers Cha 13, Leadership Lead twice as many followers
• Improved Cohort Cha 15, Leadership Your cohort’s maximum level increases by 1
• Inspirational Leadership Cha 17, Leadership Your cohort and followers have exceptional morale
• Practiced Cohort Cha 15, Leadership Your cohort shares your teamwork benefits
Eberron Campaign Setting
Feats Prerequisites Benefit
General Feats
• Aberrant Dragonmark Dragonmarked race Manifest an aberrant dragonmarked spell-like ability
• Action Boost - When spending an action point, roll d8 instead of d6
• Action Surge Base attack bonus +3 Spend 2 action points to take extra move or standard action
• Ashbound Ability to spontaneously cast summon nature’s ally Doubles duration of summon nature’s ally spells, +3 luck bonus on attack rolls for summoned creatures
• Beast Totem Wild empathy +4 bonus on saves against specific attack forms
o Beast Shape Wild empathy, Beast Totem, ability to wild shape into Huge Wild shape into magical beast form
animal
o Totem Companion Wild empathy, Beast Totem, ability to acquire new animal Gain magical beast as animal companion
companion, minimum level (see text)
• Child of Winter Ability to spontaneously cast summon nature’s ally, nongood Treat vermin as animals, add vermin to summon nature’s ally list
rd
o Vermin Companion Druid 3 , nongood, Child of Winter, ability to acquire new animal
P P Gain vermin as “animal” companion
companion, minimum level (see text)
th
o Vermin Shape Druid 5 , nongood, Child of Winter
P P Wild shape into vermin form
• Double Steel Strike Exotic Weapon Proficiency (two-bladed sword), Weapon Focus Treat two-bladed sword as monk weapon
(two-bladed sword), flurry of blows
• Dragon Totem Base attack bonus +1, region of origin Argonnessen Gain energy resistance 5 to one type of energy
o Dragon Rage Base attack bonus +4, Dragon Totem, ability to rage or frenzy, Gain energy resistance 10, +2 bonus to natural armor when raging
region of origin Argonnessen
• Ecclesiarch Knowledge (religion) 6 ranks Gather Information and Knowledge (local) are class skills, +2 bonus on Leadership score
• Education (Start) - All Knowledge skills are class skills, +1 on checks with any two Knowledge skills
• Extend Rage Ability to rage or frenzy Add 5 rounds to duration of your rage
• Extra music Bardic music Use bardic music four extra times per day
• Favored in House Member of appropriate dragonmarked race and house Member of powerful mercantile house, call in favors
• Flensing Strike Exotic Weapon Proficiency (kama), Weapon Focus (kama) Target takes -4 penalty on attacks, saves, and checks for 1 minute
• Gatekeeper Initiate Ability to spontaneously cast summon nature’s ally +2 on saves against aberrations, add spells to spell list, add Knowledge (the planes) as class skill
rd
o Repel Aberration Druid 3 , Gatekeeper Initiate
P P Keep aberrations at bay
• Greensinger Initiate Ability to spontaneously cast summon nature’s ally Add Bluff, Hide, and Perform as class skills, add spells to spell list
• Haunting Melody Bardic music, Perform 9 ranks Bardic music inspires fear
• Heroic Spirit - +3 action points per level
• Improved Natural Attack Natural weapon, base attack bonus +4 Increase the damage of a natural weapon
• Investigate - Use Search skill to analyze scene of a crime
• Knight Training - Multiclass with paladin levels
• Least Dragonmark Member of appropriate dragonmarked race and house Choose a least dragonmark spell-like ability associated with your dragonmarked house
o Lesser Dragonmark Member of appropriate dragonmarked race and house, Least Choose a lesser dragonmark spell-like ability associated with your dragonmarked house
Dragonmark, 9 ranks in any two skills
o Greater Dragonmark Member of appropriate dragonmarked race and house, Least Choose a greater dragonmark spell-like ability associated with your dragonmarked house
Dragonmark, Lesser Dragonmark, 12 ranks in any two skills
• Monastic Training - Multiclass with monk levels
• Music of Growth Bardic music, Perform 12 ranks Bardic music enhances animals and plants
• Music of Making Bardic music, Perform 9 ranks Bardic music doubles duration of conjuration (creation) spells and +4 bonus on Craft checks
• Powerful Charge (G) Medium or larger, base attack bonus +1 Extra damage when charging
o Greater Powerful Charge (G) Medium or larger, Powerful Charge, base attack bonus +4 Additional extra damage when charging
• Precise Swing Base attack bonus +5 Ignore cover except total cover when making a melee attack
• Pursue Combat Reflexes Spend action point to occupy square opponent has left
• Raging Luck Ability to rage or frenzy Gain 1 temporary action point while raging
• Recognize Impostor Sense Motive 3 ranks, Spot 3 ranks +4 on Spot checks to oppose Disguise checks, +4 on Sense Motive checks to oppose Bluff checks
• Research - Use Knowledge to get information from books and scrolls
• Right of Counsel Elf Call on undying ancestor for advice
• Serpent Strike Simple Weapon Proficiency (longspear), Weapon Focus Treat lonspear as monk weapon
(longspear), flurry of blows
• Silver Smite Follower of Silver Flame, smite evil Add 1d6 points of sacred damage when smiting evil
• Song of the Heart Bardic music, inspire competence, Perform 6 ranks Increase bardic music effects
• Soothe the Beast Bardic music, Perform 6 ranks Bardic music improves the attitudes of animals
th
• Spontaneous Casting Caster 5 P P Swap one prepared spell for another spell on spell list
• Strong Mind Wis 11 +3 on saves against psionics
• Undead Empathy Cha 13 Use Diplomacy to influence undead
• Urban Tracking - Follow person’s trail in urban environment
• Warden Initiate Ability to spontaneously cast summon nature’s ally +2 deflection bonus to AC, add spells to spell list, add Climb and Jump as class skills
• Whirling Steel Strike Martial Weapon Proficiency (longsword), Weapon Focus Treat longsword as monk weapon
(longsword), flurry of blows
Shifter Feats
• Beasthide Elite Shifter with beasthide trait Natural armor bonus increases to +4
• Cliffwalk Elite Shifter with cliffwalk trait Climb speed improves by 10 feet while shifting
• Extra Shifter Trait Shifter, two other shifter feats Select a second shifter trait
• Great Bite Shifter with longtooth trait, +6 base attack bonus Improve critical multiplier to x3
• Great Rend Shifter with razorclaw trait, +4 base attack bonus Deal 1d4 + ½ Str mod extra damage when both claw attacks hit
• Healing Factor Shifter, Con 13 Heal when shifting ends
• Longstride Elite Shifter with longstride trait Base land speed improves by 10 feet while shifting
• Shifter Defense Shifter, two other shifter feats DR 2/silver while shifting
o Greater Shifter Defense Shifter, Shifter Defense, three other shifter feats DR 4/silver while shifting
• Shifter Ferocity Shifter, Wis 13 Fight without penalty while disabled or dying
• Shifter Multiattack Shifter with longtooth or razorclaw trait, base attack bonus +6 Reduce secondary attack penalty with natural weapon to -2
Warforged Feats
st
• Adamantine Body Warforged, 1 level only
P P Armor bonus +8, DR 2/adamantine
• Improved Damage Reduction Warforged Gain DR 1/adamantine or improve existing DR by 1
• Improved Fortification Warforged, base attack bonus +6 Immunity to critical hits and sneak attacks
st
• Mithral Body Warforged, 1 level only
P P Armor bonus +5
• Mithral Fluidity Warforged, Mithral Body Increase max Dexterity bonus by 1, reduce armor check penalties by 1.
Item Creation
• Improved Flight Item Craft Wondrous Item, Knowledge (the planes) 6 ranks. Craft a magic item that grants a fly speed in such a way that its powers are enhanced within a manifest zone
linked to Syrania.