View table: Feats
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This table has 314 rows altogether.
Page | Name | Fluff | Header | Categories | Keywords | Classes | Prerequisites | Short | Action | Benefit | Special | Normal | |||||||||||||||||||||||||||
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Ability Advancement | Ability Advancement | Your training pays off, and one of your Abilities increases. | General | Epic | Ability Training | Gain +2 bonus to ability score. | Choose one ability that you have the Ability Training feat for. You gain a permanent +2 bonus to that ability. This replaces the benefits of Ability Training for that ability. | You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to a new ability. | |||||||||||||||||||||||||||||||
Ability Training | Ability Training | You spend time honing one of your abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. | General | Epic | — | Gain +1 bonus to skill or save. | Choose one ability, you qualify for the Ability Advancement feat for that ability. At the end of each period of sleep you may select one skill or save type modified by that ability. You receive a +1 bonus to that skill or save until you choose another during a period of sleep. | The benefits of Ability Training for this ability are lost once Ability Advancement feat is taken for it. You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to a new ability. |
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Acrobatic Steps | Acrobatic Steps | You can easily move over and through obstacles. | Movement | Combat | Dex 13, Nimble Moves | Ignore 20 feet of difficult terrain when you move. | Improves Nimble Moves to the point where you may move through up to 20 feet of difficult terrain each round as if it were normal terrain. | ||||||||||||||||||||||||||||||||
Adopt Animal Ally | Adopt Animal Ally | Combat Spheres | — | Beastmastery Sphere (handle animal) package, an animal or vermin companion | Replace a dead animal companion with an existing tame creature. | If your animal or vermin companion dies, you may make one of your tame creatures your new companion without the normal mourning period. The creature assumes all abilities and statistics of an animal companion appropriate to your abilities. The creature must correspond to an available animal companion type. This takes 1 hour. | |||||||||||||||||||||||||||||||||
Advanced Magical Training | Magical Training, Advanced | LowMagic | — | — | Treat your non-casting classes as low-casting for caster level. | Treat your levels in non-casting classes as low-casting classes when determining your total caster level. If you do not possess levels in a casting class, increase your spell point pool to equal your casting ability modifier. With GM permission, you may also select a casting tradition when you gain this feat. |
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Aerial Trip | Aerial Trip | Combat Maneuvers | — | BAB +5, Deft Maneuvers or a combat talent that allows you to perform a trip without provoking an attack of opportunity | Replace a dead animal companion with an existing tame creature. | You can Trip flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 ft per round) until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn. Upon impact, the creature falls prone and takes normal falling damage (maximum: 1d6 per 10 ft. in its falling speed). A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed. |
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Air Guitar | Air Guitar | Magical Spheres | — | Bardic Performance, Illusion Sphere | Bard | 3rd-level bard, Illusion Sphere, Illusionary Sound, Lingering Illusion | Use illusionary sound to begin and maintain bardic performance. | When you start a bardic performance, you may spend a spell point to use illusionary sounds as your instrument of choice (despite the feat’s name, you can play an air flute, for example). You do not need to maintain the performance, but it lasts the full duration of Lingering Illusion unless you run out of rounds of bardic performance or dismiss it as a standard action. You can still have no more than one bardic performance in effect at one time. |
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Alertness | Alertness | You often notice things that others might miss. | Skill | — | — | +2 bonus on Perception and Sense Motive checks. | You get a +2 bonus on Perception and Sense Motive skill checks. | ||||||||||||||||||||||||||||||||
Align Spell | Align Spell | Metamagic | Metamagic | Spell pool class feature | Make spell affect creatures depending on their alignment. (+2) | When you select this feat, choose a non-neutral component of your alignment. When you cast an aligned spell, choose weal or woe. If you choose weal all variable, numeric effects of the spell are decreased by half (including bonuses to those dice rolls) for creatures of that alignment and increased by half (including bonuses to those dice rolls) for creatures of the opposite alignment. If the spell does not have variable, numeric effects, it instead has its saving throw DC and effective spell level decreased by 2 against creatures of the selected alignment and increased by 2 against creatures of the opposite alignment. If you choose woe, these effects are reversed. The spells effects do not change for creatures of neither alignment. Spells that neither do damage nor have a saving throw cannot be affected by Align Spell. Cost: +2 spell points. |
If you are Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good, you can take this feat twice, each time selecting a different component of your alignment. If you are true neutral you may choose neutrality with this feat, in which case the damage or effective spell level and DC are increased against chaotic evil, chaotic good, lawful evil, and lawful good creatures and decreased against true neutral creatures. If you change alignment such that you no longer have the alignment component you chose for this feat, you may immediately choose a different component of your new alignment) to use it with. If you already have already taken this feat for the only non-neutral component of your new alignment (or for true neutral if that is your new alignment) you may immediately retrain this feat at no cost to one you qualify for. Atonement reverses this retraining and restores this feat. |
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Anathema | Anathema | Anathema | Anathema | Channel Energy | Cleric, Paladin | Channel positive energy class feature, |
Attack evil creatures with positive energy. | As a standard action, you can create a blast of positive energy. The anathema requires either a melee touch attack, or it can be used as a ray with a range of 30 feet. The anathema does d6 damage per level of the class that grants the ability used to meet the prerequisites, and can harm any living or undead target with the evil descriptor or with an evil alignment, even if positive energy would not normally damage the target. The target does not receive a saving throw against damage done by this ability. Using the anathema uses one one use of your positive energy class feature, fervor, or lay on hands class ability. This is a supernatural ability. |
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Animal Affinity | Animal Affinity | You are skilled at working with animals and mounts. | Skill | — | — | +2 bonus on Handle Animal and Ride checks. | You get a +2 bonus on Handle Animal and Ride checks skill checks. | ||||||||||||||||||||||||||||||||
Animal Friend | Animal Friend | Skill | — | Handle Animal 3 ranks | Use Handle Animal to befriend animals. | You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person, but uses a Handle Animal check instead. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check. |
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Arcane Opening | Arcane Opening | Martial Spheres | Champion | Beastmastery Sphere, Leadership Sphere | Casting and either Beastmastery Sphere and Coordinated attack talent or Leadership Sphere and Cohort Attack talent | Affecting a target with a spell counts as an attack action. | When dealing damage with a sphere effect or when a hostile creature fails a saving throw against a sphere effect that you cast with a casting time of at least 1 standard action, you may treat that sphere effect as an attack action for the purpose of using Cohort Attack or Coordinated Attack. | ||||||||||||||||||||||||||||||||
Artificery | Artificery | Skill | — | Any Craft or Profession skill 5 ranks | Gain Item Creation feats counting skill ranks as caster levels for prerequisite. | Select one Craft or Profession skill in which you have at least 5 ranks. You gain a +2 bonus on your chosen Craft or Profession skill. You may use your ranks in this Craft or Profession skill as if it were your caster level when qualifying for Item Creation feats, and when determining how powerful of an enchantment you may place upon an item. Possessing this feat does not, however, grant you access to any magic spheres when determining which enchantments you may place upon an item. You must use your chosen Craft or Profession skill when creating a magic item, and cannot work with any item or material not related to your chosen skill. |
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Athletic | Athletic | You possess inherent physical prowess. | Skill | — | — | +2 bonus on Climb and Swim checks. | You get a +2 bonus on Climb and Swim checks checks skill checks. | ||||||||||||||||||||||||||||||||
Atmospheric Imbuement | Atmospheric Imbuement | Magical Spheres | — | Destruction Sphere, Weather Sphere | Destruction Sphere, Weather Sphere | Use weather to cast blasts that ignore spell resistance. | When using blast talents with the air, electrical, or sonic blast type groups, or any blast type deemed appropriate by the GM, when there is an area of rain and wind both at or above category 4, your destructive blast bypasses spell resistance. | ||||||||||||||||||||||||||||||||
Auspicious Admixture | Auspicious Admixture | Magical Spheres | Admixture | Destruction Sphere, Fate Sphere | Fate Sphere, Destruction Sphere, Admixture talent | Use a word effect on one target damaged when using Admixture. | When using Admixture, you may spend an additional spell point to affect one target damaged by the blast with a word effect you know in place of a second blast type. If you possess Echoing Word, you may apply the word to any targets damaged, up to your maximum targets from Echoing Word. |
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Basic Magical Training | Magical Training, Basic | LowMagic | — | No levels in any spellcasting class | Gain basic access to a sphere. | Choose a sphere of magic. You gain access to this basic sphere. You gain an effective caster level of 1 and a spell pool of 1. Use your highest mental ability as your casting ability score. If you later gain levels in a spellcasting class, exchange this feat for the Extra Magical Talent feat. For the purpose of meeting the prerequisites of other feats this feat counts as possessing the Casting class feature. |
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Basic Ritual Training | Ritual Training, Basic | LowMagic | — | No levels in any spellcasting class | Gain ability to cast rituals of one sphere. | Choose a sphere of magic. You can perform rituals as if though you possess that sphere. You gain an effective caster level of 1 and a spell pool of 1. Use your highest mental ability as your casting ability score. If you later gain levels in a spellcasting class, exchange this feat for the Extra Magic Talent feat or the Ritual Caster feat. For the purpose of meeting the prerequisites of other feats this feat counts as possessing the Casting class feature. |
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Blessing/Blight Mastery | Blessing/Blight Mastery | Class-Specific | — | Soul Weaver | Blessing/Blight class feature, Channel Energy class feature, Versatile Channeler | Gain the ability to apply the other Blessing/Blight feature to targets. | If you can apply Blessings to targets, you may now also apply Blights, treating your soul weaver level as being effectively 2 levels lower for this purpose. If you can apply Blights to targets, you may now also apply Blessings, treating your soul weaver level as being effectively 2 levels lower for this purpose. |
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Blind-Fight | Blind-Fight | You are skilled at attacking opponents that you cannot clearly perceive. | Melee | Combat | — | Reroll miss chances for concealment. | In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. |
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. | |||||||||||||||||||||||||||||||
Block Arrows | Block Arrows | You are skilled at deflecting arrows with your shield. | Defense | Combat | Dex 13, Shield Proficiency, Shield Focus | Avoid one ranged attack per round. | No Action, once per round | You must have a shield in one of your hands to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged attacks (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected. |
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Blood Dampening | Blood Dampening | Wild Magic | Wild Magic | Casting class feature | Negate wild magic event by taking 2 points of Constitution burn. | When you trigger a wild magic event (but not a major event), you may choose to negate the event by taking 2 points of Constitution burn. This decision must be made before the roll is made on the wild magic table. If you possess at least 4 wild magic feats, you may use this ability on a major event (see Variant Rules) by accepting 4 points of Constitution burn. If you have at least 6 wild magic feats, the burn cost is reduced by 1. |
Ability burn functions as ability score damage, but may not be removed by any means other than 8 hours of resting, which removes all burn. | ||||||||||||||||||||||||||||||||
Bodyguard | Bodyguard | You put yourself in danger’s path to save your allies. | Defense | Combat | Combat Reflexes | Use attack of opportunity to add a bonus to adjacent ally’s AC. | as Attack of Opportunity, Aid Another action | When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. While using the aid another action to improve an adjacent ally’s AC, you can attempt to intercept a successful attack against that ally as an immediate action. Make a Reflex saving throw with a DC equal to the attack roll. On a success, you take the full damage from that attack and any associated effects (bleed, poison, etc.). |
Aid another is a standard action. | ||||||||||||||||||||||||||||||
Bottled Spells | Bottled Spells | Drawback | Drawback | Charged Spells | Store your charged spell in a consumable item that can be used by others. | You can imbue a consumable item (such as a fluid or an easy to break trinket) with a charged sphere ability. When you create a charge, you also create a small item such as a pill, pebble, or a pinch of dust in which to store that charge. These items are considered to have negligible cost, and an individual item can only store a single charge. The consumable remains potent until you rest and regain spell points, and possesses an aura as if it were the original target of the effect. Such an item can be dispelled as normal for the effect even in its inactive state. Effects with a duration of ‘concentration’ cannot be imbued into items. Any creature, not just yourself, can use the charge by using the item (eating the pill, spreading the dust, throwing the pebble, etc.) This requires the same action as the sphere effect would normally require. The user is considered the creator of the spell, and can do whatever the creator can with the spell, including dismissing it, moving it (if it can be moved), or any other effect that can take place after the ability has been created. However, the charge still uses your caster level, spell DC, casting ability modifier, concentration and magical skill bonus (determined at the time of the charge’s creation). |
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Bouncing Spell | Bouncing Spell | You can direct a failed spell against a different target. | Metamagic | Metamagic | Spell pool class feature | Redirect a spell that had no effect on initial target. (+1) | Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. Cost: +1 spell point. |
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Burst of Concentration | Burst of Concentration | Drawback | Drawback | Mental Focus | Expend mental focus to take 15 on a concentration check. | You can expend your mental focus on any single concentration check you make to treat your concentration check as if you rolled a 15. This functions as taking 10, except that the number you add to your concentration modifier is 15. | |||||||||||||||||||||||||||||||||
Cantrips | Cantrips | Magic | — | Casting class feature | You gain the ability to cast cantrips. | You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
You can make up new effects, but they should not be more powerful than those listed above. The GM is the final arbiter of what is or is not a cantrip. |
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Careful Caster | Careful Caster | Wild Magic | Wild Magic | Casting class feature | Reduce wild magic chance by increasing casting time. | When casting a sphere effect that suffers from a wild magic chance, you may increase the casting time by one step to reduce the wild magic chance by 25%. This ability does not stack with itself. This reduction increases by 5% per additional wild magic feat you possess, to a maximum reduction of 50%. |
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Catch Off-Guard | Catch Off-Guard | Foes are surprised by your skilled use of unorthodox and improvised weapons. | Melee | Combat | — | No penalties for improvised weapons. | You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. | You take a –4 penalty on attack rolls made with an improvised weapon. | |||||||||||||||||||||||||||||||
Channel Destruction | Channel Destruction | Class-Specific | — | Channel Energy, Destruction Sphere | Channel Energy class feature, Destruction Sphere | Imbue channel energy with a Destruction blast type talent. | You may imbue your channel energy with a blast type talent. This channeled energy may only be used to harm, but affects all creatures in the area, not just living or undead. The channeled energy does its normal number of damage dice of a die size and damage type corresponding to the chosen blast type. Additional effects apply as usual for the chosen blast type. If more than one blast type is known, a different blast type may be selected each time channel energy is used. For example, a 5th level soul weaver with this feat and the Crystal Blast talent could channel energy, dealing 3d4 piercing damage as well as the effects of Crystal Blast in the normal area and with the normal DC of her Channel Energy. If, for example, she also possesses the Searing Blast talent, the next round she can channel energy, dealing 3d8 fire damage. If the (blast type) talent chosen has additional spell point costs, an additional use of channel energy must be used in place of each spell point required. |
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Channel Life | Channel Life | Magical Spheres | Channeling | Channel Energy, Life Sphere | Cleric | Life Sphere, channel energy class feature. | Augment channel energy with Life sphere effects. | You may channel energy and augment it with your Life sphere abilities. You must spend a spell point in addition to the normal cost of the ability, but do not need to pay the cost associated with Mass Healing or Mass Restore. The Life sphere ability affects everyone affected by the channeled energy, even if they would normally be out of range of your ability. You are not actually using the sphere ability, and other abilities triggered by using sphere abilities are not triggered (such as vitality feats). |
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Channel Luck | Channel Luck | Class-Specific | Chance, Channeling | Channel Energy | Cleric | Channel energy | Bless or curse all creatures affected by your channel energy. | When you channel energy, you may spend a kismet point to grant all creatures affected a luck bonus (if they were healed) or a luck penalty (if they were harmed and failed their save) to their next saving throw equal to the number of dice of your channel energy ability. This bonus lasts at most 1 minute for each die of your channel energy ability. |
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Chaotic Counter | Chaotic Counter | Wild Magic | Wild Magic | Counterspell | Counterspelling increases opponents wild magic chance. | When you successfully counterspell a spell or sphere effect, the caster suffers a 50% increase in wild magic chance until the end of its next turn. The affected caster is not aware of this increase. This penalty increases by 10% per wild magic feat you possess, to a maximum of 100%. Additionally, you gain a +1 bonus to your MSB when counterspelling. |
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Charge Through | Charge Through | You can overrun enemies when charging. | Combat Maneuvers | Combat | Str 13, Powerful Maneuvers | Make overrun as free action while charging. | When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature. | You must have a clear path toward the target of your charge. | |||||||||||||||||||||||||||||||
Cleave | Cleave | You can strike two adjacent foes with a single swing. | Melee | Combat | Str 13, BAB +1 | Make an additional attack if the first one hits. | Standard Action | As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. You can only make one additional attack per round with this feat. |
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Close-Quarters Thrower | Close-Quarters Thrower | You are agile enough to avoid melee attacks while throwing weapons or bombs. | Ranged | Combat | Dex 13, Dodge, Weapon Focus with selected thrown weapon. | Attacks with selected weapons do not provoke attacks of opportunity | Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. |
Making a ranged attack provokes attacks of opportunity. | |||||||||||||||||||||||||||||||
Combat Casting | Combat Casting | You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions. | Magic | — | — | Don’t make concentration checks for violent movement, gain a +2 bonus on concentration checks. | You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks. | ||||||||||||||||||||||||||||||||
Combat Patrol | Combat Patrol | You range across the battlefield, dealing with threats wherever they arise. | Melee | Combat | BAB +5, Combat Reflexes, Dodge | Conduct attacks of opportunity 5 feet further away. | Full-Round Action | As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. |
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Combat Reflexes | Combat Reflexes | You can make additional attacks of opportunity. | Defense | Combat | — | Make additional attacks of opportunity. | You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. | The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Muscular Reflexes or similar feats, but Combat Reflexes counts as Muscular Reflexes when meeting the prerequisites for feats. | A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed. | ||||||||||||||||||||||||||||||
Combat Sphere Specialization | Combat Sphere Specialization | Your knowledge of one particular combat sphere is without peer. | Combat Spheres | Combat | 1 or more combat spheres | Count BAB as 1 higher in one sphere | Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level the chosen sphere’s base attack bonus is treated as 2 higher, although the sphere’s effective base attack bonus cannot be higher than your character level. |
You may select this feat multiple times, each time selecting a different sphere. | |||||||||||||||||||||||||||||||
Combatant Caster | Combatant Caster | Drawback | Drawback | Galvanized | Simply being armed counts as meeting the Galvanized requirements, and boosts concentration. | You have an increased selection of weapons. As long as you wield any kind of weapon that you are proficient in and can attack with, it counts towards meeting the requirements of Galvanized. For the purposes of unarmed strikes or natural attacks you are considered wielding your weapons when you are not impeded in using them. Having our arms bound, or wearing heavy chains on your legs are an example of how an average human would be considered unarmed with unarmed strikes. While wielding a weapon appropriate for your drawback, you gain a +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield. |
This feat counts as Combat Casting for the purposes of meeting other prerequisites that depend on it. This feat benefits to concentration checks do not stack with Combat Casting. | ||||||||||||||||||||||||||||||||
Companion Trigger | Companion Trigger | Combat Spheres | Combat | Animal Companion class feature, Mount class feature, or Beastmastery Sphere | Use animals combat maneuvers to trigger your own abilities. | When your animal companion or a creature you are mounted on succeeds on a combat maneuver, you may expend your martial focus as a free action even when it is not your turn to count the maneuver as though you had performed it for the purpose of any feats or talents you possess. | |||||||||||||||||||||||||||||||||
Compelling Maneuvers | Compelling Maneuvers | Combat Maneuvers | Combat | Int 13 | You can perform antagonize, demoralize, distract and feint attempts as a move action. | You can antagonize, demoralize, distract and feint a foe as a move action. You also receive a +2 bonus to your Morale Maneuver Defense. |
Performing the antagonize, demoralize, distract and feint maneuvers requires a standard action. | ||||||||||||||||||||||||||||||||
Complementary Education | Complementary Education | Your education has been improved beyond the normal for your career. | Skill | — | Alchemist,Barbarian,Druid,Drunken Monk,Guild Mage,Mercenary,Martial Monk,Paladin,Priest,Seelie Messenger,Shield Guard,Sword Mage,Unbodied,Unseelie Messenger,Weapon Master | Archetype with skill points per level at 4 or less. | Gain +2 skill points per level and 4 additional class skills. | Gain 2 additional skill points per level to any archetype that meets the prerequisites. If your character is higher than level 1, you also gain the extra skill points for preceding levels. In addition, you can pick 4 of the following skills to become class skills: Appraise, Diplomacy, Handle Animal, Heal, Linguistics, Perform, Ride, Sense Motive, Spellcraft, Survival, or any Knowledge skills (chosen individually). |
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Cooperative Casting | Cooperative Casting | Magic | — | Spell Pool | Assist an ally spellcaster with spell points to pay the spell's cost. | As a full-round action, you can prepare to assist an adjacent spellcaster. When the character you have prepared to help casts a spell before the beginning of your next turn, as an immediate action you can spend 1 spell point from your pool to reduce the number of spell points your ally must spend by 1. If both you and the allied spellcaster you assist have the Cooperative Casting feat, you may spend spell points up to half the spell’s cost, to reduce the spell points your ally spends by the same number. |
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Cooperative Crafting | Cooperative Crafting | Your assistance makes item crafting far more efficient. | Skill | — | Any Craft skill 1 rank | You provide multiple benefits when assisting in crafting, whether mundane or magical. | You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day. | ||||||||||||||||||||||||||||||||
Cosmopolitan | Cosmopolitan | Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races. | Skill | — | — | Read and speak two additional languages, and gain two new class skills. | You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. |
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Counterspell | Counterspell | Magic | — | Casting class feature, 3rd caster level or higher | Counter magic with your own magical abilities. | As an immediate action, by spending a spell point you can attempt to counter a spell or magical effect cast by another with Long Range (100 ft + 10 ft / caster level). Countering a spell requires that you have an appropriate counter. Possessing the same sphere as the effect being cast always counts as a counter, but creative use of other spheres may also counter (countering Destructive fire blast with Nature(Water) or Protection(barrier) for instance). Determining the appropriate counter usually requires identifying the effect being cast with a Spellcraft check (15 + ½ caster level). If an appropriate counter is employed, you can make a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. This is treated as a sphere effect, and it is subject to all rules as a sphere ability, is affected by the caster’s casting tradition, and can itself be countered by another caster. If your counter is countered, you can counter one additional time, by spending one more spell point and become Staggered until the end of your next turn. Alternatively you may spend a spell point and spend one minute to dispel an existing magical effect on a creature, item, or location within Short range. You must know which magic effect you are trying to dispel, such as through Detect Magic. Finally you must succeed at a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you do not possess an appropriate counter (as per counterspelling) you can still attempt to dispel the effect, but take a -5 penalty on your magic skill check. If you target a permanent effect or magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. At 6th level, you may spend two additional spell points when dispelling a permanent effect or magic item. You take a -5 penalty on your magic skill check, but on success the magic is permanently dispelled. |
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Covering Defense | Covering Defense | You are skilled at protecting yourself and your allies with your shield. | Defense | Combat | BAB +6, Shield Proficiency, Shield Focus | Provide cover to an ally with total defense. | Total Defense action | When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Reflex saves. | |||||||||||||||||||||||||||||||
Craft Implement of Power | Craft Implement of Power | You can create implements of power which boost the spellcasting ability of the wielder. | Item Creation | Item Creation | Magic skill bonus +3, Craft Spell Container, Craft Spell Engine | Create implement of power which boosts caster level in one sphere. | Just as a weapon can grant enhancement bonuses to its wielder’s attack and damage rolls, an implement of power serves as a focus for magical power, adding enhancement bonuses to its wielder’s caster level with a particular sphere. These bonuses are always enhancement bonuses, and therefore multiple implements benefiting the same sphere do not stack. These bonuses only apply to the wielder themselves; this bonus does not apply to wands nor other magic items they might be using. Implements of Death and Conjuration do not increase the number or statistics of undead or companions; instead, such implements grant circumstance bonuses to attack rolls and skill checks for controlled companions and undead. Just like a magical weapon, an implement of power has its cost calculated according to its maximum bonus; an implement of power grants an enhancement bonus from +1 to +5, with a total possible bonus of +10. Just like a magic weapon, an implement costs 2,000 gp x (total bonus) squared. An implement uses the crafter’s MSB rather than their caster level when determining the maximum caster level implement they can create. The item’s caster level must be at least 3x the enhancement bonus granted by the implement. If the implement has other magical enchantments placed upon it, use the highest caster level. An implement must have at least a +1 enhancement bonus to have any other implement special abilities. The following special abilities can be added to an implement:
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Craft Ooze | Craft Ooze | Item Creation | Item Creation | Caster level 5th, Craft (alchemy) 3 ranks, Craft Spell Container, Infuse Item | You can create oozes | You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC 10 + 2 × the ooze’s CR). A failed check ruins the materials used, while a check that fails by 5 or more also results in an ooze that attacks its creator for 1d4 rounds before dissipating into useless waste material. A newly created ooze has average hit points for its Hit Dice. Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that are created this way have no Intelligence score—nor any loyalty to their creator. While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games—perhaps with oozes sold as black market commodities— need only double the construction cost of a specific ooze creature in order to figure out a fair market price. The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM’s discretion, other types of ooze creatures can be created with this feat.
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Craft Rituals | Craft Rituals | Item Creation | Item Creation | Caster level 3rd | You may research rituals. | You may research rituals. See Chapter 4: Advanced Magic for more information on researching rituals. | |||||||||||||||||||||||||||||||||
Craft Spell Container | Craft Spell Container | You can create magic scrolls and potions. | Item Creation | Item Creation | Caster level 1st | Create magic scrolls and potions. | A character who possesses this feat can create scrolls. In addition to ritual scrolls, they can create scrolls using the talent-based item creation system. Scrolls have the same requirements for deciphering and activating as core Pathfinder scrolls, and a creature must possess a scroll’s base sphere, or else must activate the scroll through the Use Magic Device skill. A scroll has a base cost of 25 gp x caster level x complexity. This feat can also be used for creating potions, oils, and powders (collectively known as "compounds"). Potions, oils, and powders are magical effects stored in physical form; they use the talent-based method of item creation, and are usable only once. A potion targets the creature who drinks the potion (one target with a range of personal), while oils target the creature or object is is applied to (one target with a range of touch), while any effect that targets an area is a powder. It is possible to place a compound-like effect into another item as well (for example, a jewel that explodes when thrown or an apple that applies a potion-like effect when eaten, etc.). A potion, oil, or powder has a base cost of 50 gp x caster level x complexity. If a potion, oil, or powder requires a saving throw, the DC is equal to 10 + 1/2 its caster level. |
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Craft Spell Engine | Craft Spell Engine | You can create magic wands. | Item Creation | Item Creation | Caster level 1st, Craft Spell Container | Create wands. | This feat allows a creature to create spell-trigger items, known as wands, which casters can use as if they were their own sphere abilities. A creature must possess a wand’s base sphere, or else must activate the wand through the Use Magic Device skill. A wand contains a limited amount of casting ability, which can be activated by the one wielding the wand as a standard action, as if the magic were their own. A wand possesses a base sphere, a caster level, and a small pool of spell points. The wand uses its own caster level and spell points to fuel its casting ability; under normal circumstances, a caster cannot spend their own spell points or use their own caster level when activating a wand. If a wand’s effects call for a saving throw, the DC is equal to 10 + 1/2 the item’s caster level. Once per day, a caster whose caster level is at least equal to the wand’s caster level may spend one of their spell points to restore 1 spell point to the wand. A wand may only have one spell point per day restored in this fashion, regardless of how many casters attempt to do so. The simplest wand a crafter may create contains a base sphere, 1 spell point, and a caster level of 2. This wand has a base price of 1,000 gp. When a crafter increases a wand’s caster level (to a maximum of their own), for every 2 caster levels a wand gains, the crafter may place an additional magic talent into the wand, or may increase the wand’s maximum spell point pool by 1. A crafter must possess each talent to be placed in the wand, or else must have access to that talent through another caster. Likewise, if a crafter possesses a sphere-specific drawback for the wand’s base sphere (or simply wants to create a focused wand), that want also possess that sphere-specific drawback, and gains either a bonus magic talent or a spell point in exchange. |
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Create Spell Book | Create Spell Book | Magic | — | Spellcrafting | Write down spells in a magic book allowing more than usual. | You may write down your spells in a magic book, allowing you access to more spells than the usual limit. See Chapter 3: Advanced Magic for more information on spellcrafting and spellbooks. | |||||||||||||||||||||||||||||||||
Crescendo | Crescendo | Magical Spheres | — | Life Sphere,Bardic Performance,Raging Song | Bard,Skald | Bardic performance or raging song, Life Sphere. | Invigorate all allies affected by your song. | As a standard action you may invigorate all allies affected by your bardic performance or raging song, or you may spend a spell point to invigorate them as a swift action. | |||||||||||||||||||||||||||||||
Crossbow Mastery | Crossbow Mastery | You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal. | Ranged | Combat | Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot | Reload crossbow as free action and make full attacks | The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity. |
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Curse Mastery | Curse Mastery | Drawback | Drawback | Innate Curse | Gain all the benefits of your oracle curse. | You gain all the benefits of your oracle curse; both the base benefit as well as the benefits that come with increasing in level (treat your magic skill bonus as your oracle level). | If your curse provides you with spells known, instead of normally granting bonus spells (for example, Haunted), you do not gain spells or talents. Instead, you gain a bonus spell point at the levels you would normally gain the spells. | ||||||||||||||||||||||||||||||||
Cut Your Losses | Cut Your Losses | You realize that sometimes it’s a safer bet to simply get out of danger’s way as fast as possible. You are able to summon a surge of adrenaline when you grab what is most dear to you and run. | Defense | — | Str 13, Acrobatics 1 rank | Carry an ally or object when making the Withdraw action. | as Attack of Opportunity, Aid Another action | Whenever you withdraw as a full-round action and have at least one free hand, you can pick up one unattended object or unconscious ally of your size or smaller at any point during your movement without provoking attacks of opportunity. Any additional movement performed on your turn still provokes attacks of opportunity as normal. In addition, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. |
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Damming Darkness | Damming Darkness | Magical Spheres | — | Dark Sphere | Dark Sphere | Good creatures within your darkness become sickened. | Any good creature that begins their turn within or enters the area of effect of your darkness must make a Fortitude save against its DC or be sickened for one minute, even if normally immune to being sickened or effects requiring a Fortitude save. A creature that succeeds on its saving throw is immune to your Damning Darkness for 24 hours. |
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Dazzling Display | Dazzling Display | Melee | Combat | BAB +1, Weapon Focus | Intimidate all foes within 30 feet. | Full-round Action | While wielding the weapon in which you have Weapon Focus and proficiency, you can perform a bewildering show of prowess as a full-round action. You make the demoralize morale maneuver against all foes within 30 feet who can see your display. Roll once and compare your result against all targets of the maneuver. | ||||||||||||||||||||||||||||||||
Deadly Targeting | Deadly Targeting | Magical Spheres | — | Destruction Sphere | Destruction Sphere | Increase critical threat range of destructive blast to 19-20. | The base critical threat range of your destructive blast increases to 19-20. | ||||||||||||||||||||||||||||||||
Deceitful | Deceitful | You are skilled at deceiving others, both with the spoken word and with physical disguises. | Skill | — | — | +2 bonus on Bluff and Disguise checks. | You get a +2 bonus on Bluff and Disguise checks checks skill checks. | ||||||||||||||||||||||||||||||||
Deflect Arrows | Deflect Arrows | You can knock arrows and other projectiles off course, preventing them from hitting you. | Unarmed | Combat | Dex 13, Unarmed Combatant | Avoid one ranged attack per round. | No Action, once per round | You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected. If you possess Dex 15 and BAB +6, you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn’t your turn) or kept for later use. |
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Deft Hands | Deft Hands | You have exceptional manual dexterity. | Skill | — | — | +2 bonus on Disable Device and Sleight of Hand checks. | You get a +2 bonus on Disable Device and Sleight of Hand checks checks skill checks. | ||||||||||||||||||||||||||||||||
Deft Maneuvers | Deft Maneuvers | You are skilled in a variety of nimble combat maneuvers. | Combat Maneuvers | Combat | Dex 13 | You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts. | You do not provoke an attack of opportunity when performing a dirty trick, disarm, steal, or trip combat maneuver. In addition, you receive a +2 bonus on checks with dirty trick, disarm, steal, or trip combat maneuvers. And when performing the dirty trick, disarm, steal, or trip maneuvers, you may use you Dexterity bonus instead of your Strength bonus to determine your Combat Maneuver Bonus. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to perform a dirty trick, disarm, steal, or trip combat trick on you. |
You provoke an attack of opportunity when performing a dirty trick, disarm, steal, or trip combat maneuver. | |||||||||||||||||||||||||||||||
Defy Fate | Defy Fate | Chance | Chance | Kismet pool | You are harder to kill while you have kismet points remaining. | As long as you have at least one kismet point remaining you automatically succeed on Constitution checks to stabilize and may roll saving throws against effects that would kill you outright (but not that would kill you through damage or other effects) twice and take the better result. | |||||||||||||||||||||||||||||||||
Delayed Magic | Delayed Magic | Metamagic | Metamagic | Spell pool class feature | Delay the effect of a sphere ability for up to 5 rounds. (+1) | You delay the effect of a sphere ability for up to 5 rounds after you use it. You must select the amount of delay when using the effect. The area or target to be affected must be within range when the ability is used, but need not remain in your range (you or it may move) before the effect activates. Cost: +1 spell point. |
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Deny Death | Deny Death | Your ki is so strong that it can deny death. | Class-Specific | — | Monk | ki pool, Endurance | Prevent bleeding from injuries as long as you have ki. | As long as you have 1 ki point in your ki pool, you do not bleed from injuries up and including being Mortally Wounded (though you resume bleeding at the normal rate if you end a round with less than 1 ki point in your ki pool). While bleeding from an injury you can spend 1 ki point to heal 1d6 hit points and stop bleeding. This feat does not affect bleeding from any other sources than injuries. |
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Diehard | Diehard | You are especially hard to kill. | Defense | — | Endurance | Automatically stabilize and remain conscious below 0 hp. | You gain a +8 bonus to rolls on the injury table. Also, when bleeding, double the chance that the bleeding stops, and receive 10% chance per round for 3 hp/round bleeding to stop on its own. | ||||||||||||||||||||||||||||||||
Disruptive Spell | Disruptive Spell | Your magical energies cling to enemies, interfering with their spellcasting. | Metamagic | Metamagic | Spell pool class feature | Target of spell must make concentration check to cast a spell (+1) | Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well. Cost: +1 spell point. |
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Distance Thrower | Distance Thrower | You are accurate with thrown weapons at longer ranges than normal. | Ranged | Combat | Str 13 | Reduce ranged penalties for thrown weapons by 2 | With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. | ||||||||||||||||||||||||||||||||
Dodge | Dodge | Your training and reflexes allow you to react swiftly to avoid an opponent's attacks. | Defense | Combat | Dex 13 | +1 dodge bonus to AC. | You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. |
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Double Slice | Double Slice | Your off-hand weapon while dual-wielding strikes with greater power. | Melee | Combat | Dex 15, Two-Weapon Fighting | Add your Str bonus to off-hand damage rolls. | Add your Strength bonus to damage rolls made with your off-hand weapon. | You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. | |||||||||||||||||||||||||||||||
Dragon's Tattoos | Dragon's Tattoos | Etching your limbs with exquisite art, your body truly becomes a weapon. | Unarmed | — | Craft (tattoos) 5 ranks, Unarmed Combatant | Your body counts as a masterwork weapon, which can be enchanted | You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon. |
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Dreamspace | Dreamspace | Restricted | Dual Sphere | Mind Sphere, Warp Sphere | When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-ft. cube in size (increasing by a single 10-ft. cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires. When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you’ve seen, and if you are worried it may appear to be under siege or shrouded in shadow. You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you aren’t in it, though they enter stasis until you return. Because the dreamspace isn’t a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamspace for certain effects. Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep. |
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Eagle Eyes | Eagle Eyes | Your vision is especially keen. | Skill | — | Perception 5 ranks | Ignore up to –5 due to distance on visual Perception checks. | You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most. | ||||||||||||||||||||||||||||||||
Ectoplasmic Spell | Ectoplasmic Spell | Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. | Metamagic | Metamagic | Spell pool class feature | Spell fully affects incorporeal and ethereal creatures (+1) | An ectoplasmic spell has full effect against incorporeal or ethereal creatures. Cost: +1 spell point. |
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Ecumenicism | Ecumenicism | Magical Spheres | — | Fate Sphere | Fate Sphere | Cast word or consecration as if though you were a different alignment. | Whenever you use a word or consecration (or spell or ritual based on a word or consecration), you may choose an alignment within one step of your own. Determine the effect of the word or consecration as if you had that alignment. | ||||||||||||||||||||||||||||||||
Educated | Educated | You have received a thorough education. | Skill | — | — | +2 on all Knowledge checks. | You gain a +2 bonus on all Knowledge skill checks, and can make checks with those skills untrained. | ||||||||||||||||||||||||||||||||
Elicit Strike | Elicit Strike | Class-Specific | — | Eliciter | Emotion class feature, Unarmed Combatant | Add emotion power to unarmed strike. | If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of an emotion power with ‘touch’ in its name. Doing so provokes no attacks of opportunity. | ||||||||||||||||||||||||||||||||
Emotional Conduit | Emotional Conduit | Martial Spheres | — | Leadership Sphere, Emotion | Eliciter | Emotion class feature, Leadership Sphere, Cohort package | Use emotion class feature through a cohort. | As a joint action, you may channel your emotion class feature through one of your cohorts within medium range (100 feet + 10 feet per class level in the class that grants the emotion class feature), treating it as the origin for the effect but using your save DC, durations, and other parameters. Any required attack roll is resolved with the cohort’s base attack bonus, attributes, and other attack roll modifiers. | |||||||||||||||||||||||||||||||
Empower Spell | Empower Spell | You can increase the power of your spells, causing them to deal more damage. | Metamagic | Metamagic | Spell pool class feature | Increase spell variables by 50% (+2) | All variable, numeric effects of an empowered spell are increased by half. Saving throws and opposed rolls are not affected, nor are spells without random variables. Cost: +2 spell points. |
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Empowered Anathema | Empowered Anathema | Anathema | Anathema | Channel Energy | Cleric, Paladin | Anathema. | Deal +1 damage per die with Anathema. | When you use your anathema, you do +1 damage per die. | |||||||||||||||||||||||||||||||
Endless Possibilities | Endless Possibilities | Magical Spheres | — | Fate Sphere,Life Sphere | Fate Sphere, Life Sphere | Grant a +1 luck bonus to rolls to healed allies. | Whenever you use a Life sphere ability on an ally, they receive a +1 luck bonus to all attack rolls, saving throws, skill checks and ability checks until the end of their next turn. This bonus increases by +1 for every 5 Life caster levels you possess. | ||||||||||||||||||||||||||||||||
Endurance | Endurance | Harsh conditions or long exertions do not easily tire you. | Defense | — | — | +4 bonus on checks to avoid nonlethal damage. | You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. |
A character without this feat who sleeps in medium or heavier armor is fatigued the next day. | |||||||||||||||||||||||||||||||
Energy Shift | Energy Shift | Wild Magic | Wild Magic | Destruction Sphere | Increase your wild magic chance to change damage type of destructive blast. | When casting a destructive blast you may increase your wild magic chance for that destructive blast or spell by 50% to change its damage type to one of the following types: acid, bludgeoning, cold, fire, electricity, piercing, or slashing. You may instead increase your wild magic chance by 100% to change the damage type to force, sonic, or untyped. |
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Energy Snake | Energy Snake | Magical Spheres | — | Destruction Sphere | Destruction Sphere, Energy Sphere talent | Form your blast into arbitrary shapes. | When using the Energy Sphere (blast shape), you may spend 2 spell points instead of 1 to form the energy sphere into a serpent, which grows with every target it consumes. Whenever the energy sphere successfully deals damage to a target, its size increases by 1 5-ft square. When moving the energy sphere each round, its squares may be arranged in any shape desired by the caster, so long as the squares are contiguous. |
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Energy Specialization | Energy Specialization | Magical Spheres | — | Destruction Sphere | 5th caster level or higher, Destruction Sphere | Increase caster level of one type of destructive blasts by +2. | Choose one blast type group. Your destructive blasts using blast types from that group gain a +2 insight bonus to caster level. | ||||||||||||||||||||||||||||||||
Enhancing Admixture | Enhancing Admixture | Magical Spheres | Admixture | Destruction Sphere, Enhancement Sphere | Destruction Sphere, Enhancement Sphere, Admixture talent | Add Enhancement effect to one target when using Admixture. | When using the Admixture talent, you may spend an additional spell point to have a single creature that takes damage be targeted by an Enhancement effect that you possess. If you possess the Mass Enhancement talent, you may apply the Enhancement to any targets damaged, up to your maximum targets from Mass Enhancement. This ability can only target creatures, it cannot be used to animate objects. |
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Enlarge Spell | Enlarge Spell | You can increase the range of your spells. | Metamagic | Metamagic | Spell pool class feature | Double spell range (+1) | You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. Cost: +1 spell point. |
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Extend Spell | Extend Spell | You can make your spells last twice as long. | Metamagic | Metamagic | Spell pool class feature | Double spell duration (+1) | An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Cost: +1 spell point. |
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Extended Anathema | Extended Anathema | Anathema | Anathema | Channel Energy | Cleric, Paladin | Anathema. | The range of your anathema increases to 60 ft. | The range of your anathema increases to 60 ft. You may select this feat up to 3 times, increasing the range of your divine anathema by 30 ft. each time to a maximum of 120 feet. | |||||||||||||||||||||||||||||||
Extended Resuscitate | Extended Resuscitate | Magical Spheres | — | Life Sphere | 5th caster level or higher, Resuscitate talent | Your cure and invigorate abilities function on dead creatures. | Your cure and invigorate abilities function on creatures who have been dead for a number of rounds equal to 1/2 your caster level. | ||||||||||||||||||||||||||||||||
Extra Arsenal Trick | Extra Arsenal Trick | Class-Specific | — | Armorist | Arsenal Trick class feature | Gain an additional arsenal trick. | Gain an arsenal trick for which you meet the prerequisites. | You may take this feat multiple times. The effects stack. | |||||||||||||||||||||||||||||||
Extra Battlefield Specialization | Extra Battlefield Specialization | Your expertise extends to a new battlefield environment. | Class-Specific | — | Commander | Commander 5 | Gain an additional battlefield specialization. | Gain an additional battlefield specialization for which you qualify. | |||||||||||||||||||||||||||||||
Extra Bestial Trait | Extra Bestial Trait | Class-Specific | — | Shifter | Bestial Trait class feature | Gain an additional bestial trait. | Gain an additional bestial trait for which you meet the prerequisites. | You may take this feat multiple times. The effects stack. | |||||||||||||||||||||||||||||||
Extra Combat Talent | Extra Combat Talent | Your knowledge of combat is easily expanded | Combat Spheres | Combat | — | Gain an additional sphere or a talent. | Gain an additional sphere or a talent from a combat sphere you possess. | You may take this feat multiple times. The effects stack. | |||||||||||||||||||||||||||||||
Extra Emotion | Extra Emotion | Class-Specific | — | Eliciter | Emotion class feature | Gain the minor power or next level of an emotion. | Gain the minor power of a new emotion or the next level of an emotion you already possess. | You may take this feat multiple times. The effects stack. |