Beruflich Dokumente
Kultur Dokumente
Ability per
Ability score Modifier Total Skills AB Base race Ranks Trained misc.
str 18 4 4 climb str 4 1 3
dex 16 3 3 craft int 1
con 20 5 5 handle animal cha 2 1 3
int 13 1 1 heal wis 2 1 3
wis 14 2 2 intimidate cha 2
cha 15 2 2 K. dungeoneering int 1
k. geography int 1
HP HD D8 K. nature int 1
MAX 13 perception int 1 1 3
Misc. profession wis 2
Damage Ride dex 3
Current 13 Spellcraft int 1
steath dex 3 2
BAB melee 0 4 4 Survival wis 2 2 1 3
BAB range W 0 3 3 swim wis 2 1 3
perception wis 2 2 1 3
Armor Class 3 10 3 16 Languages
Common, Catfolk, and Sylvan
CMB -1 1 4 4
CMD 10 4 3 -1 16 feats eight
CMD flatfoot 10 4 3 17 black cat 97 cm
weight
Saves Base Class misc Total 18.5 kg
fortitude 5 2 7
reflex 3 2 5
will 2 0 2
initiative 3
FAVORITE CLASS
Ranger Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2
made while using that weapon (maximum bonus of +4). This bonus does not stack with Critica
Ranger Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2
made while using that weapon (maximum bonus of +4). This bonus does not stack with Critica
Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
an roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
urvival checks.
points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affo
Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).
3 lvl spells 4 lvl spells Minor Medium
01-10 —
11- 13 —
14-15 —
16-17 —
18-19 —
20-22 —
23-25 —
26 —
27-29 —
30 —
31-32 —
33-34 —
35 —
36-38 —
39 —
40-41 01- 02
42-44 03- 04
45 5
46-47 6
48-50 7
51-53 08- 10
re spells, empathic link 54-56 11- 13
pells 57-59 14-16
ster 60-62 17-19
of its kind 63-67 20-27
68 28
ce 69-71 29-30
iar 72-74 31
75-76 32-33
77-78 34-35
79-81 36-37
82-84 38
85-86 39
cks 87 40
88-89 41-42
90-91 43
92-93 44
94-96 45-46
97 47-48
98-99 49
100 50
— 51
— 52
— 53-55
— 56-60
— 61
— 62-64
— 65
— 66-68
— 69
— 70-71
— 72-73
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ow is attempted.
0 2 2 0
1 3 3 0
2 3 3 1
3 4 4 1
3 4 4 1
4 5 5 2
5 5 5 2
6 6 6 2
6 6 6 3
3.5 7 7 3
2.6666666667 7 7 3
2.25 8 8 4
2.25 8 8 4
2 9 9 4
1.83333333333333 9 9 5
0.857142857142857 10 10 5
0.857142857142857 10 10 5
0.541666666666667 11 11 6
0.388888888888889 11 11 6
0.3 12 12 6
ble: Hunter Spells Known
0th 1st 2nd 3rd
4 2— —
5 3— —
6 4— —
6 4 2—
6 4 3—
6 4 4—
6 5 4 2
6 5 4 3
6 5 4 4
6 5 5 4
6 6 5 4
6 6 5 4
6 6 5 5
6 6 6 5
6 6 6 5
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6 6 6 6
6 6 6 6
6 6 6 6
Special Spells per Day
1st 2nd 3rd
Animal companion, animal focus, nature training, orisons, wild empathy 1— —
Precise companion, track 2— —
Hunter tactics, teamwork feat 3— —
Improved empathic link 3 1—
Woodland stride 4 2—
Teamwork feat 4 3—
Bonus trick 4 3 1
Second animal focus, swift tracker 4 4 2
Teamwork feat 5 4 3
Raise animal companion 5 4 3
Speak with master 5 4 4
Teamwork feat 5 5 4
Bonus trick 5 5 4
Greater empathic link 5 5 4
Teamwork feat 5 5 5
5 5 5
One with the wild 5 5 5
Teamwork feat 5 5 5
Bonus trick 5 5 5
Master hunter 5 5 5
BAB 3 3
Armor Class 4 10 6 20
base
Earth breaker.- 1D8
Longbow composite +5
14
18
18
16
17
15
Enlarge
por impact total base por impact total
1d6 3D6 3D6 1d6 4D6
Enlarge
total base total
1D8 2D8 2D8
Ability Score Hability Modifier Saves Base Class Total
str 10 0 0 fortitude 4 2 6
dex 23 6 6 reflex 6 0 6
con 18 4 4 will 5 2 7
int 13 1 1
wis 21 5 5 initiative
cha 11 0 0
BAB 0 0
Armor Class 0
CMB 0
CMD 0
CMD flatfoot 0
ORDER
INI 26 25 24
AC 26 24 28/32
HP 138 108 376
DAMAGE 0 0 0
CURRENT 138 108 376
Turn barbed D. isawin LIZ
w of force 1 0 0 0
1 2
shield s. of faith 2 3
stoneskin 1 3 4
1 1 2 4 5
2 2 3 5 6
3 3 4 6 7
4 4 5 7 8
5 5 6 8 9
6 6 7 9 10
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EXP -52176
23 18 15 13 VIC
26 25/27/31 17 17 TOTAL 22824
138 182 107 143 1124
160 196 0 0 1600
22 14 107 143 1600
barbed D. VIC nightshade gorebeard 900
0 63 0 0 4800
97 34 2400
26 12 4800
14 10 4800
23 4 800
9
3
9
19
21
12
-55833 TO/ 75000 9TH LVL
LIZ TO/ 105000 10TH LVL
19167
4067
3900
4800
4800
800
800
1800
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
liz 160 200 200 200 200 200 200 200 200 200
gore 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80 80
isa 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60
night 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60 60
17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
1960
80 80 80 80 80 80 80 1840
60 60 60 60 60 60 60 60 60 60 60 60 60 60 1800
60 60 60 60 60 60 60 60 60 60 60 60 60 60 1800
QUIEN CARGA QUE
SPELLS PREPARED
0 CREATE WATER &
0 MENDING &
0 PURIFY F. & D. &
0 READ MAGIC &
1 CURE L.W.
1 SHIELD OF FAITH 1
1 BURNING DISARM 1
1 READ WEATHER 1
1 COMP. LANG. 1
1 ANIMATE ROPE
2 BARBED CHAINS 1
2 CURE M. W.
2 MAKE WHOLE 1
2 M. WORK TR.
2 DETECT THOUGHTS 1
2 WOOD SHAPE
3 CURE S. W.
3 C. FOOD & WATER 1
3 SPEAK W. DEAD
3 STONE SHAPE 1
71,834.32
8 4D6+7 -
4 1D8+5 4 LVL 1
3 2D8+7 3 LVL 2
3 3D8+7 2 LVL 3
-
-
& 4
& 4
& 4
& 4
4 LVL 1 3+1
4 LVL 1 3+1
4 LVL 1 3+1
4 LVL 1 3+1
1+ LVL 1 3+1
1+ LVL 1 3+1
3 LVL 2 2+1
3 LVL 2 2+1
3 LVL 2 2+1
3 LVL 2 2+1
1+ LVL 2 2+1
1+ LVL 2 2+1
2 LVL 3 1+1
2 LVL 3 1+1
1+ LVL 3 1+1
1+ LVL 3 1+1
name type description prerequisites
You are skilled at leaping,
Acrobatic General
jumping, and flying.
Heavy Armor You are skilled at wearing Light Armor Proficiency, Medium
Combat
Proficiency heavy armor. Armor Proficiency.
You can strike two adjacent Str 13, Power Attack, base
Cleave Combat
foes with a single swing. attack bonus +1.
You are adept at spellcasting
Combat Casting General when threatened or
distracted.
Craft Rod Item Creation You can create magic rods. Caster level 9th.
Your critical hits cause two Critical Focus, any two critical
Critical Mastery Combat
additional effects. feats, 14th-level fighter.
Your skill with your favored
Weapon Focus, proficiency with
Dazzling Display Combat weapon can frighten
the selected weapon.
enemies.
Forge Ring Item Creation You can create magic rings. Caster level 7th.
Greater Shield You are skilled at def lecting Shield Focus, Shield Proficiency,
Combat
Focus blows with your shield. 8th-level fighter.
Improved Bull You are skilled at pushing Str 13, Power Attack, base
Combat
Rush your foes around. attack bonus +1.
Improved Two- You are skilled at fighting Dex 17, Two-Weapon Fighting,
Combat
Weapon Fighting with two weapons. base attack bonus +6.
You can fire multiple arrows Dex 17, Point-Blank Shot, Rapid
Manyshot Combat
at a single target. Shot, base attack bonus +6.
Choose a type of martial
Martial Weapon weapon. You understand
Combat
Proficiency how to use that type of
martial weapon in combat.
You can target the weak Dex 19, Improved Precise Shot,
Pinpoint
Combat points in your opponent's Point-Blank Shot, Precise Shot,
Targeting
armor. base attack bonus +16.
You are especially accurate
Point-Blank Shot Combat when making ranged attacks
against close targets.
You can move, fire a ranged Dex 13, Dodge, Mobility, Point-
Shot on the Run Combat weapon, and move again Blank Shot, base attack bonus
before your foes can react. +4.
Cooperative Your assistance makes item 1 rank in any Craft skill, any item
General
Crafting crafting far more efficient. creation feat.
You are adept at working
with allies to avoid being
Coordinated
Combat tripped, grappled, and
Defense
subjected to other
maneuvers.
You are skilled at working
Coordinated with your allies to perform
Combat
Maneuvers dangerous combat
maneuvers.
Living in large, exotic cities
has put you in touch with
Cosmopolitan General
many diverse civilizations,
cultures, and races.
You are skilled at protecting
Shield Focus, base attack bonus
Covering Defense Combat yourself and your allies with
+6.
your shield.
You can daze foes with wild Str 13, Power Attack, base
Dazing Assault Combat
attacks. attack bonus +11.
You draw greater amounts of Con 13, monk level 11, drunken
Deep Drinker General
ki from your libations. ki class feature.
Your anatomical insight adds Int 13, Point Blank Shot, Precise
Focused Shot Combat
deadliness to your shots. Shot.
Foes that you drag are Str 13, Improved Drag, Power
Greater Drag Combat
thrown out of balance. Attack, base attack bonus +6.
Your claw attacks do greater Str 13, two claw natural weapon
Rending Claws Combat
harm to your enemy. attacks, base attack bonus +6.
Quick ref lexes turn missed Int 13, Combat Expertise, base
Second Chance Combat
strikes into second chances. attack bonus +6.
Shield You have mastered the use Proficiency with selected shield,
Combat
Specialization of one type of shield. Shield Focus, fighter level 4th.
The wounds you inf lict with Improved Unarmed Strike, Boar
Boar Shred Combat your unarmed strikes bleed, Ferocity, Boar Style, Intimidate 9
giving you renewed vigor. ranks.
You have more grit than the Grit class feature or the Amateur
Extra Grit General
ordinary gunslinger. Gunslinger feat.
You can prey on any gap in Dex 17, Improved Snap Shot,
Greater Snap your foe's guard with Point-Blank Shot, Rapid Shot,
Combat
Shot impunity, and with even Snap Shot, base attack bonus
greater range. +12.
You can use a whip to make Improved Whip Mastery,
Greater Whip
Combat combat maneuvers with Weapon Focus (whip), Whip
Mastery
ease. Mastery, base attack bonus +8.
Planar Wild You can infuse your wild Wild shape class feature,
General
Shape shape with planar strength. Knowledge (planes) 5 ranks.
You drag your enemy and Str 13, Improved Drag, Power
Quick Drag Combat
deliver a punishing blow. Attack, base attack bonus +6.
You are descended from a Cha 13, Skill Focus with the
long line of sorcerers, and class skill of bloodline selected
Eldritch Heritage General
some portion of their power for this feat (see below),
flows in your veins. character level 3rd.
Your familiar is different from Int 13, Cha 13, familiar class
Evolved Familiar General
others of its kind. feature.
Your wild shapes are mighty Wild shape class feature, druid
Powerful Shape General
and muscular. level 8th.
Sorcerous You can regain power when Cha 13, sorcerer bloodline class
General
Bloodstrike you kill a creature. feature.
You know the principles of
arcane dueling, and when
fighting other spellcasters,
Spell Bluff General you have learned to hide the Bluff 5 ranks, Spellcraft 5 ranks.
true nature of your spells
until the last possible
moment.
You speak with the tongue of Druid level 6th, wild shape class
Wild Speech General
men and beasts. feature.
You are not easily fooled by Elf or half-elf, keen senses racial
Discerning Eye General
illusions and forgeries. trait.
Although you are of mixed
heritage, you are closer to
Elven Spirit General your elven relatives and the Half-elf.
magic in their blood flows
freely in your veins.
A lifetime spent shunned by
others and eschewing your
Exile's Path General heritage makes you resistant Half-elf.
to efforts to pry inside of your
mind.
Half-Drow Your drow blood is Drow-blooded and drow magic
General
Paragon particularly strong. racial traits, half-elf.
Your blood burns with the
passion and unyielding quest
Human Spirit General for self-improvement Half-elf.
displayed so prominently by
your human relatives.
Ferocious Your orc heritage allows you Con 13, half-orc, orc ferocity
General
Resolve to fight on. racial trait.
Improved You follow up an attack with Str 13, Cleave, Great Cleave,
Surprise Follow- Combat a surprising series of Power Attack, Surprise Follow
Through sweeping blows. Through, base attack bonus +8.
Surprise Follow- When striking one opponent, Str 13, Cleave, Power Attack,
Combat
Through you catch its ally off guard. base attack bonus +1.
Courageous Even when others run, you Craven racial trait or fearless
General
Resolve tend to stand your ground. racial trait, halfling.
You land your most telling
Cautious Fighter, base attack
Desperate Swing Combat blows in desperate
bonus +1, halfling.
situations.
You have an even greater
Adaptable luck racial trait,
Fortunate One General knack than most halflings for
halfling.
adaptable luck.
You are adept at hitting
Improved Low Base attack bonus +4, halfling,
Combat larger opponents where it
Blow low-blow racial trait.
hurts.
Your indomitable will breaks Iron Will, base Will save +4,
Heroic Will General
free from mental shackles. human.
New spell-like abilities are Cha 13, Wis 13, Drow Nobility,
unlocked for you as you rise Greater Drow Nobility, Improved
Umbral Scion General
to ascendency among the Drow Nobility, able to use drow
drow people. spell-like abilities, drow.
The winds lift you, carrying Airy Step, character level 9th,
Wings of Air General
you where you want to go. sylph.
Tengu Raven You can shift into the form of Tengu Wings, character level
General
Form a giant black raven. 7th, tengu.
Hydraulic You can use your hydraulic Hydraulic push spell-like ability,
General
Maneuver push to disarm or trip. undine.
You strengthen your crippled Str 13, Skill Focus (Fly), strix,
Stretched Wings General
wings. wing-clipped racial trait.
You can throw your spiked Dex 15, Improved Trip, Weapon
Cornugon Trip Combat
chain to make trip attacks. Focus (spiked chain).
You can use strength and
Fury's Fall Combat agility to send foes crashing Improved Trip.
to the ground.
You can talk your way out of Bluff 5 ranks, Escape Artist 1
Helpless Prisoner General
most restraints. rank, gnome.
Your blending of
conversation and martial
Bluff 1 rank, weapon training
Witty Feint Combat prowess makes it difficult for
class feature, gnome.
opponents to slip past your
guard.
You have learned to use the
Ride 3 ranks, Mounted Combat,
momentum of your mount to
Mounted Blade General Ride-By Attack, base attack
carry your weapon through
bonus +1, Qadira affinity
one foe and into another.
Fiendish You dodge energy attacks Dex 13, evasion class feature,
General
Resilience with amazing agility. tiefling.
By maintaining a grapple
hold on your opponent, you Greater Grapple, base attack
Sleeper Hold Combat
can cause it to lose bonus +8.
consciousness.
Stunning Fist Your Stunning Fist strikes Stunning Fist, base attack bonus
Combat
Adept become even deadlier. +3.
A jackalwere crouches
Humanoid, must be taken at 1st
Jackal Heritage General somewhere in your family
level.
tree.
Disassemble You can take apart and Any item creation feat, Aspis
General
Magic Item reassemble magic items. Consortium 20 TPA.
Dual Path Mythic You follow two mythic paths. 1st mythic tier.
Lucky Surge Mythic Your surges defy the odds. Potent Surge, 3rd mythic tier.
You can change forms faster Dex 13, base attack bonus +6,
Fast Change General
than most skinwalkers. skinwalker.
Your powers of
transformation have been
Bat Shape General Cha 13, werebat-kin.
honed to the point where you
can wholly become a bat.
Motivating You can empower your allies Cha 13, Dazzling Display,
Combat
Display through their fear of you. Weapon Focus.
You can briefly trick your
Surprising
Combat foes into discounting you as Improved Initiative, Bluff 3 ranks.
Combatant
a combatant.
By using a specially
Craft (alchemy) 3 ranks, grit
Blowout Shot prepared mix of reagents,
General class feature or Amateur
Deed you can create concussive
GunslingerUC feat.
blasts with your firearm.
Nimble Moves
Critical Focus
Critical Focus
Power Attack
Critical Focus
Weapon Focus
Critical Focus
Endurance
Two-Weapon Fighting
Spell Focus
Spell Penetration
Improved Two-Weapon
Fighting, Two-Weapon Fighting
Improved Vital Strike, Vital
Strike
Weapon Focus
Power Attack
Combat Expertise
Combat Expertise
Great Fortitude
Iron Will
Lightning Reflexes
Power Attack
Shield Proficiency
Power Attack
Combat Expertise
Two-Weapon Fighting
Vital Strike
Catch Off-Guard|Throw
Anything
Dodge
Mounted Combat
Weapon Focus
Point-Blank Shot
Mounted Combat
Improved Unarmed Strike
Shield Proficiency
Improved Shield Bash, Shield
Proficiency, Two-Weapon
Fighting
Critical Focus
Disruptive
Mounted Combat, Ride-By
Attack
Dodge, Mobility
Critical Focus
Combat Reflexes
Shield Proficiency
Mounted Combat
Two-Weapon Fighting
Double Slice, Improved Two-
Weapon Fighting, Two-Weapon
Fighting
Weapon Focus
Dodge
Improved Shield Bash, Shield
Master, Two-Weapon Fighting
Power Attack
Combat Reflexes
Spider Step
Critical Focus
Power Attack
Combat Expertise, Improved
Disarm
Point-Blank Shot
Spell Focus
Step Up
Power Attack
Combat Expertise
Improved Blind-Fight
Combat Expertise, Improved
Dirty Trick
Elemental Focus
Diehard, Endurance
Diehard, Endurance
Blind-Fight
Combat Expertise
Power Attack
Combat Expertise
Combat Expertise
Bodyguard
Shield Focus
Improved Counterspell
Weapon Specialization
Heighten Spell
Shield Proficiency
Combat Expertise
Power Attack
Shield Focus
Shield Proficiency
Dodge, Mobility
Power Attack
Keen Scent
Rapid Shot
Improved Stonecunning
Power Attack
Improved Sunder, Power Attack
Combat Expertise
Spell Focus
Agile Maneuvers
Dodge, Mobility
Mounted Combat
Point-Blank Shot
Selective Channeling
Weapon Focus
Improved Unarmed Strike,
Stunning Fist
Power Attack
Diehard, Endurance
Dodge, Mobility
Vital Strike
Dimensional Agility
Dimensional Agility,
Dimensional Assault
Dimensional Agility,
Dimensional Assault,
Dimensional Dervish
Dimensional Agility,
Dimensional Assault,
Dimensional Dervish
Dodge
Arcane Strike
Two-Weapon Fighting
Combat Expertise, Improved
Trip
Dazzling Display
Earth Child Style, Earth Child
Topple, Greater Trip, Improved
Trip, Improved Unarmed Strike,
Stunning Fist
Skilled Driver
Dodge, Close Quarters
Thrower|Point-Blank Master,
Weapon Focus
Vital Strike
Channel Smite
Channel Smite
Haunted Gnome
Point-Blank Shot
Back to Back
Rending Fury
Dodge, Mobility
Dodge, Mobility
Dodge
Dazzling Display
Combat Reflexes
Power Attack
Throw Anything
Blind-Fight
Sap Adept
Dazzling Display
Siege Engineer
Weapon Focus (sling)
Critical Focus
Weapon Focus
Diehard, Endurance
Point-Blank Shot
Improved Unarmed Strike,
Tiger Style
Weapon Focus
Combat Expertise, Two-
Weapon Fighting
Critical Focus
Blighted Critical
Brew Potion
Endurance
Dodge, Mobility, Nimble Moves
Blighted Critical
Augment Summoning
Spell Focus (necromancy)
Greater Mercy
Alertness
Combat Casting
Hard-Headed
Disruptive, Spellbreaker
Attuned to the Wild
Exile's Path
Diehard, Endurance
Fortunate One
Cautious Fighter
Cautious Fighter
Cautious Fighter
Fearless Curiosity
Iron Will
Fast Learner
Defiant Luck
Fearless Curiosity
Martial Versatility
Angelic Blood
Angelic Blood
Channel Force, Improved
Channel Force
Channel Force
Nimble Striker
Blood Drinker
Blood Drinker
Blood Drinker
Drow Nobility
Blind-Fight
Fire Tamer
Demoralizing Lash
Scorching Weapons
Draconic Aspect
Draconic Aspect
Draconic Aspect,Draconic
Breath | Draconic Glide
Toughness
Power Attack
Echoes of Stone
Stony Step
Tengu Wings
Combat Expertise
Power Attack
Stunning Fist
Improved Trip
Improved Grapple
Dodge
Two-Weapon Fighting
Mounted Combat, Ride-By
Attack
Lunge
Weapon Finesse
Critical Focus
Inner Light
Arcane Strike
Fiendish Darknes
Fury of the Tainted
Monstrous Mask
Diehard, Endurance
Stunning Fist
Ki Throw
Combat Expertise
Improved Disarm
Stunning Fist
Deft Hands
Combat Expertise, Improved
Reposition
Arcane Shield
Critical Focus
Intimidating Prowess
Endurance
Animal Affinity
Scribe Scroll
Weapon Finesse
Improved Unarmed Strike,
Weapon Focus (unarmed
strike)
Weapon Proficiency (crossbow
type chosen)|Exotic Weapon
Proficiency (firearm)
Alertness, Combat Reflexes
Iron Will
Diehard, Endurance
Dodge, Mobility
Serpent Lash
Weapon Finesse
Dodge, Mobility
Combat Expertise, Improved
Trip
Endurance
Combat Expertise
Improved Channel
Ammo Drop
Arcane Strike
Two-Weapon Fighting, Weapon
Focus (earth breaker), Weapon
Focus (klar)
Endurance
Hero's Fortune
Hero's Fortune
Learn Ranger Trap
Draconic Aspect
Combat Expertise, Kobold
Groundling, Kobold Style
Combat Expertise
Focused Worker
Skill Focus (Perception)
Iron Will
Divine Defiance
Divine Defiance
Divine Defiance
Divine Defiance
Nature Soul
Nature Soul
Meditation Master
Acrobatic
Alertness
Alignment Channel
Animal Affinity
Arcane Armor Training
Arcane Blast
Arcane Shield
Arcane Strike
Athletic
Augment Summoning
Blind-Fight
Catch Off-Guard
Channel Smite
Charge Through
Cleave
Combat Expertise
Combat Reflexes
Command Undead
Critical Focus
Dastardly Finish
Dazzling Display
Deadly Aim
Deadly Stroke
Deceitful
Deepsight
Defensive Combat Training
Deflect Arrows
Deft Hands
Detect Expertise
Disruptive
Distance Thrower
Divine Interference
Dodge
Dreadful Carnage
Eagle Eyes
Eldritch Heritage
Elemental Channel
Elemental Fist
Elemental Focus
Elven Accuracy
Endurance
Eschew Materials
Far Shot
Fast Empathy
Fire Music
Fleet
Furious Focus
Gnome Trickster
Gorgon's Fist
Great Fortitude
Guided Hand
Heroic Defiance
Heroic Recovery
Improved Channel
Improved Counterspell
Improved Critical
Improved Disarm
Improved Drag
Improved Familiar
Improved Grapple
Improved Initiative
Improved Overrun
Improved Reposition
Improved Steal
Improved Stonecunning
Improved Sunder
Improved Trip
Intimidating Prowess
Iron Will
Knockout Artist
Lightning Reflexes
Lucky Halfling
Potent Surge
Lunge
Magical Aptitude
Manysho
Medusa's Wrath
Missile Shield
Mobility
Monastic Legacy
Mounted Archery
Mounted Combat
atural Spell
Nimble Moves
Penetrating Strike
Persuasive
Pinpoint Targeting
Point-Blank Shot
Power Attack
Powerful Shape
Prophetic Visionary
Quick Draw
Racial Heritage
Rapid Reload
Rapid Shot
Rhetorical Flourish
Ride-By Attack
Run
Saving Shield
Scorpion Style
Selective Channeling
Self-Sufficient
Shatter Defenses
Shield Focus
Shield Slam
Skill Focus
Snatch Arrows
Sociable
Spell Focus
Spell Mastery
Spell Penetration
Spellbreaker
Spirited Charge
Spontaneous Metafocus
Spring Attack
Stealthy
Strike Back
Strong Comeback
Stunning Fist
Throw Anything
Toughness
Trample
Tripping Staff
Quick Draw
Two-Weapon Defense
Two-Weapon Fighting
Two-Weapon Rend
Undead Master
Unseat
Warrior Priest
Weapon Finesse
Weapon Focus
Weapon Specialization
Witch Knife
Demonologist
Bat Shape
Tenebrous Spell
Improved Shield Bash, Shield
Proficiency, Two-Weapon
Fighting
Magical Aptitude
Precise Shot or Throw Anything
Solo Maneuvers
Leadership
Amateur Gunslinger
Gunsmithing
benefit
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus
increases to +4 for that skill.
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The
effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet
of difficult terrain each round).
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver
Bonus (see Chapter 8) instead of your Strength bonus.
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen
alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of
the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or
dealt and the DC to halve the damage is otherwise unchanged.
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you
cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you
cast this round.
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1
damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you
possess, this bonus increases by +1, to a maximum of +5 at 20th level.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
See Armor Proficiency, Light.
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus
increases to +4 for that skill.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the
duration of the spell that summoned it.
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage
(see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be
stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
In melee, every time you miss because of concealment (see Chapter 8), 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. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. 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.
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to
dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on
creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might
cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar
abilities.
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects.
Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000
gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in
question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base
price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any
choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any
attacks you make with an improvised melee weapon.
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If
you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal
to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature,
that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability.
Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy
ability is still expended with no effect.
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. You can only make one additional attack per round with this feat. When you
use this feat, you take a -2 penalty to your Armor Class until your next turn.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the
defensive or while grappled.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to
your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and
the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack
or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
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.
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet.
Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your
Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their
ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your
command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you
use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature
is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each
1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw
materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The
weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the
above cost. You can also mend a broken or destroyed magic weapon, suit of armor, or shield if it is one that you could
make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use
up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information.
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its
base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50
charges. See the magic item creation rules in Chapter 15 for more information.
You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price.
To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See
the magic item creation rules in Chapter 15 for more information.
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its
price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item
creation rules in Chapter 15 for more information. You can also mend a broken or destroyed wondrous item if it is one
that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-
round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases
by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus
damage does not apply to touch attacks or effects that do not deal hit point damage.
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a
stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of
Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.
Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save
reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no
effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus
increases to +4 for that skill.
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter
8).
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 def lect it so that you take no damage from it. You must be aware of the
attack and not flat-footed. Attempting to def lect 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 def
lected.
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a
Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather
than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If
you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are
staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any
other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of
damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you
immediately die.
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to
casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of
opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase
does not apply.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
benefits of this feat.
Add your Strength bonus to damage rolls made with your off-hand weapon.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen
elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of
your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt
and the DC to halve the damage is otherwise unchanged.
All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving
throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell
slot two levels higher than the spell's actual level.
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.
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. An enlarged spell uses up a spell slot one level higher than the
spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close,
medium, or long, do not benefit from this feat.
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of
the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1
gp, you must have the material component on hand to cast the spell, as normal.
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted
creatures.
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. An extended spell uses up a spell slot one level higher than the spell's actual level.
You can channel energy two additional times per day.
You can use your lay on hands ability two additional times per day.
Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also
receives the additional effects of this mercy.
You can use bardic performance for 6 additional rounds per day.
You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you
carry a medium or heavy load.
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use
up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information.
You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time
it would take to forge that ring in the first place.
As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from
Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn
unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect
on targets that are staggered.
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 previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to
the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this
attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull
Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not
you).
You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm.
Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random
direction.
Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of
your next turn, in addition to losing his Dexterity bonus against your next attack.
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved
Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two
grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You
only need to succeed at one of these checks to maintain the grapple.
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved
Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your
overrun.
Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount
is reduced to 5 points for damage reduction without a type (such as DR 10/-).
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield
Focus.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks
with the bonus from Spell Focus.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This
bonus stacks with the one from Spell Penetration.
You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved
Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's
wielder. No damage is transferred if you decide to leave the item with 1 hit point.
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip.
Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses
from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), and other damage
bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on
attack rolls, including those from Weapon Focus.
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other
damage roll bonuses, including any you gain from Weapon Specialization.
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats,
Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such
as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened
level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2
bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to bull rush you.
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target
spell.
When using the weapon you selected, your threat range is doubled.
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2
bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to disarm you.
When choosing a familiar, the creatures listed below are also available to you (see the Pathfinder RPG Bestiary for
statistics on these creatures). You may choose a familiar with an alignment up to one step away on each alignment axis
(lawful through chaotic, good through evil). Arcane Spellcaster Familiar Alignment Level Celestial hawk1 Neutral good
3rd Dire rat Neutral 3rd Fiendish viper2 Neutral evil 3rd Elemental, Small (any type) Neutral 5th Stirge Neutral 5th
Homunculus3 Any 7th Imp Lawful evil 7th Mephit (any type) Neutral 7th Pseudodragon Neutral good 7th Quasit Chaotic
evil 7th 1 Or other celestial animal from the standard familiar list. 2 Or other fiendish animal from the standard familiar
list. 3 The master must first create the homunculus. Improved familiars otherwise use the rules for regular familiars, with
two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars
do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to
communicate).
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2
bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to grapple you.
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You
must take the second roll, even if it is worse.
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must
take the second roll, even if it is worse.
Once per day, you may reroll a Ref lex save. You must decide to use this ability before the results are revealed. You
must take the second roll, even if it is worse.
You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a
+2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever
an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance
granted to targets by anything less than total concealment. Total cover and total concealment provide their normal
benefits against your ranged attacks.
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2
bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to sunder your gear.
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2
bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at
a -5 penalty.
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses
from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra
weapon damage dice are not multiplied on a critical hit, but are added to the total.
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised
weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-
handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2.
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is
generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5-2 for what level of cohort
and how many followers you can recruit.
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC
until your next turn. You must decide to use this ability before any attacks are made.
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply
precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from
using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a
ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft
or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic
Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in
the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to
create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15).
You cannot use this feat to create any spell-trigger or spell-activation item.
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not
affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the
spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus
half the normally rolled result.
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed
strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed,
staggered, stunned, or unconscious foe.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a
threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose
dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a
double move, and -4 instead of -8 if your mount is running.
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the
hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises
and gestures for the normal verbal and somatic components of a spell. You can also use any material components or
focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic
items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild
shape.
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat
allows you to take a 5-foot step into difficult terrain.
Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does
not apply to damage reduction without a type (such as DR 10/-).
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses
to its Armor Class. You do not gain the benefit of this feat if you move this round.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif
ier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal
hit point damage.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on
your attack roll.
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of
Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks
(much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this
feat.
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same
round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 fullround action cannot be
quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened
spell doesn't provoke an attack of opportunity.
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest
bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then
move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your
mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than
a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a
running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you
retain your Dexterity bonus to your Armor Class.
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal
damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom
modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less,
otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw
materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets
are not affected by your channeled energy.
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your
next turn. This includes any additional attacks you make this round.
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat
maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move
back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to
move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your
movement.
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack.
Additional hits instead add to the effect's duration.
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell
uses up a spell slot one level higher than the spell's actual level.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
increases to +6.
When using the Def lect Arrows feat you may choose to catch the weapon instead of just def lecting 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. You must have at least one hand free (holding nothing) to use this feat.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From
that point on, you can prepare these spells without referring to a spellbook.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a
lance).
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of
opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10
feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this
ability to attack a foe that is adjacent to you at the start of your turn.
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save
reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of
this feat do not stack. Additional hits instead add to the duration.
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat
maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy
can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a
square that is adjacent to you if such movement provokes an attack of opportunity.
You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an
immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot
take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your
total movement.
A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled
spell uses up a spell slot one level higher than the spell's actual level.
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of
your reach.
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces
this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of
this feat do not stack. Additional hits instead add to the duration.
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the
attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2
your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw
is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions,
loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for
every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants,
undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack
rolls made with thrown splash weapons.
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or
exhausted creature.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may
make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone
targets.
You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you
to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2
your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new
saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal
or harm nearby creatures).
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1
shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases
to +2.
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2
and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of
damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may
immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his
horse and lands prone in a space adjacent to his mount that is directly away from you.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon
damage dice are not multiplied on a critical hit, but are added to the total.
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may
use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty
applies to your attack rolls.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +2 bonus on all damage rolls you make using the selected weapon.
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your
highest base attack bonus against each opponent within reach. You must make a separate attack roll against each
opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats,
spells, or abilities.
You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's
area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that
do not have an area of one of these four sorts are not affected by this feat.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot
be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications
for the character traits you choose.
Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which
the creature focuses.
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver
succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus
Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The
attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking
creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and
the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each
1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the
full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and
other prerequisites. A newly created construct has average hit points for its Hit Dice.
Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an
empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased
by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not
affected. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster
level (round down) - 2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat on page 316.
When flying, the creature can take a move action and another standard action at any point during the move. The
creature cannot take a second move action during a round when it makes a flyby attack.
A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris,
the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches,
small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is
limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have
total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Choose one of the creature's natural attack forms (not an unarmed strike). The damage for this natural attack increases
by one step on the following list, as if the creature's size had increased by one category. Damage dice increase as
follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
The creature's secondary attacks with natural weapons take only a -2 penalty.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the
chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only
once or twice per day). Using a quickened spell-like ability is a swift action that does not provoke an attack of
opportunity. The creature can perform another action-including the use of another spell-like ability (but not another swift
action)-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like
ability per round. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2
its caster level (round down) - 4. For a summary, see the table on page 316. A spell-like ability that duplicates a spell with
a casting time greater than 1 full round cannot be quickened.
The creature can start a grapple when it hits with a claw or bite attack, as though it had the grab ability. If it grapples a
creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful
grapple check. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's
breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action
to fling it aside. A f lung creature travels 1d6 X 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the
creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check.
This free turn does not consume any additional movement from the creature.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made
to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are
spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all
leveldependent variables, such as duration, range, and effect.
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a
ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional
1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this
manner.
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection
bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in
this manner.
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability.
The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat,
and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your
base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range
of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary
attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump
without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2
bonus on Survival skill checks.
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target
using the same bonus as a free action.
You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed
damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to
take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through
any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before
making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
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. You may not use the aid another action to improve your ally's attack roll with this attack.
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. A
bouncing spell uses up a spell slot one level higher than the spell's actual level.
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal
damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back
as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke
an attack of opportunity.
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 can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear
innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for
disguising yourself as a different race and age category while doing so.
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a
solid, level surface by the end of your turn or you will fall.
As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered,
stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving
throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of
your base attack bonus. 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.
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.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat
Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your
ally.
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat
maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
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.
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 Ref lex saves.
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save
reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with
multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must
make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
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.
You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit
with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save
negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making
the attack roll, and its effects last until your next turn.
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they
become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a
successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate
the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is
added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not inf lict damage do not benefit from this feat.
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a
ranged attack, the concentration DC to successfully cast the spell is increased by +4.
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. A disruptive spell uses up a spell slot one level higher than the spell's actual level.
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede
divination (for example, nondetection). When using a divination spell that requires concentration, you gain information
from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration,
and information from the third round in the second round of concentration).
Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies
within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are
unaffected.
Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving
throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the
roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next
turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against
ranged attacks as long as your ally is wielding a shield.
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.
Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If
you choose a class in which you already have levels, the benefits of this feat are retroactive.
An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot
one level higher than the spell's actual level.
You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit,
the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using
this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist
attack once per day for every four levels you have attained (see Special), and no more than once per round.
Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells
that deal damage of the energy type you select.
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or
split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a
spell slot one level higher than the spell's actual level.
If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows),
you can reroll your miss chance roll one time to see if you actually hit.
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your
target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If
your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being
shaken for a number of rounds equal to the damage dealt.
Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally
gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells
known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class.
Once made, these choices cannot be changed.
You gain one additional discovery. You must meet all of the prerequisites for this discovery.
You gain one additional hex. You must meet all of the prerequisites for this hex.
You gain one additional rage power. You must meet all of the prerequisites for this rage power.
You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your
Constitution modifier (minimum +1).
Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus
to AC when attacked by a favored enemy.
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this
feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying.
These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points,
you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have
lost the temporary hit points from this feat.
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the
damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and
sneak attacks are immune to this extra damage.
When casting a spell that affects or targets more than one creature, you can choose one target or creature within the
spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus
the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level.
Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step
during your next turn, and any movement you make using this feat does not subtract any distance from your movement
during your next turn.
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack
feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer
the penalty on any additional attacks, including attacks of opportunity.
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of
your actual positioning.
In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day-mage hand and
prestidigitation.
During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of
Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total
concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance
percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages
related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor
Class, and the attacker doesn't get the usual +2 bonus for being invisible.
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved
Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by
which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard
action.
You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag.
Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This
bonus stacks with the bonus from Elemental Focus.
You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved
Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not
you).
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat.
With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks
with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead
rolled normally.
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by
Improved Steal. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat
is over or if it attempts to use the missing item.
You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like
gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any
animal, as usual.
Once per day as an immediate action you can delay the onset of one harmful condition or aff liction (such as panicked,
paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset
of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no
effect on hit point damage or ability damage.
Once per day as a standard action you may attempt a new saving throw against a harmful condition or aff liction
requiring a Fortitude save that is affecting you. If this save against the aff liction fails, there is no additional effect, but a
successful save counts toward curing an aff liction such as poison or disease. You cannot use this feat to recover from
instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance
percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that
attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a
+2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when
an opponent tries a dirty trick on you.
You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2
bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an
opponent tries to drag you.
When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another
creature. Make a bull rush combat maneuver check with a -4 penalty against the secondary target. If this check
succeeds, the thrown creature lands prone in the secondary target's square, while the secondary target is pushed back
and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you
threaten adjacent to the secondary target. If you throw a Large or larger creature into an area containing multiple
secondary targets, you take an additional penalty of -4 on your combat maneuver check for each target after the first.
You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a
+2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an
opponent tries to reposition you.
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn,
albeit at a -5 penalty to each attack.
Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you
(such as an animal companion, eidolon, familiar, or special mount). The creature must be within 5 feet of you at the time
of casting to receive the benefit. The spell's duration is halved between you and your bonded creature (for example, a
spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature). If the spell or effect
has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. It
does not affect the creature again if it returns before the duration expires. You may share spells in this fashion even if the
spells normally do not affect creatures of that type. This feat only applies to animal companions, eidolons, familiars, or
special mounts gained through a class feature.
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next
turn, or you may move up to your full speed if you take an action to move during your next turn.
You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2
bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense
when an opponent tries to steal an item from you.
You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning
ability's normal bonus on Perception checks.
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster
levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells
that inf lict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell
slot one level higher than the spell's actual level.
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that
ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A
creature cannot benefit from this feat more than once per attack.
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and
against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find
food for yourself (and only yourself ).
You gain a +1 natural armor bonus due to your unusually tough hide.
On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square
you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw
the creature into a space occupied by other creatures.
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is
doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the
fey type, regardless of where the performance occurs.
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other
requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic
performance during this time, the effects of the previous performance immediately cease.
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already
in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering
spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total
concealment (50% miss chance) beyond 20 feet. A lingering spell uses up a spell slot one level higher than the spell's
actual level.
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally
would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise
round, your initiative is equal to your initiative roll or the roll of your ally -1, whichever is lower. If both you and your ally
would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action
(or a full-round action) during the surprise round.
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when
ranged attacks pass through your square.
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you
were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM
declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.
Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spelllike ability. The
caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The
spell-like ability's save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be
chosen for this feat. You cannot apply metamagic feats to this spell.
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly
than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1)
at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In
addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item's gp value as its sp value
when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).
You can alter spells that inf lict damage to inf lict nonlethal damage instead. Spells that inf lict damage of a particular
type (such as fire) inf lict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot
than the spell's actual level.
Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for
this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability's
save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this
feat. You cannot apply metamagic feats to this spell.
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an
attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may def lect
it so that you take no damage, as if you had the Def lect Arrows feat. You must be aware of the attack and not flat-
footed.
You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to
your mount's AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount
using the Mounted Combat feat.
If your mount moves its speed or less, you can still take a full-attack action.
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls
increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of
opportunity from your ally.
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of
opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also
provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally
deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a
creature for a given action.
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell
(Pathfinder RPG Core Rulebook page 347).
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your
movement.
You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for
disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you
can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to
think otherwise.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).
You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You
can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as
your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for
every four levels you have attained (but see Special), and no more than once per round.
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it
must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of
the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's
actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while
threatened.
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of
precision damage with each successful melee attack. This bonus damage stacks with other sources of precision
damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared
spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it.
This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not
affect the casting time.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).
On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to
knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not
provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to
attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level
+ your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels
you have attained (but see Special), and no more than once per round.
When you hit a creature your size or smaller with a two-handed weapon attack modif ied by the Power Attack feat, you
can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If
you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke
attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to
apply after the attack roll has been made, but before the damage is rolled.
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if
you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and
magic items affect you, and so on.
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become
unconscious. While unconscious you must still expend rounds of rage per day each round.
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a
ranged touch attack (including rays and similar magical effects), you may def lect it so that you take no damage from it.
Your shield suffers the full effects of the spell or effect, if applicable.
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this
attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is
considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to
damage.
You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the
following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual
level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a
spell slot three levels higher. Spells modif ied by this feat that require melee touch attacks instead require ranged touch
attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of
damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage
dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the
reposition combat maneuver. This does not provoke an attack of opportunity.
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2
shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your
turn to reroll that attack at your highest base attack bonus.
When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets
in the area equal to the ability score modifier used to determine bonus spells of the same type (Charisma for bards,
oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids,
inquisitors, and rangers). These targets are excluded from the effects of your spell. A selective spell uses up a spell slot
one level higher than the spell's actual level. Spells that do not have an area of effect or a duration of instantaneous do
not benefit from this feat.
You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total
concealment).
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception
checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial
trait.
When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to
gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the
beginning of your next turn.
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your
Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus
from Shield Focus but not including enhancement bonuses) to your CMD.
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus
from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light
shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus
increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If
an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes
through the edge of the shield (Core Rulebook 153).
Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration
checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy
shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive
feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they
become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a
successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to
negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this
metamagic effect is added on to the duration of the spell. A sickening spell uses up a spell slot two levels higher than the
spell's actual level. Spells that do not inflict damage do not benefit from this feat.
Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you
remain within that opponent's threatened area. This movement does not provoke attacks of opportunity. If you take this
step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5
feet from your total movement.
When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5
bonus on Strength checks made to knock down or break open doors.
You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions
using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous
conditions or is attempting to cover up their fear in some way.
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus
on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat
you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not
use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any
aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted
by that feat when applied to this spell.
As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across
ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface
by the end of your turn or you will fall.
When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows),
you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits-
whether or not it does damage-your target is pushed back 5 feet away from you. You can then fire arrows from your bow
normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid
Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a -2 penalty. If your initial
attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without
provoking attacks of opportunity.
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus
from the dwarf 's hardy racial trait.
When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack
against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round.
Using this feat does not count toward the number of actions you can usually take each round.
You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or
deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.
When you use bardic performance with audible components underground, the range or area of your chosen
performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In
addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype,
regardless of where the performance occurs.
You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with
your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base
attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution.
This bonus lasts 10 minutes after the summoning ritual is complete.
Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal
damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your
opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does
not provoke an attack of opportunity.
Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal
movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally
must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this
feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This
movement does not count against your ally's movement on his next turn.
As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a
+1 bonus to his AC.
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take
no skill check penalty for being smaller than your target.
When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move
action.
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity,
even if casting defensively or using a supernatural ability.
The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its
effects persist for 1 additional round before dissipating.
You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it
becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a
successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to
negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this
metamagic effect is added to the duration of the spell. A thundering spell uses up a spell slot two levels higher than the
spell's actual level. Spells that do not inf lict damage do not benefit from this feat.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).
On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast
spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a
Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity
once per day for every four levels you have attained (but see Special), and no more than once per round.
While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC
of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat
to negate a hit on your mount twice per round instead of just once.
Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt
by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the
trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt,
you can drop your weapon to avoid being tripped.
If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action
against that opponent with a +2 bonus. This does not provoke an attack of opportunity.
You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity,
so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of
opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus
provided by Mobility, for a total bonus of +6).
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells
targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.
When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen
or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for
saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where
the performance occurs.
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a
Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your
person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be
something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large
iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a
particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at
least a day to resupply and "acquire" new items. You must pay for these items normally.
As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes.
You must still protect yourself against exposure to contact poisons you apply in this way.
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage
rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The
effects of your smite evil feature return to normal at the start of your next turn.
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your
Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You
can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained
through feats or magic items.
When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's
damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks
from opponents flanking you.
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single
melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your
target is considered flat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this
combat. Once you attack a creature, its attitude becomes hostile.
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat
maneuver against that opponent.
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on
Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can
spend a free action to make an Intimidate check to demoralize that opponent.
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you
tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed
damage dealt while using Boar Style persist even if you later switch to a different style.
You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free
action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear
flesh. When you do, you deal 2d6 bleed damage with the attack.
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check
against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack
targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling
you, and the cover you gain ends after the attack you gained cover against is resolved.
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR
remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists
until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn,
you become fatigued. You cannot use this feat while you are fatigued.
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can
forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon
affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand
remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they
attack the branded creature.
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift
action to attack the opponent you attempted to disarm using your other weapon.
Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus
on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever
happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have
this feat.
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an
immediate action. This movement provokes attacks of opportunity as normal.
You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures
can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has
this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be
unoccupied.
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class
feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of
damage dice and the saving throw DC.
You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you
must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do,
you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a
-2 penalty to your AC until the start of your next turn.
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat
maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a
chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe
or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold
his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical
hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make
another melee attack using your highest base attack bonus against another opponent within reach. You can make only
one extra attack per round with this feat.
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.
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage
from all hits before applying that opponent's damage reduction.
Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you
provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are
paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.
You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that
style, even in the surprise round.
You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a
repository of positive energy within that ally. This repository contains the same number and type of dice as normal for
your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to
roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is
reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.
When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an
immediate action, charge that creature. You must be able to follow all of the normal charge rules.
You take only a -1 penalty on attack rolls for fighting defensively. Whenever you are fighting defensively, and you use
Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses.
In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack
of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using
the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made
against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you are using the total
defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no
damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you
must be aware of the attack and not flat-footed.
When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of
corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you
had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.
You can use your deity's favored weapon as if it were a monk weapon.
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce
the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other
penalties applied due to Crushing Blow.
When you hit with a melee attack and reduce your opponent to -1 or fewer hit points, you can force that opponent to
succeed at a Fortitude save (DC 15 + the damage your attack dealt) or die.
Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in
place of the bonuses from charging and being on higher ground.
Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus
on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus
+11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can
spend an immediate action to make a single melee attack against you with the same bonuses.
You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action
while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2
bonus on melee attacks and damage rolls.
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding
instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have
appendages capable of holding the object you offer, and it must have one such appendage free to take the object.
Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2
dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon
training class feature in the selected group, your dodge bonus from this feat increases to +3.
As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude
save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds,
the opponent is instead sickened until the start of your next turn.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon
damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You
also gain a +4 bonus on Concentration checks when casting teleportation spells.
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to
teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the
attack normally allowed on a charge.
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you
can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this
teleportation into increments you use before your first attack, between each attack, and after your last attack. You must
teleport at least 5 feet each time you teleport.
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm,
reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the
moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple
allies when using this feat.
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal
an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a
weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt
only if the projectile hits a target within 30 feet of you.
As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC,
a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you
feinted for leaving the square you start in.
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at
least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any
opponent you succeeded at feinting against.
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one
opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.
If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack
rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent,
you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your
next turn.
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws
against your spells until the end of your next turn.
If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you
may use a swift action to cast dispel magic to make a targeted dispel against that opponent.
If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent
with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an
opponent, you can give your weapon the broken condition to automatically conf irm the critical hit.
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell
recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a
number of points from your arcane pool equal to the level of the spell you disrupted, up to the maximum level spell you
can cast.
With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158)
attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike
damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude
save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from
being deafened.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you
gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your
Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental
Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for
1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you
must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your
Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2
dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC
also makes you lose this dodge bonus.
When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you
make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use
a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of
opportunity.
You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of
each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each
round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.
Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When
you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is
also shaken for a number of rounds equal to 1d4 + your Strength bonus.
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend
two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your
unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level +
your Wis modifier) reduces the damage by half and prevents a target from being shaken.
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning
effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain
allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given
round.
When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2
bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of
your next turn.
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone
creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike,
you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any
Stunning Fist effect you deliver in this way.
While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant
subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.
You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom
bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a
critical hit against such a creature.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you
gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in
classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this
resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2
your character level + your Wis modifier) or catch on fire.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and
Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your
Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to
your target.
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158)
attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike
damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your
character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire.
When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate
action and an additional point from your ki pool to redirect that attack back at your attacker or toward any other opponent
adjacent to you and your attacker. This attack uses the same attack roll as the original attack, but it targets the opponent
you choose.
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within
your space.
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore,
when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before
it stops.
You can use your bane ability for 3 additional rounds per day.
You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to
provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against
such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until
the end of your turn.
Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to
AC against the next attack you make against him before the end of the feinting ally's next turn.
When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift
action to make a trip attempt against that opponent.
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack
and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that
have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no
penalty on your Craft skill check for using improvised tools. If you spend a day, the item regains 1 hit point plus one-
quarter of its original hit points. Alternatively, if the item gained the broken condition because it is a firearm that has misf
ired or a siege engine that suffered a mishap, or has the broken condition because it has the fragile weapon quality (or
some similar quality), you can make a Craft check with the DC it takes to craft that item (see Table 2-2, below). If the
check succeeds, the item loses the broken condition.
You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or
primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.
A creature that takes damage from your constrict attack is also shaken until the start of your next turn.
Double the number of damage dice for your constrict special attack.
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain
any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still
provide a flank for its allies.
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor
or your shield gains the broken condition (your choice).
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage
equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued
(even if you would not normally be).
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at
your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an
Intimidate check to demoralize all foes within 30 feet who could see your attack.
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel
energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further
damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for
negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you
hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when
you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end
of your turn are wasted.
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the
rend.
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll
and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base
attack bonus +16, and to +6 when you have base attack bonus +20.
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further,
you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. Attack:
You cannot use your whip to attack while you are using it to grapple an opponent. Damage: When dealing damage to
your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Free Hands:
You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to
grapple. Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when
you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the
difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot
grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still
provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat. Tie Up: While adjacent
to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather
than pinned, you take only a -5 penalty on the combat maneuver check rather than the normal -10.
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on
attack rolls.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all
types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your
GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting
a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day). Crafting Ammunition:
You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least
1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the
cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the
cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1
day). Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm
with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the
number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a
critical hit.
While inside an artif icial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when
you begin your bardic performance. Success on this check allows you to do one of the following. Self-Harmonize: By
performing over the acoustic reverberations of your performance, you increase the DC of your bardic performance
effects +1. Reverberation: You can choose to have the effect of your current bardic performance continue for 1 round
after you cease maintaining it, regardless of why you cease maintaining it. You can still have no more than one bardic
performance in effect at one time.
You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like
ability twice per day.
You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to
cast a gnome magic spell-like ability for which you have no daily uses remaining, you can expend this independent use
to do so. Further, while you are under the effect of haunted fey aspect (page 230), you can discharge that spell as a free
action after you hit an opponent with a charge attack or score a critical hit against an opponent. If you do, that opponent
becomes shaken for 1 round.
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while
you are under the effect of haunted fey aspect, you also have concealment (20% miss chance) against an opponent until
that opponent deals you damage.
When you spend a swift action to make a performance combat check, you present the weapon in which you have
Weapon Focus in a triumphant display. You gain a +2 bonus on the performance combat check and make an Intimidate
check to demoralize all foes within 30 feet who can see your display.
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a
successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift
action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your
confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat
maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with
the target. Your maneuver does not provoke an attack of opportunity.
Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your
weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your
weapon's damage dice plus the extra damage dice from your weapon's properties. As an immediate action, you can pull
your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of
your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the
weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with
your weapon, you cannot use it to attack, and you must hold on to it.
While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus
to AC against all flankers until the start of your next turn.
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is
within 30 feet, you gain a +2 bonus on damage rolls.
You can use Cleaving Finish any number of times per round.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm
a critical hit equal to the bonus on damage rolls you gain from Devastating Strike.
Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of
opportunity from you.
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent
must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your
weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the
weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon
comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your
weapon's damage dice result once per round at the start of that opponent's turn.
Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical
hit.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a
Bluff check to feint an opponent. If you successfully feint, that opponent is denied his Dexterity bonus to AC until the end
of your turn.
While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an
unattended Small or Tiny object within your whip's reach and pull that object into your square. To do so, you must hit AC
10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip's reach, using 5
feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a
free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is
grasping an object.
You can spend an immediate action to pronounce a judgment or change an active judgment.
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that
Dazzling Display allows against creatures of the type your bane weapon currently affects. Such creatures remain shaken
while your bane feature is still active and effective against their creature type.
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of
a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike's
damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as
precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical
hit.
While using this style, you take only a -1 penalty to AC for charging. Further, opponents that flank you gain only a +1
bonus on attack rolls against you.
While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4
bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end
of your turn. You do not provoke an attack of opportunity from the target of the maneuver.
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead
of imparting any other Stunning Fist effect, you can cripple that opponent's mouth, dealing normal unarmed strike
damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack,
speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible
mouth is immune to the effects of this feat.
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if
stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have
identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of
opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a
square threatened by the creature. This move does not provoke attacks of opportunity.
You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While
using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with
a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).
While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 +
the creature's CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving
throws against that creature's attacks, as well as a +2 dodge bonus to AC against that creature's attacks of opportunity.
These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume
it later, you can attempt the check again.
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his
Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This
does not count as taking a 5-foot step. You fall prone after this movement.
You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and
make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these
attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different
points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform.
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects
you deliver with your Stunning Fist.
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that
expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your
Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the
opponent becomes fatigued.
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your
Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee
touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2
bonus on unarmed attack rolls with which you are using Stunning Fist attempts.
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158)
attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the
cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Ref lex
save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from
becoming entangled.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you
gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in
classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this
resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 +
1/2 your character level + your Wis modif ier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to
three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus
or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and
Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your
reach with your unarmed strike increases by 5 feet.
You can make performance combat checks as a free action. You are proficient in all weapons with the performance
special quality.
If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend
actions to aim a siege engine, you and your crew can use move actions instead of full-round actions to aim the siege
engine (page 160).
Choose the effects of any two performance feats you have. When you make a performance combat check, you gain the
benefits of those two feats, but you only gain a +2 bonus on the performance combat check.
When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity
bonus to AC, you can spend 3 points from your arcane pool to maximize the spell delivered through your spellstrike as if
using the Maximize Spell metamagic feat.
You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced
Player's Guide 288) instead of bane. You can spend a swift action to switch between the two special weapon abilities.
Doing so otherwise works according to your bane class feature.
While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between
dealing lethal or nonlethal damage with bane. While your bane effect allows you to deal nonlethal damage in this way,
you take no penalty on your attack roll for using a lethal weapon to deal nonlethal damage.
When you spend a swift action to make a performance combat check, before making that check you can either move 5
feet without provoking attacks of opportunity, or you can move your speed and provoke attacks of opportunity. You
cannot end this move in a space where you threaten an enemy. If you do move at least 5 feet, you gain a +2 bonus on
the performance combat check.
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for
your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other
monk class features.
While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your
speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while
climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your
turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning
Fist, you can spend a free action to enter a square adjacent to you that is within your opponent's space. This movement
does not provoke attacks of opportunity. While you are in your opponent's space, you gain a +4 dodge bonus to AC and
a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from
you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do
so.
You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to
AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you
can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff
check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you
due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks
of opportunity and does not count as a 5-foot step.
When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat
maneuver, and you are adjacent to the target of the critical hit or combat maneuver, you can move to any other space
that is adjacent to the target without provoking attacks of opportunity. You must have a clear path to that space and the
ability to reach it by spending a move action. If you end this move in any space other than the one where you started,
you gain a +2 bonus on the performance combat check.
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a
Stunning Fist attempt at a -5 penalty on the attack roll. If you succeed, you wrench that opponent's neck, dealing 2d6
Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that
opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is
immune to the effects of this feat.
You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee
attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still
make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled
opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.
In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm
checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or
reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an
opponent (Advance Player's Guide 320). If you have an opponent entangled in your net, you can attempt to trip that
opponent as long as he is within your net's reach or you control the trailing rope on your net. You also gain a +2 bonus
on drag and reposition combat maneuver checks you make using your net.
While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4
bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and
Intimidate checks.
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC
for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist
attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for
every 5 by which the opponent failed her save.
By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the
spell's initial area.
You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can
spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per your gunslinger level (minimum 10
minutes). This deed does not actually change your appearance, but rather allows you to hide your identity in other ways.
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you
make against the opponent. This attack must occur before the end of your next turn.
When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an
immediate action to take a 5-foot step, even if you have otherwise moved this round.
While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory
unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory
unarmed strike deals damage to an opponent, that opponent takes a -2 penalty on attack and damage rolls with the
triggering attack of opportunity.
While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened
square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is
resolved after the triggering attack of opportunity.
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action
to make a Bluff check against that opponent to feint in combat.
You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
You can make performance combat checks in any combat. When making a performance check outside of performance
combat, you can pick a single performance feat to use. You automatically gain any bonus on the performance combat
check the feat grants, and then you make a DC 20 performance combat check. On a success, you gain the full effect of
the performance feat you chose.
Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack
of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the
move action that granted a 5-foot step or the withdraw action and does not move.
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent
nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature
that is immune to critical hits is immune to the effects of this feat.
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent
damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to
your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this
feat.
When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your
opponent in melee. (Drawing such darts is a free action.) While holding these darts, you can spend a standard action to
attack with one or a full-attack action to attack with both. Such attacks are considered melee touch attacks that deal 1d2
damage plus any bonuses you gain on your normal unarmed strike damage, and they deliver the poison. You can
instead throw such darts as if they were shuriken, making your ranged attack rolls against the target's AC.
When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class
feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial
template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical
threat against an evil creature while using your form's natural weapons, you gain a +2 bonus on the attack roll to confirm
the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a
good creature.
If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made
against you is reduced to -2. In addition, the bonus to your Armor Class against ranged attacks made against you is
increased to +6.
On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of
your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat
maneuver.
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your
melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.
On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of
your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.
On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your
melee attacks. You must choose the melee attack with the highest base attack bonus to make the steal.
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your
Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using
the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a
critical hit.
While raging, whenever your attack reduces your opponent to -1 or fewer hit points, you gain 1 extra round of rage for
that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to
renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.
While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for
weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of
attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as
part of the attack action to throw that item.
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift
action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an
opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take
bludgeoning damage equal to your Strength modifier + your Constitution modifier.
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift
action to make a grapple combat maneuver check.
When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your
steed as a swift action.
Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an
immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with
the opponent.
You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this
feat can rend when it hits with one claw attack, while a girallon that has this feat must hit one target with two claw attacks
to rend. You can only make this rend attack once per round.
When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a
successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift
action to deliver the effects of the chosen revelation to that opponent. Doing so provokes no attacks of opportunity.
When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To
do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check
against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a -2 penalty
on your next Diplomacy check against that creature. Alternatively, you can use this feat to retry a single failed Diplomacy
check against a creature. You take a -4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you
succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if
that check was made in the past minute.
You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately
in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new
origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the
effects of concealment. You can make this shot as long as you have at least 1 grit point. When making this shot, you can
spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you
make the attack roll.
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit
point per three inquisitor levels you possess.
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage
roll equal to twice the number of sneak attack damage dice you rolled.
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your
sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat
check and gain a +1d6 bonus on damage rolls until the end of your next turn. This extra damage is not precision
damage.
When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you
make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use
a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of
opportunity.
Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a
hidden stash on your person that you had, until now, forgotten about. If the bullet and black powder or the alchemical
cartridges are normal shot, you do not need to pay for the ammunition. If you want to recover any other kind of
ammunition, you must pay for it with gold pieces from your character's wealth. The grit cost of this deed cannot be
decreased by the Signature Deed feat, the true grit class feature, or any other similar effect that reduces the number of
grit points you spend to use a deed. You also gain a +4 bonus on any Sleight of Hand checks made while gambling.
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an
attack of opportunity against that opponent.
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide
158) attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet
of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist
and are staggered for 1 round. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces
the damage by half and prevents a target from being staggered.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style
feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in
classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this
resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 +
1/2 your character level + your Wis modifier) or be staggered for 1 round.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style
and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus.
Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of
acid damage to your target.
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally
(maximum +4).
A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a
polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an
opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level
+ your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no
saving throw is allowed.
Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your
ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class
feature, up to a maximum of eight times per day.
You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second
judgment. Similarly, once you have the third judgment class feature, you can pronounce a single judgment and extend its
effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third
judgment class feature, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally
instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain
adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If
your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.
When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to
assemble or move the weapon. You also halve the time required to assemble a siege engine.
You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not
generate mishaps on the roll of a natural 1.
You take no size penalty for aiming a directfire siege weapon larger than yourself. If you operate an indirect-fire siege
weapon and miss, you misdirect fire by 1 square per range increment.
Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit
point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the
normal action cost as long as you have at least 1 grit point.
You gain a +4 bonus on driving checks with your chosen vehicle.
When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any
weapon you wield is doubled. This effect does not stack with any other effect that expands a weapon's threat range.
You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using
a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special
properties after a single hit.
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that
opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make
another unarmed strike against the same opponent.
You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While
using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate
action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be
aware of the attack and not flat-footed.
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can
make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged
attack as an attack of opportunity.
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and
touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat,
you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a -2 penalty.
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and
your enemies take a -4 penalty on critical confirmation rolls against you.
While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to
apply the effects of one critical feat you know to that opponent.
When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. 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 the chosen bloodline power to that opponent. Doing so provokes no attacks of
opportunity.
While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for
creatures of that type.
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action
to attempt a bull rush combat maneuver against that opponent. If your bull rush succeeds, you can move that opponent
to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull
rush allows. The target is then knocked prone. If the bull rush fails, you can use the Ki Throw feat as normal. If you also
have the Improved Ki Throw feat, a successful bull rush allows you to push the opponent into a space secondary targets
occupy. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space.
Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an
opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when
you are attempting to make an attack that deals no damage or nonlethal damage.
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to
AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/-, until the start of your
next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR
from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.
While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you
all take the highest roll and add all your modifiers to Stealth.
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your
sneak attack damage to the creature you are grappling.
Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus
on the reroll.
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
Roll twice while climbing or when making a Ref lex save to avoid falling, and take the higher result.
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks
with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.
Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and
take the better result.
When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend
an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand,
loaded, and ready to be fired or thrown for you to make the ranged attack.
Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can
spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that
attempt.
While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single
unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand
separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add
half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on
the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you
cannot move with that opponent if your bull rush is successful.
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls.
Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an
unarmed strike or made a successful combat maneuver against on this turn or your last turn.
While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also
deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike,
your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack
rolls or a +2 circumstance bonus to its saving throw DC.
Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit
the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand
weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not
multiplied on a critical hit.
You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against
creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your offhand weapon after
you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants
you.
Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You
also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modif ier) or become
staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that
opponent instead. In a similar way, you can stun an opponent that is already dazed.
Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to
1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you
also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a
Bluff check to feint an opponent.
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This
attack must be an unarmed strike.
If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift
action to make a Bluff check to feint against that opponent.
You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip,
although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a
creature's armor bonus or natural armor bonus.
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target
as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or
otherwise available to cast, and using this ability casts the corresponding spell.
When you target a creature with a hex that cannot target the same creature more than once per day, and that creature
succeeds at its saving throw against the hex's effect, you can target the creature with the same hex a second time
before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with
the same hex for 1 day.
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with
your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with
your trap class feature.
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill
you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC
equal to 10 + the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that
does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a
Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to
your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use.
This is a mind-affecting effect. Diplomacy: You fluster your enemy. For the next minute, the target takes a -2 penalty on
all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target
you or that have you within their area of effect. Intimidate: The creature flies into a rage. On its next turn, the target must
attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in
the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it
(for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make
the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends
as soon as the creature melee attacks you. Once you have targeted a creature with this ability, you cannot target it again
for 1 day.
Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the
victim gains a random minor spellblight (see page 95).
Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the
spellblight you apply rather than determining it randomly.
The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a
creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual
level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has
both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning
spell uses up a slot two levels higher than the spell's actual level.
As a swift action, you can spend a use of your channel energy to grant yourself a +2 def lection bonus while using a
shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with
shields also gain a +2 def lection bonus while they are adjacent to you.
With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell
causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving
throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive
spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's
actual level.
When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as
part of the item crafting process. This increases the item's Price by 250 gp. The item becomes a reliquary and can be
used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts
as a permanent fixture for that spell while it remains in the spell's area.
Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of
your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the
benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth
100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your
mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before
the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit
if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use
the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a
sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine
elixirs are extremely unstable. They lose their potency 1 day after they are created.
Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a -1 penalty on melee attack rolls
and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon's base attack bonus
reaches +5, and for every +5 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You must
choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its
effect lasts until your eidolon's next turn, or until you are no longer adjacent to the eidolon, whichever occurs first.
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit
point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to
stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a
chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it
must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn
what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it
is immune to the effects of this feat for 24 hours.
If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a
weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate
action. If it makes a Ref lex saving throw (DC = damage dealt), it takes all the damage from the attack; if it fails, it takes
half damage and you take half damage. The familiar must be aware of the attack and able to react to it in order to use
this ability, and it can only do this once per day-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this
effect would not normally allow the familiar to make a Ref lex save for half damage, its improved evasion ability does not
apply on this saving throw.
As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine
spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second
attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to
use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for
1 day.
When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale
bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.
When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time
during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells,
this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second
casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the
spell's actual level.
Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level
(for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-
level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to
your character level - 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including
those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their
aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies
aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution.
The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount
evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar
loses all evolutions, and you can select a new 1-point evolution for the new familiar.
Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge
check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and
weaknesses of numerous creatures, you must pick one creature to be the target of this effect.
You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
Add two cantrips to your cantrips known or two orisons to your orisons known.
You can set ranger traps two additional times per day.
You gain 1 additional use of your summon monster spell-like ability per day.
When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot
take any other actions while doing this. After that time has passed, you learn the alignment of the creature.
Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is
1 higher for attacks you make against or take from creatures that match the selected favored enemy.
Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the
spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell
as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and
adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat
has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire
descriptor.
The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the
spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a
number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity
descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the
first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.
At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on
initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before
you or the ally you are granting the bonus to makes the initiative check.
Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the
victim gains a random major spellblight (see page 96).
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or
lower) sorcerer bloodline power that you do not already have. For purposes of using that power, treat your character
level as your sorcerer level for all your sorcerer bloodline powers granted by this feat, Eldritch Heritage, and Improved
Eldritch Heritage.
When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can
remove, it instead heals an additional +1d6 points of damage.
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your
specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may
add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a
cure or inf lict spell with a metamagic feat.
You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check
rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes,
plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they
do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.
You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie,
counts as willing for this purpose). This takes 1 hour and expends 1 use of your bomb ability for the day. When the
implanted creature dies or is destroyed, the bomb detonates in the creature's square as if it were a delayed bomb set by
you (though you can set the bomb's damage to less than your normal bomb damage). You can use any bomb-affecting
discoveries on this implanted bomb (acid bomb, frost bomb, smoke bomb, and so on) as normal. The bomb
automatically detonates 24 hours after you implant it in the creature. If you expend 150 gp worth of alchemical reagents
per die of the bomb's damage (for example, 750 gp for a 5d6 bomb), the bomb does not automatically detonate after 24
hours, and only detonates if the creature dies or is destroyed (24 hours after implantation, this bomb no longer counts
toward your daily total). Implanting a bomb is as invasive as using the Heal skill to treat deadly wounds and leaves
surgical scars unless the creature is healed by magic or abilities such as regeneration or fast healing. Some creatures
(such as oozes, elementals, and creatures with the incorporeal quality) cannot have bombs implanted in them.
Removing an implanted bomb requires a Heal check to treat deadly wounds, followed by a dispel magic spell or Disable
Device check to neutralize the bomb (DC = 11 + alchemist's caster level).
You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage
feat. For purposes of using that power, treat your sorcerer level as equal to your character level - 2, even if you have
levels in sorcerer. You do not gain any of the other bloodline abilities.
You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in
classes that grant you the monster lore class feature.
Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher
result.
Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.
Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you
have multiple judgments active at the same time, this benefit applies to all of them.
While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity.
You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.
Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus
(minimum 1). The DC for your trap is equal to 10 + 1/2 your character's level + your Wisdom bonus, and it lasts 1 day
per two character levels. If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary
ranger traps, this decreases the trap DC by 2.
As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds
equal to your Charisma modifier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level +
your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.
Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural
weapons are treated as silver for the purposes of overcoming damage reduction.
You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically
manipulated to impede motion, even if those areas confer the entangled condition.
You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills,
the bonus increases to +4 for that skill.
When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a
creature to or from another plane (such as blink or etherealness) within your anchoring aura, it takes damage equal to
4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy
immunities, or energy resistances.
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower
than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.
For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you
later learn other summon nature's ally extracts, you automatically learn the equivalent summon monster spell as an
extract.
When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity,
and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and
so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the
bonus increases to +4 for that skill.
Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which
time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you
know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70%
chance of success.
By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At
the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed
weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double
weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
You may channel energy as a move action by spending 2 daily uses of that ability.
You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels
lower when changing form as a move action, or four levels lower as a swift action.
When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage
equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not
subject to damage reduction, energy immunities, or energy resistances.
The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of
effect to your delayed bomb, you may detonate it earlier than its preset time by making a DC 20 Intelligence check; the
DC increases by +1 for every 10 feet of distance between you and the bomb.
If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your
summoner level before it is banished. If you are brought back to consciousness before this duration expires, your
eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished
normally.
Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal
to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.
Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature,
you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll
succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to
this creature still take splash damage as normal.
The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold
damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only
affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell's actual level.
When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you
may cast the spell as a standard action instead of with a casting time of 1 round.
When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of
your bond senses ability.
If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a
maximum level equal to your character level.
You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.
Add "human skeleton" to the list of creatures you can summon with summon monster I and "human skeletal champion"
to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you
may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to
that creature to create this monster).
Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells,
you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature
must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a
bloodline power that you have not yet used today.
If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your
spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on
your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook.
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and
can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class
as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC. If the spell is a
touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours. If the spell
allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it
cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex.
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher
for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell
from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized
spell.
You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of
casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with
a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize
you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of
concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you
do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose
another creature within 30 feet of the first target to also be targeted by the hex.
When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature
within 30 feet of the first target to also be targeted by the major hex.
Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast
the spell using the normal casting time instead of at the slower casting time.
Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness,
and their natural weapons are treated as cold iron for overcoming damage reduction.
Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural
weapons are treated as magical for overcoming damage reduction.
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures
summoned.
A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain,
affecting the target as if the protective barrier did not exist. For example, you could cast a thanatopic vampiric touch or
enervation spell on a target under the effects of death ward, and the target would suffer the normal effect of the spell.
Saving throws and SR (if any) still apply. Undead are susceptible to spells augmented by this feat, as it retunes the
negative energy to be harmful to them. A thanatopic spell that would kill a living creature (such as by giving it negative
levels equal to its Hit Dice) destroys an undead (though undead such as ghosts, liches, and vampires may reform as
normal). Undead affected by thanatopic spells that give negative levels automatically make their saving throws to
remove negative levels after 24 hours. A thanatopic spell uses up a spell slot two levels higher than the spell's actual
level.
You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.
When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher
as a swift action. The caster level for that divine spell increases by +1. When casting an arcane spell, you may sacrifice
a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the
arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).
Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it
was a lie. This acts like the discern lies spell, but instead of affecting a creature, it affects a single statement a creature
has made. For example, if the king told you, "My daughter is in the monster's dungeon" before you left to find her, as
long as the king said that to you within the past day, you can use this feat to determine whether or not the king
deliberately and knowingly lied to you when he made that statement.
This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if
they weren't immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot
two level higher than the spell's actual level.
The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving
throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting
ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of
opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only
affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each
enemy adjacent to you.
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with
a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1
temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level,
and cannot be overcome in any way except by waiting for the duration to expire.
Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving
throws against sleep and charm effects.
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.
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when
determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things.
This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the
detect evil class ability for the next 24 hours.
Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or
oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these
spells cannot be changed.
You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy,
you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you
normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2
levels lower than normal. Having this feat means you qualify for feats and abilities that have "channel positive energy" or
"channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn
Undead feat).
While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in
Perception, this bonus increases to +8. This does not apply if your eidolon is helpless or unconscious.
You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when
using the skill (such as using Bluff to feint in combat).
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like
ability when casting defensively or while grappled.
When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally
in any language you know. This allows you to cast spells with verbal components, speak command words, and activate
spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic
components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.
When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of
your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a
number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in
one-minute increments.
Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch
knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.
You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke
an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the
amount they would have healed if you had touched them, but gains the benef its of your mercies as normal.
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested
poison you create.
When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before
making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal
target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented
Helm. When you use Dented Helm to def lect a critical hit, you may apply all damage from the critical hit to your helmet
before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison,
are negated.
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed
against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than
yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After
using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken
condition or the attack ignores armor bonuses to AC.
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger
than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on
attack rolls.
When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature
smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make
against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on
saves against spells and special abilities that cause you to become staggered or stunned.
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb
checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that
would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip
attacks.
This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In
addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power
(Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which
your base attack bonus exceeds +10.
Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the
poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat
has no effect on penalties to ability scores or ability drain.
Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your
selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's
rest) doubles.
You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers,
shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your
CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are
wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks
with Combat Reflexes).
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor
Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the
bonus for only one of the terrain types.
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level
checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as
more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception
checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range
of 30 feet during the surprise round. If you are in an area that qualif ies as more than one kind of terrain, these bonuses
do not stack; you receive the bonus for only one terrain type.
As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus
on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from
the selected school.
You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).
You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger
class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes).
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to
detect forgeries. You can use the Linguistic skill to detect forgeries untrained.
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to
overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties
of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial
trait.
Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but
must take the reroll result even if it's worse.
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow
magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain
more than four skill ranks in this way.
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level
in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses.
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane
weapon or a ranger's favored enemy class feature.
You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all
Stealth checks, and elves, half-elves, and humans take a -4 penalty on all efforts to track you through the Survival skill.
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or
Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your
Charisma modifier (minimum 1 round).
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this
creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to
serve as a mount or companion, treat your effective druid level as if it were two levels higher (to a maximum of your
character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle
Animal) at no cost.
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful
than a barbarian's rage as a free action on your next turn. If you have the rage class feature and are already raging, your
morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage
class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a
barbarian's rage, except your morale bonus to Strength and Constitution is only +2. In either case, this state lasts for 4
rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration
ends, the weaker rage lasts for an additional 4 rounds. This feat does not allow you to enter a rage if you are fatigued.
You may only use this feat if the fallen ally had at least as many Hit Dice as you (excluding conjured or summoned
allies).
When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt
causes the object to gain the broken condition, you heal 1 hit point. You can only gain these benefits once per round.
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this
ability, you gain a +2 bonus on Intimidate checks.
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a
melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only
gain this benefit once per round.
When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in
addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the
first attack.
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus
against you.
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage.
You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may
use this ability an additional time per day.
When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.
Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free
action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale
bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain
adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally
and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this
feat if you are fatigued.
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your
Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that
you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you
would no longer be dead, you are alive again, but you gain one permanent negative level.
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You
may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per
round.
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use
adaptable luck, increase the luck bonus for each type of use by 2.
Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the
dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have
the craven racial trait, you still take the -2 penalty on fear saves, but you can gain the benefit of morale bonuses on
saving throws against fear effects.
Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack
rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or
making an attack of opportunity using this feat.
The number of times per day you can use the adaptable luck racial trait increases by 1.
Your bonus to conf irm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day,
after you fail to hit with a critical hit conf irmation roll, you can reroll the conf irmation roll, but must take the new result
even if it is worse.
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a
spell with "cure" in the title or channel energy). You regain a number of hit points equal to the new roll or the original roll,
whichever is greater. Other creatures healed by the effect do not gain this benef it.
Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal
to the new damage roll, or the original roll, whichever is greater.
You can choose to take a -1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size
categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage
increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when
you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your
next turn.
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the
Desperate Swing feat, you take no penalty on the attack roll.
While fighting defensively or taking the total defense action, you gain a bonus on your Ref lex saving throws and to your
CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action.
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally
that can see and hear its benefit as an immediate action.
Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites
for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted
by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw
or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an
Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long
as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or
other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only
make one reroll.
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll
that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This
does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or
the other benefit or you can choose an alternate class reward.
You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you
begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the
fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will
save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which
you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a
success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will
save, or effects that do not allow a saving throw.
If you have the animal companion class feature, pick one of the following types of animal companions that this feat
affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects
horses. You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal.
Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as
long as it is of the chosen type.
Your nonprof iciency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for
skills you have no ranks in increases to +4 instead of +2.
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills
untrained.
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this
ability after the roll is made, but if you do, this bonus is reduced to +4.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus
granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to
demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to
demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a x3 critical
modifier, or +4 if it has a x4 critical modifier.
Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the
same weapon group (Ultimate Combat 45).
Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with
any weapon within the same weapon group.
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single
attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to
use this bonus before you make the attack roll, saving throw, skill check, or ability check.
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light
armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly
is a class skill for you.
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize
when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain
damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of
damage.
You take a -2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic
affinity of your flesh (choose one). Brazen: You gain fire resistance 5 and a +2 bonus on saves against fire effects.
Golden: You gain a +2 bonus on saves against blindness, dazzling, patterns, and effects with the light descriptor. When
you cast spells or use spell-like abilities that are from the illusion (pattern) subschool or have the light descriptor, you do
so at +1 caster level. Silver: You gain a +2 bonus on saves against paralysis, petrification, and poison, and your
unarmed strikes or natural weapons count as silver for the purpose of overcoming damage reduction. Steel: You gain a
+1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of
overcoming damage reduction.
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may
still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically
affect animals.
When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to
dealing damage, if that single target fails its saving throw, you may pull or push (Pathfinder RPG Bestiary 303) the target
up to 5 feet for every 2d6 points of channel energy damage you are capable of dealing.
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight,
you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level for its listing in
the table. The save DC for this spell is Charisma-based. Minimum Spell-Like Ability Character Level Flare burst
(Advanced Player's Guide 223) 1st Wake of light (Advanced Player's Guide 254) 3rd Searing light 5th Wandering star
motes 7th (Advanced Player's Guide 255) Sunbeam (one beam only) 9th
When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must
choose to either push or pull all creatures within the affected area that fail their saves.
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you
are Small).
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the
attack to reroll it with a -4 penalty. The opponent must take the result of the second attack roll. This is a supernatural
ability.
You can take the Aspect of the Beast feat (Advanced Player's Guide 151) even if you do not meet the normal
prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation
when you take this feat, and cannot change it later. Enhanced Senses (Ex): If you have low-light vision, you gain the
scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision. Fast Sprinter (Ex): You gain a 10-foot
racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your
racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus. Sharp Claws (Ex): If
you do not have the cat's claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat
(Advanced Player's Guide 151), you gain the cat's claws racial trait. If you have either the cat's claws racial trait or the
claws of the beast manifestation, your claw damage increases to 1d6.
When you make a charge, you can make a full attack with your claws.
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
You do not take a -2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.
Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for
the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit
points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times,
you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1
bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an
opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you
can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of
damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect
without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals
2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the
specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent
creatures is an evil act.
If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on
damage rolls and a +1 bonus on Strength-based skill checks. This bonus lasts for a number of rounds equal to 1/2 your
Hit Dice.
You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have
died less than 6 hours beforehand.
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this
subtype or type.
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at
least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.
You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you
may use once each per day. Your caster level is equal to your character level.
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire,
feather fall, and levitate spell-like abilities at will.
You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness
spell-like ability instead becomes deeper darkness, which you may use twice per day.
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to
your character level.
You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore,
you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar
spells (such as the web cloud spell).
When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the
level of the spell, you can summon the spiders listed below. Summon Monster: 1st level-giant crab spider* (Bestiary 3
254); 4th level-giant black widow* (Bestiary 2 256); 5th level-ogre spider* (Bestiary 3 256); 7th level-giant tarantula*
(Bestiary 2 256) Summon Nature's Ally: 1st level-giant crab spider (Bestiary 3 254); 4th level-giant black widow (Bestiary
2 256); 5th level-ogre spider (Bestiary 3 256); 7th level- giant tarantula (Bestiary 2 256) Creatures marked with an
asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. If you are
neutral, you may choose which template to apply to the creature. Furthermore, when you summon spiders using
summon monster or summon nature's ally, the DC of the summoned monster's poison and web effects increases by 2.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like
ability. Your caster level is equal to your character level.
You gain proficiency with the lance. You can wield a lance one-handed as if you were mounted, and you deal double
damage with a lance while charging.
You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells
and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells
and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
When using good-aligned weapons, including those under the effects of a bless weapon spell, you gain a +1 sacred
bonus on damage rolls.
The DC to resist spells you cast to ensure peace or force aggressive creatures to become peaceful increases by +2.
This affects spells that dissuade creatures from aggressive actions without exerting long-term or absolute control over
them, and without leaving them defenseless. These spells include, but are not limited to, calm animals, calm emotions,
command, compassionate allyUM, enthrall, euphoric tranquilityUM, sanctuary, and serenityUM.
As a full-round action, you can remove an injury poison from a helpless or willing creature's bloodstream with a
successful Heal check. The DC of this check is equal to the poison's DC. You can only draw out poison in this way within
the first 2 rounds of when the target was poisoned. If the check is successful, the creature no longer suffers any
additional effects from the poison. By performing this action, you do not risk poisoning yourself.
You can alter the essence of your being to lessen the effects of spells designed to harm good creatures. When affected
by spells and effects that behave differently according to alignment (such as unholy word or protection from good), you
can choose whether you are considered good or neutral. This ability does not actually change your alignment or fool
divinations, nor does it permit you to overcome alignment requirements for the use of magic items, class abilities, and so
on.
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain darkvision 90 ft., but gain the light sensitivity weakness (Bestiary 301).
When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also
within dim light or darkness.
You gain the see in darkness ability (Bestiary 2 301) and lose the light sensitivity weakness, but gain the light blindness
weakness (Bestiary 301).
You gain the ability to use shadow walk an additional time each day.
You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and
end locations for this ability must be in dim light or darkness.
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as
with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on
fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as
an alchemist's bomb) or to splash damage.
You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with
melee weapons that deal fire damage.
You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire
tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire
damage, treat your caster level or alchemist level as if you were 1 level higher.
You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent
when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its
next turn as a free action. While that creature's balance is lost, if it attempts to move, it must make a successful DC 15
Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must
deal fire, force, or sonic damage. If a creature takes a direct hit from your bomb, it must make a saving throw against the
bomb's DC or be deafened for 1 minute. This deafening is in addition to any other effects the bomb would normally have.
To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized
by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no
effect on creatures whose shaken conditions are from sources other than Intimidate checks.
An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a
saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll
your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful,
the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and
damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.
While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.
As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the
ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects.
However, the ally also takes a -2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an
Intimidate check with the same DC used to demoralize your ally.
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had
used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat.
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round.
This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully
feint a creature while using such a weapon, you may deal its fire damage to the enemy.
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself
and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of
Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone
transported with you) are treated as though under the effect of the spell planar adaptation (Advanced Player's Guide
236).
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke.
This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible).
You are immune to the dazzled condition.
Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you
use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you
are grappling, you deal this damage to your grappling opponent on your turn.
You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift
action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional
point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such
as the flaming weapon special ability.
Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following
chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the
color of that dragon, and you gain resistance 5 to the dragon color's corresponding energy type.
You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale
coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard
action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the
area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution
modifier) take only half damage. Black (Su): You breathe a 30-foot line of acid that deals 2d6 points of acid damage.
Blue (Su): You breathe a 30-foot line of electricity that deals 2d6 points of electricity damage. Green (Su): You breathe a
15-foot cone of acid that deals 2d6 points of acid damage. Red (Su): You breathe a 15-foot cone of fire that deals 2d6
points of fire damage. White (Su): You breathe a 15-foot cone of cold that deals 2d6 points of cold damage.
You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a
safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using
feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every
20 feet you fall.
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and
your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow
stronger, granting you a fly speed of 20 feet (average maneuverability).
You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and
remain hidden, taking a -10 penalty on the check to do so.
When you are sniping, you only take a -10 penalty on your Stealth checks to stay hidden.
You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning
damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon
feats, you are considered proficient with all kobold tail attachments.
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your
Constitution bonus (minimum 1) until your next turn. These temporary hit points do not stack. You do not gain this bonus
if the opponent is helpless or has less than half your Hit Dice.
As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your
opponent, you may make an Intimidate check to demoralize that opponent as a free action.
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage
(such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and
critical hit conf irmation rolls until your next turn. This bonus is equal to the number of dice your channeled energy
normally heals or harms. Your channel has its normal effect on other creatures in the area.
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current
combat.
When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you
gain the benefit you chose so long as you are actually proficient with that weapon. Bully: Gain a +1 bonus on damage
rolls against creatures at least one size smaller than you. Defender: Gain a +1 shield bonus to your AC (or +2 if wielding
a two-handed weapon). Disrupter: Add +3 to opponents' concentration checks to cast a spell within your threatened
area. This only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you
have already used all of your available attacks of opportunity for the round, this increase does not apply. Killer: Gain a +2
competence bonus on attack rolls made to confirm critical hits. Thug: Deal +1 point of nonlethal damage with the
weapon. Trickster: Gain a +2 bonus on a single type of combat maneuver check that you can perform with that weapon.
This feat has no effect if you are not proficient with the weapon you're using.
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against
that fear effect at the start of each of your turns before acting. If you make the new save, the fear effect ends.
As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you
on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as
an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.
You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-
round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap
activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this
damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps.
You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some
traps may not be susceptible to this feat.
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the
dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.
You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in
caverns and rocky areas.
You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in
contact with the ground at that moment.
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar
materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay,
gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through
solid stone at 1/2 your base speed.
Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so
on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and
Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar
materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.
You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.
You count as one size smaller than normal for the purpose of squeezing.
You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity
damage. You may ignore the first 30 feet of any fall when determining falling damage.
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such
effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not
give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.
Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage
increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You
may only fly with this ability when wearing light armor or no armor.
Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you
also deal 1 point of bleed damage.
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive
a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).
Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability
functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus
to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain
the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an
unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).
You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action
and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more,
you treat the check as if you had failed by less than 5.
Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good
maneuverability), a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. This
spell-like ability otherwise functions as beast shape II with a caster level equal to your level.
Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average
maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of
that spell) with a caster level equal to your level.
You gain low-light vision and your darkvision improves to 120 ft.
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve
small, stowed objects carried on your person as a swift action.
You gain the amphibious special quality. Your swim speed increases by +10 feet.
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see Advanced Player's Guide), or
trip combat maneuver. Each time you use hydraulic push, you must decide which of the allowed combat maneuvers you
want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of
hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that
spell.
You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a
casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the
water descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works
normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures
on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell's effects.
Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like
ability with a caster level equal to your character level. This use of the ability can only summon a Small water elemental
or 1d3 dolphins. Using this ability is a full-round action.
As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large
campfire. This ability does not affect fires with a total area greater than 5 square feet. Touching the fire in this way does
not harm you.
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and
once selected it cannot be changed. Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1. Uncanny Resistance (Su): You gain spell resistance
equal to 6 + your character level.
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the
effect that changed your size does not alter your speed.
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining
(minimum 1 round). This only occurs if the invisibility is from your racial spell-like ability or a spell you cast. Effects that
negate invisibility negate this concealment.
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make
Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person,
misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select
this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster
level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change
shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise
checks made to fool others with your impersonation.
When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the
target off balance. Treat this as a trip combat maneuver. If you succeed, the target is considered off balance (see Table
13-7: Combat Adjustments Underwater on page 433 of the Core Rulebook) until it recovers its balance, usually by
making a Swim check on its turn. This feat has no effect on creatures with a swim speed, those using magic such as
freedom of movement, and creatures that can't be tripped.
As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a
successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice +
your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice
you have.
At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own
vitality to heal another creature. When using this feat, you take 1d4 points of damage and apply your blood to the
wounds of a living creature, healing it for a number of hit points equal to the amount of damage you took from the ritual.
This is a supernatural ability. Only you can perform this bloodletting. A creature cannot be healed by this ability more
than once per day.
Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly
upward.
You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to
your character level. These rounds do not have to be consecutive. Activating the ability is a swift action; ending it is a
free action.
By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such
as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or
take any other actions.
You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that
you could hang from, as a swift action you may make a DC 15 Acrobatics check to jump upward and use your tail to
hang from that object. While hanging, you can't be tripped, you ignore the effects of difficult terrain in your square, and
you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if
you are moved against your will), you lose your grip on the object and are no longer hanging. While hanging, you cannot
use your tail for anything else.
As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and
secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect
unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the
normal -5 penalty for doing so.
When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
When wielding a spiked chain, you gain a +1 shield bonus to your AC. When you are fighting defensively or using the
total defense action, this shield bonus increases to +2.
When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to
attempt to demoralize your opponent.
You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed
attacks.
You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip
attacks when throwing it. Failing at this attack does not knock you prone.
When making a trip attack, add your Dexterity bonus to your CMB.
If you successfully use a whip to trip a foe, you can choose to drop your whip. Your tripped target gains the entangled
condition. The target can break free of the whip by making a DC 10 Strength check or a DC 15 Escape Artist check (add
the enhancement bonus of the whip to these DCs), or by using a full-round action to disentangle himself. Escaping the
whip by making a Strength check means the whip gains the broken condition. If the whip has a magical quality such as
flaming, apply this quality's damage to the target every round on your turn.
When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2
penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success
means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is
impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with
your weapon, even if your weapon cannot normally be used in a grapple.
Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack
against the same opponent using the same attack bonus. The target is not considered flat-footed against this second
attack.
You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to
your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you
cannot see the selected opponent.
As a standard action, you may throw a hammer at an opponent within 20 feet. If you hit (whether or not the attack
damages the target), the hammer rebounds off of the creature and lands in your square. If you have the Snatch Arrows
feat, you may choose to catch the hammer when it enters your square (though this does not give you the ability to
immediately throw the hammer). This ability may not work against some creatures or in certain circumstances as
determined by the GM; for example, your weapon does not bounce off incorporeal creatures (unless it has the ghost
touch ability), it may stick to creatures with the adhesive ability, the slowing effect of fighting underwater prevents you
from using this feat, and so on.
You may change whether you're using the dorndergar as a normal or reach weapon as a swift action.
You can use a dorn-dergar as a one-handed weapon. When using it one-handed, changing whether it's a normal or
reach weapon is a full-round action. If you have the Darting Viper feat, changing its reach is a move action.
You can choose to take a -2 penalty on a ranged attack roll with an axe, bouncing it or sliding it along the ground. If the
target is flat-footed, running, or charging, this attack ignores any bonuses to the target's AC from its shield. If the attack
hits, you may immediately make a trip attempt against the target as a free action. If you fail to trip your opponent, your
opponent does not get an attempt to trip you in return. This ability may not work in certain circumstances as determined
by the GM, such as if the ground is soft, there is an obstacle or difficult terrain on the floor between you and your target,
and so on.
Flanking creatures do not gain a +2 bonus to attack you (this does not prevent you from being sneak attacked or denied
your Dexterity bonus). A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this
feat.
As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check
opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to
resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time
you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target
takes only a -1 penalty on its saving throw.
As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible
questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you
gain a +2 bonus on all damage rolls you make against that creature for 1 round.
When attempting a Diplomacy check to influence a creature with a plausible connection to your sorcerous bloodline, you
may instead make a Bluff check. For example, a gnome sorcerer with the draconic bloodline may use this feat against
dragons and their kin, but no other creatures.
Make a Bluff check to praise the value and worth of an object in your hand while denigrating an object held by a nearby
creature; this takes anywhere from 1 round to 1 minute depending on the appearance and nature of the items. If the
creature fails its check, it agrees to exchange your object for its own. Obvious differences in the value between the
exchanged items give your roll a +4 or -4 modifier, at the GM's discretion (offering a clay cup for a jeweled dagger gives
your roll a -4 penalty). The GM may rule that some items are too obviously valuable or worthless for this feat to apply (a
king wouldn't trade his crown for any item, and no normal person would trade an item for a piece of garbage). If you fail
the check by 5 or more, the target is insulted and his attitude toward you worsens by one category. Once the exchange
happens, make an Appraise roll opposed by the target's Appraise or Sense Motive roll. If the target wins, it immediately
realizes the true value of the object you offered it and behaves accordingly. If you succeed, it believes your false
assessment for 1 round; for every 5 by which your check exceeds your opponent's check, the deception lasts 1 more
round. As with disbelieving illusions, the target's ally can point out the true value of the object, giving the target another
check with a +2 bonus. You cannot use this ability in combat, against a creature whose attitude toward you is hostile or
unfriendly, against a creature that does not understand you, or against a creature that has an Intelligence score of 3 or
less.
As a standard action, you can make a Bluff check against one sort of favored enemy. Any creature of that type within 60
feet of you must make a Will saving throw or become angered. If an affected creature attacks you, it's treated as if it
were using Power Attack (taking a penalty on attack rolls but gaining a bonus on damage rolls). If the creature already
has the power attack feat, the attack penalty increases by 1 and the damage bonus increases by 2. These modifiers end
when combat ends. This ability does not work on creatures that cannot understand you, though sometimes a simple
gesture is sufficient for an intelligent opponent to catch your gist regardless of any language barrier.
When you are restrained or imprisoned, you can make a Bluff check against any one creature within 30 feet in which you
emphasize both your own harmlessness and the pain or inconvenience of your current condition. If the creature knows
you are dangerous, it adds a +4 bonus to its Sense Motive check. If you win the check, the target does something
intended to make you a little more comfortable-or at least shut you up-that gives you a +5 bonus on your next Escape
Artist check.
As a standard action, you can pantomime or describe predator- or prey-like behavior, expend one of your uses of wild
shape, and make a Bluff check. All creatures within 30 feet that fail a Will save against your Bluff check DC regard you
as a figure of either fear or contempt (your choice applies to all affected creatures). If you choose fear, the targets are
frightened for 1 round per druid level. If you choose contempt, the targets consider you harmless for 1 minute, ignoring
you unless you attack them or take a threatening action.
You may use the Bluff skill to feint while raging. The effect of the feint lasts only until the first time you hit the target.
When you successfully feint against an opponent in combat, instead of denying the opponent his Dexterity bonus, you
may gain a dodge bonus to your AC against his attacks. This bonus is equal to your weapon training bonus for your
current weapon. The bonus lasts until combat ends, you switch opponents, or you switch to a different weapon,
whichever comes first.
When you use the Ride-By Attack feat, if your attack hits, you may also make an attack against a target adjacent to your
original target. This additional attack has a -5 penalty to the attack roll. You may use this feat whether riding a mount or
using a flying item such as a broom of flying or carpet of flying.
When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of
moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the
opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that
opponent as an immediate action.
When making a charge or using Spring Attack against an opponent who is flat-footed or helpless, you treat your first
melee attack against that target as if you had the Improved Critical feat.
As a standard action, you can use the Lunge feat to increase the reach of your melee attacks by 5 feet until the end of
your turn, without suffering a penalty to your AC. You cannot use this feat if you carry a medium or heavy load.
When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver
checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an
attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4
points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use
this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks
or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
You may ready a charge, though you may only move up to your speed on the charge.
The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a
maximum effective druid level equal to your character level. If you have more than one animal companion or familiar,
choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit,
you may apply this feat to the replacement creature.
When delivering a touch spell for your master, the critical threat range of your touch attack is doubled. This feat does not
stack with Improved Critical or other effects that increase critical threat range.
Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that
slot.
Whenever your master targets you with a harmless spell or spell-like ability, your master's effective caster level for the
effect is increased by 1.
You can transfer a prepared spell to your familiar, allowing the familiar to cast that spell at a later time. Variables that rely
on caster level function according to your caster level, not your familiar's Hit Dice, though your familiar's Intelligence may
influence how precisely it can follow your instructions on how to use these spells. Your familiar must be able to speak to
cast spells with a verbal component (the ability to speak with its master or creatures of its kind is insufficient). Your
familiar must be carrying any material or focus components necessary, unless the materials cost less than 1 gp and the
spell is prepared with Eschew Materials. Attack rolls use your familiar's ability scores. A familiar spell counts against the
number of spells you may prepare for as long as your familiar retains the spell. Once your familiar casts a retained spell,
you can prepare a new spell in that slot the next time you prepare spells. A familiar spell uses up a spell slot 3 levels
higher than the spell's actual level. Your familiar can store a number of spell levels (including this modifier) equal to your
caster level, but no spell's adjusted level can exceed half your caster level.
You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill
for you.
You can attack from nooks and crannies, even while using Escape Artist to squeeze through or into a narrow space less
than half as wide as your normal space, and you do not lose your Dexterity bonus to AC while using Escape Artist to
squeeze through or into a narrow space. You still take a -4 penalty to AC while using Escape Artist in this way.
Your master gains a +2 bonus on Handle Animal checks with animals of your kind. In addition, once per day you can use
animal messenger, animal trance, or charm animal as a spell-like ability, using your master's caster level but your own
Charisma modifier. These abilities affect only animals of your kind, and you gain only one use of this ability per day (not
one of each ability); however, you can gain one additional use of any one of these three abilities by having your master
sacrifice a prepared spell or spell slot of the same level or higher as a standard action.
You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as
wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.
Whenever your master targets you with a harmless spell with a target of "you," the spell's duration is doubled as if
modified by the Extend Spell metamagic feat. This does not affect spells with a duration of concentration, instantaneous,
or permanent, or spells already modified by Extend Spell.
Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when
you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration
checks caused by your motion.
You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a
normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.
You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a
+4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the
unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if
you are wounded or have taken any nonlethal damage or ability score damage.
The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to -1,
and you can spend a move action instead of a standard action to use this ability. Once per round while using Archon
Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an
adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack hits you.
Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the
diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed.
You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it
makes its attack roll.
You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single
opponent, and you can spend a swift action instead of a move action to use this ability. Whenever you take damage from
using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an
attack of opportunity against the diverted opponent.
While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are
currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack
(as long as that attack comes before the beginning of your next turn), but causes you to take a -2 penalty to AC against
that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only
applies against attacks made by the opponent that you designated upon first using this ability.
When you confirm a critical hit with a slashing or bludgeoning weapon, you may cast dismissal or banishment on that
target as an immediate action, and the target takes a -4 penalty on its Will save to resist the spell's effect. You must have
dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.
Whenever an enemy unsuccessfully attempts to counter or dispel your daylight spell-like ability, it must succeed at a
Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for 1 round as its
mind is overwhelmed with celestial light. This is a supernatural mind-affecting effect.
A consecrated spell is treated as a maximized spell against evil creatures and creatures with the evil subtype. Against all
other creatures, this feat does not modify the spell in any way (for example, a consecrated fireball acts as a normal
fireball against neutral or good creatures). This feat does not stack with Maximize Spell. A consecrated spell uses up a
spell slot two levels higher than the spell's actual level.
Whenever you cast your daylight spell-like ability, you do so as if your caster level were one higher. Whenever an enemy
successfully counters or dispels your daylight spell-like ability, you and any allies within a 20-foot radius gain darkvision
60 feet for a number of rounds equal to your character level. This is a supernatural effect.
Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on
Diplomacy checks made to influence creatures of the selected subtype.
Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or
sunlight powerlessness universal monster rules) with a melee weapon you've imbued with your Arcane Strike feat, you
deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a
Fortitude saving throw (DC 10 + your character level + your Strength modifier) or become staggered for 1 round.
Whenever you are adjacent to a good outsider that takes bleed or blood drain damage, you gain 1 temporary hit point as
you bathe in the celestial being's gore. Furthermore, as a full-round action, you can feast on the fallen body of a good
outsider that has been dead no longer than 24 hours. When you do, you regain 1 temporary hit point per Hit Die the
outsider possessed at a rate of 1 hit point per minute. Temporary hit points gained from this feat last 1d4 hours.
Whenever you successfully demoralize an outsider of the evil subtype with an Intimidate check, it becomes sickened for
1 round in addition to being affected by the normal effects of being demoralized. If you beat the DC by 5 or more, the
creature is nauseated for 1 round instead.
As long your banner is clearly visible, all enemies within 60 feet take a -2 penalty on saving throws against fear. This
penalty does not stack with other effects that provide enemies with penalties on saving throws against fear.
When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you
temporarily blind your opponent for 1 round. A successful Fortitude save (DC 10 + the amount of sneak attack damage
dealt) negates this effect.
You can use darkness three times per day as a spell-like ability.
You gain a +5 racial bonus on Disguise checks when attempting to impersonate a particular race. You must select the
race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have
chosen. That race must be Medium size.
Choose one of the following energy types that you have resistance to: cold, electricity, or fire. Anytime you make a
Reflex saving throw against an attack that deals the selected type of energy damage and is subject to your evasion
class feature, you gain a +4 competence bonus on the save.
While raging, you gain a +4 competence bonus on saving throws made against spells and effects with the good
descriptor.
You gain a +2 bonus to your effective caster level when using your darkness spell-like ability. In addition, whenever you
cast a spell with the evil descriptor that targets another creature, you can spend a swift action to apply the effects of your
darkness spell-like ability to the spell cast, with the darkness effect centered on the spell's target. Using the darkness
spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it
remain for that day.
If you are a sorcerer and possess the Rakshasa bloodline (Pathfinder RPG Ultimate Magic 68) or Shadow bloodline
(Pathfinder RPG Advanced Player's Guide 140), treat your Charisma score as 2 points higher for all sorcerer class
abilities.
While raging, you gain spell resistance equal to 10 + your class level against spells with the good descriptor.
You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.
Anytime you can make a Sense Motive check to get a hunch or detect whether someone is trustworthy or not, you can
choose to instead make an Intimidate check at a -2 penalty. This ability only works on creatures of the humanoid type.
When you regain hit points by resting, you heal double the normal amount of damage. This feat does not stack with
items or effects that also affect the amount of damage you recover from while resting. This feat only functions with a full
night's rest; complete bed rest is not affected by this feat.
When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a -1 penalty to
your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll
made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
When you present to a vampire a holy symbol or other object it is averse to, the DC for the creature to overcome such
an aversion increases by 2.
When using bardic performance, you may choose to play, recite, or sing a religious song or piece of scripture of your
faith. Each round of bardic performance you spend in this way, you count as presenting a holy symbol, chanting prayers,
or ringing a hand bell for the purpose of keeping vampires at bay.
You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal
undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead,
such as that from channeled energy and lay on hands.
Any round in which you use your holy symbol as a divine focus for the casting of a spell or to channel positive energy,
you count as presenting a holy symbol, chanting prayers, or ringing a hand bell for the purpose of keeping vampires at
bay.
You add your bravery bonus on Will saves against mind-affecting spells and effects from vampires. This does not stack
with the normal bravery bonus on saves against fear effects.
You gain a +2 bonus on saves made to resist aversions to objects, sounds, and materials appropriate to your vampire
type (such as garlic, holy symbols, and mirrors for a moroi). When confronted with such things, you may immediately
make a saving throw instead of after 1 round.
You can go without feeding for a number of days equal to twice your Hit Dice before having to make hunger saves.
When you use your blood drain ability, you gain twice the normal amount of temporary hit points for each feeding.
Your animal companion or familiar's type changes to "undead." The creature gains your vampire or dhampir weaknesses
and fast healing 5. If you are a vampire, the creature also gains the following abilities, depending on what type of
vampire you are. Jiang-Shi: If the creature is adjacent to you or you are sharing a square, it gains the benefit of your
prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed
unless measures are taken that would destroy a jiang-shi. Moroi: If the creature is adjacent to or in your square when
you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced
to 0 hit points, it is forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot
fit within it). Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with
you and follows you; its transformation ends when yours does. The creature can climb as if using spider climb, even if its
anatomy is not suitable for climbing (such as a horse). Vetala: The creature may use malevolence and possession as if it
were a vetala, but by touch and only affecting creatures or corpses that are the same type of creature as the animal
companion or familiar (such as bear, horse, or snake). If reduced to 0 hit points in combat, the creature is helpless and
its fast healing ceases to function for 1 hour (additional damage or desecration has no effect); after 1 hour it regains 1 hit
point and is no longer helpless, and its fast healing resumes. It can be permanently destroyed as if it were a vetala.
You gain the ability to create a different type of prayer scroll. You may create a prayer scroll with this ability by using any
strip of parchment and a writing instrument, but doing so requires 10 minutes of uninterrupted work. Swapping your
current prayer scroll for a different prepared one is a standard action. When wearing a different prayer scroll, you gain its
special abilities, but lose your normal prayer scroll's immunity to spell completion and spell trigger magic items. Your
prayer scrolls can be used only by you, and have no effect when used by other jiang-shis. When you choose this feat,
select one of the following prayer scroll types. Embalmed Form: This prayer scroll alters your physical form to how you
looked 1 day before your death. Treat this as an alter self spell that affects you regardless of your original or current
type; your caster level is equal to your Hit Dice. Your speed increases by 10 feet, but you lose your immunity to trip
attacks and your ability to move through difficult terrain unhindered. These effects persist indefinitely as long as you wear
the prayer scroll, but end immediately if you use a different prayer scroll or 24 hours after you remove this prayer scroll.
Enduring Dust: If you crumble into dust from hit point damage, you reform after 1 round instead of 1 minute. Scattering
your dust does not prevent you from reforming as long none of your dust is more than 30 feet from any other part of your
dust. Storing a portion of your dust in an air-tight container prevents you from reforming. If you are unable to reform after
1 minute, you are destroyed. Positive Energy Immunity: You become immune to positive channeled energy used to harm
undead. This does not protect you against positive energy from other sources such as cure spells or lay on hands. Spell
Immunity: The prayer scroll grants you immunity to a spell, as if you were using spell immunity. You decide which spell
when you create the prayer scroll, and can choose a different spell each time you create a new spell immunity prayer
scroll. If you have 15 or more Hit Dice, this functions as greater spell immunity. Creating this type of prayer scroll costs
100 gp x the spell level of the spell keyed to the scroll.
As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent's eyes,
dazzling your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 +
1/2 your character level + your Dex modifier) to resist the effect. This is a sight-dependent effect, and does not work on
creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a
weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of bright light to
use this feat.
You must choose to use this ability before making an attack roll with your Stunning Fist, and this effect replaces other
effects or conditions that would be caused by Stunning Fist. If you successfully hit your opponent and it fails its Fortitude
save, it becomes confused for 1 round. Additional disorienting blows to the confused target add to the duration of its
confusion. This feat is otherwise subject to all of the limits and conditions of Stunning Fist.
When using the Ki Throw feat, you can expend 1 ki point to amplify the force of your attack. If your ki throw succeeds,
when the target hits the ground, it takes damage as if you had hit it with an unarmed strike.
While using flurry of blows to make melee attacks, you can forgo your first attack to make a Bluff check to feint.
Whenever an enemy deals damage to you with a melee weapon as part of a flanking attack or sneak attack, you can
make a combat maneuver check to disarm against that opponent as an immediate action. You must have at least one
hand free when you use this feat. When you use this feat, you take a -4 penalty to your AC until your next turn. You can
only use this feat once per round.
While using Feinting Flurry, if you successfully feint, your opponent is denied its Dexterity bonus to AC until the end of
your turn.
After successfully using your quivering palm attack on a creature, you can produce one of the following effects instead of
killing the creature, as long as you do so within a number of days equal to your monk level. Coma: The subject falls
unconscious and is helpless for a number of days equal to your monk level. Memory Loss: The subject falls unconscious
for 24 hours and awakens with huge gaps in its memory. The target's memories of the recent past (a number of
consecutive days equal to your monk level) are completely obliterated, and can only be restored by a wish or miracle
spell. Pain: The subject takes 1d6 points of nonlethal damage per monk level you possess. You must choose the desired
effect before the quivering palm's attack roll is made. Unless the target succeeds at its Fortitude save against your
quivering palm attack, it succumbs to the desired effect when you will it (a free action). This feat is otherwise subject to
all of the limits and conditions of quivering palm.
You must declare that you are using this feat before you make a combat maneuver check to maintain a grapple (thus a
failed check to maintain the grapple ruins the attempt). If you maintain a grapple for a number of consecutive rounds
equal to your opponent's Constitution bonus (minimum 1 round), you can attempt to knock out your opponent. The victim
must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Str modifier) or else it falls unconscious for
1d4 rounds. Each successive round you attempt this, the target takes a cumulative -1 penalty on its saving throw. When
you use this feat, you take an additional -2 penalty to your AC. Creatures that are immune to bleed damage, stunning, or
critical hits are immune to this ability.
Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you
bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style (see Pathfinder RPG
Ultimate Combat).
When you target a magic trap with dispel magic or greater dispel magic, if your caster level check exceeds the Disable
Device DC of the trap, the trap is disabled for 1d4 minutes.
Once per day, you may reroll either a Disable Device or Sleight of Hand check. You must decide to use this ability after
the first attempt but before the results are revealed by the GM. You must take the second roll, even if it's worse.
When making a reposition combat maneuver (Pathfinder RPG Advanced Player's Guide 322), you can move an enemy
into a trap or other hazardous area, such as a pit, wall scythe, or blade barrier. When you do so, the moved enemy is
treated as though it had activated the trap or triggered the hazard, and it takes a -2 penalty to AC and on saving throws
to mitigate the trap or hazard's effects.
This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they weren't
mindless, but has no effect on other creature types. A coaxing spell uses a spell slot 2 levels higher than the spell's
actual level.
You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if
you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of
perception, such as scent, vision, or tremorsense.
You gain a +2 bonus on checks made to identify the properties of magic items. In addition, you need only exceed the DC
of these checks by 5 in order to determine whether or not an item is cursed.
As long as you are wearing a valuable nonmagical item in a magic item slot, you gain a +1 bonus on skill checks with a
corresponding skill. Bonuses from wearing items in multiple slots that affect the same skill do not stack. Each item must
be worth at least 5% of your character wealth by level (see Table 12-4 on page 399 of the Pathfinder RPG Core
Rulebook). For example, a 6th-level PC gains a +1 bonus on Bluff checks while wearing a gem-studded tiara (which fills
the headband slot) worth at least 800 gp. When she reaches 7th level, she must wear an accessory in the appropriate
slot worth at least 1,175 gp in order to continue gaining this bonus. Item Slot Skill Bonus Belt, chest, shoulders +1
Intimidate Body, feet, neck +1 Diplomacy Eyes, hands, headband +1 Bluff Head, ring, wrists +1 Perform (any)
You gain three benefits upon taking this feat. First, you treat torches as simple weapons. Second, the radius of normal
and increased illumination shed by any torch or mundane light source you carry increases by 10 feet. Finally, once per
day you may reroll a single saving throw to resist any effect that would otherwise extinguish your light source, such as
having water thrown at you, being targeted by a quench spell, and so on.
Whenever you use the Arcane Shield feat, you also gain a +1 insight bonus to your Armor Class for 1 round.
If an opponent has damaged you within the past minute, you may study that opponent as a standard action. Thereafter,
if you hit that creature with a melee attack, the target takes 1 point of bleed damage each round at the start of its turn.
The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed
damage does not stack. Bleed damage bypasses any damage reduction the creature might possess.
When you hit an opponent with a melee or ranged attack, you may choose to deal average damage (rounded down), as
if you had rolled exactly the average amount on the damage die or dice. You add your damage bonuses and penalties
as normal.
When you succeed at a trip combat maneuver, you may automatically make a drag combat maneuver against your
tripped target as a swift action. Your base attack bonus for the drag check is the same as the base attack bonus you
used for the trip check. The drag attempt provokes attacks of opportunity as normal.
When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your
armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus.
If you use the Stand Still feat to prevent an opponent from moving, you may make a disarm or trip combat maneuver
against the target as an immediate action.
You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point
of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.
You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at
to identify an opponent's spell is equal to 20 + the spell level of the opponent's spell (instead of 15 + the spell level), but
you are able to cast as your counterspell any spell from the same school of the foe's spell (instead of the same spell).
The level of the spell used to counterspell must be of a level equal to or higher than your foe's spell.
Whenever you score a critical hit against an opponent, the target is so maimed that it takes 2 points of Charisma
damage and becomes staggered for 1 round.
Upon reducing an enemy to 0 or fewer hit points, for the remaining duration of the combat encounter, you gain a +4
bonus on any Intimidate checks made to demoralize opponents who can see both you and the opponent you reduced to
0 or fewer hit points. This bonus does not stack.
Whenever a creature attempts to poison you with a poison you have previously used or undergone the effects of, you
have a 20% chance of naturally rejecting the poison's effects on you, negating its effects and wasting its use.
You are able to use the light around you to move back and forth from shadow to light again, and your sudden shifting
dazzles your enemies' eyes. By spending a number of feet (in 10-foot increments) when you use this feat to move from
one square to another and back again, you gain a Dodge bonus to your AC. This bonus is equal to +1 for every 10 feet
you spend moving like this. You do not provoke an attack of opportunity while using this ability. Enemies who do not use
sight in order to pinpoint your location or who are otherwise able to locate you more precisely (such as creatures that
possess blindsight, tremorsense, or true seeing) ignore this AC bonus. Likewise, this feat is ineffective in areas of
darkness or bright light, where one cannot readily shift between light and shadow.
When you bull rush a creature and your check exceeds the target's CMD by 5 or more, you can choose to move through
that creature instead of pushing it back a number of feet, effectively trampling the creature and dealing it a number of
points of damage equal to your Strength modifier.
Whenever you make a bull rush attack and your check exceeds the target's CMD by 5 or more, you can choose to
expend one of the increments of 5 feet you would normally move the target back to instead attempt to trip the target as a
part of your bull rush action. This does not provoke an attack of opportunity.
When you damage a creature by channeling negative energy, you fill it with fear. A creature that is affected by your
channel negative energy ability and fails its Will save to halve the damage also becomes shaken for a number of rounds
equal to the number of dice used to calculate the damage caused by the channel energy ability (so if you deal 1d6 points
of damage, the condition lasts 1 round; if 2d6 points of damage, then 2 rounds, and so on).
Whenever you threaten a creature with a critical hit with a piercing or slashing weapon (regardless of whether you
confirm the critical hit or not), you cause that creature to bleed, making it take 1 point of bleed damage at the beginning
of each round thereafter.
You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long
as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC-if you wield the
sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inf licts slashing damage,
you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.
You are automatically acclimated at high altitudes (Pathfinder RPG Core Rulebook 430). In addition, you gain a +2
competence bonus on all Survival checks made at altitudes of 5,000 feet or higher.
You improve your affinity with birds of prey, such as eagles, falcons, hawks, and owls. You gain a +2 bonus on Animal
Handling checks made to train or control birds of prey. In addition, if you have a bird of prey as an animal companion,
your animal companion gains one of the following bonuses chosen at the time this animal companion is gained: a +1
dodge bonus to AC, a +1 morale bonus on all attack rolls, or a +2 morale bonus on all Will saves.
You deal +2 damage with weapon attacks made against any target you have witnessed casting an arcane spell (not
using a spell-like ability) in the last 5 rounds. You must have successfully identified the spell with a Spellcraft check to
know without a doubt that the spell is arcane.
You gain a +2 bonus on all Bluff checks made to fool someone or pass secret messages (but not to feint in combat), and
a +2 bonus on all Will saves against attempts to scry upon you or read your mind.
You cast spells from scrolls at +1 caster level higher than the scroll's caster level. This benefit extends to scrolls that you
have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level
than your own.
Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would
(round all fractions up). It only takes you 10 minutes per spell level to scribe a spell into your spellbook (5 minutes for
cantrips).
You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale
bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against
creatures with the demon subtype you recognize as demons.
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee
attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that
require such a weapon (such as a duelist's precise strike ability). The scimitar must be for a creature of your size. You
cannot use this feat if you are carrying a weapon or shield in your off hand.
You treat extreme heat conditions (Pathfinder RPG Core Rulebook 444) as severe heat, and severe heat as very hot
conditions. You are not impacted at all by very hot conditions. In addition, you gain a +4 bonus on all Constitution checks
made to resist the effects of starvation or thirst.
When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale
bonus on melee attack and damage rolls.
Once per day as a standard action, you can open an incandescent third eye upon your forehead. The eye can remain
open for 1 minute, during which time you cast all divination spells at +1 caster level (as long as you begin casting the
spell before the eye closes), gain darkvision 60 feet, and can use detect magic (as the spell of the same name). You
gain a +8 bonus on Perception checks to notice invisible creatures while the eye is open as well.
Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing,
you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects.
Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons
without significant discomfort).
As long as you hold your clan, house, or party's f lag (see page 293), members of that allegiance within 30 feet who can
see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws
against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken
by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1
hour (or until you reclaim the lost flag).
You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you
(either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack
rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1
round.
Upon taking this feat, choose a focus item for your divination magic-a crystal ball, runes, a Harrow deck, or some such
item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell's material
component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell
using your focus item and the spell's normal material component (regardless of that component's cost), you cast the
spell at +1 caster level.
You gain a +2 morale bonus on saving throws made against mind-affecting effects and on all Escape Artist or grapple
checks made to escape a grapple or to escape from bonds.
Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to
1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants.
In addition, whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or
plant growth), you cast the spell at +1 caster level.
Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal
whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed
strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1
round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do
not increase the duration of the sickened or staggered condition.
Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for
that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic
performance to another as a swift action when you cast a spell while maintaining a bardic performance.
You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a
Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the
card's suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative
check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you
make the roll, but you must do so before you know whether the roll was a success or not.
Though you may not know it, the blood of greatness flows in your veins. Pick two skills that share the same associated
ability score. Those skills are always considered class skills for you. It's possible that Hermean agents may come looking
for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance, as determined by the GM's
whim.
You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative
levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inf lict spells heals you
as if you were an undead creature, but you also take damage from cure spells.
You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class
skill for you. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble
family. Work with your GM to ensure that your choice is appropriate. Scion of the Arts: You gain a +1 bonus on all
Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that
ability for an additional 3 rounds per day. Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have
at least 1 rank. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial,
Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you
make. You must spend the free action to gain this bonus before you make the check. Scion of Peace: Whenever you
take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. Scion of War: You use your
Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light
crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm).
Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow
or light crossbow, you may fire that weapon as many times in a fullattack action as you could attack if you were using a
bow.
You treat extreme cold conditions (Pathfinder RPG Core Rulebook 442) as severe cold, and severe cold as cold weather
conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by
frostbite or hypothermia.
Pick any two Knowledge skills. You gain a +2 bonus on these two skills. If you have 10 or more ranks in one of these
Knowledge skills, the bonus increases to +4 for that skill.
You gain a +4 bonus on Bluff checks made to pass secret messages. In addition, you are adept at hiding the somatic
components of spellcasting. If you cast a spell that has only somatic components, an observer must make a Perception
check opposed by your Sleight of Hand check to notice your spellcasting. Spellcraft checks made to identify any spell
you cast that has somatic components take a -2 penalty.
Add the following spells to your druid spell list. 0-disrupt undead, ray of frost; 1st-ghost sound, touch of fatigue; 2nd-chill
touch, spectral hand; 3rd-ghoul touch, invisibility; 4th-displacement, ray of exhaustion; 5th-animate dead, phantasmal
killer; 6th-nightmare, waves of fatigue; 7th-circle of death, shadow walk; 8th-mass invisibility, waves of exhaustion; 9th-
horrid wilting, weird. Remove all spells with the fire descriptor from all your spell lists (not just your druid spell list). You
cannot cast any spells with the fire descriptor, nor activate them off scrolls, wands, or any other magic devices. In
addition, you may not use wild shape to take the form of any creature with the fire subtype.
Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also
gain a +3 bonus on Sense Motive checks made to resist a foe's Bluff checks to feint in combat.
You gain a +1 bonus on all saving throws against fear effects. If you successfully save against any fear effect, you are
immune to further fear effects from that source for 24 hours.
You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter
(not by half ) and you only take a -2 penalty on Perception checks. You are treated as if you were one size category
larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2
bonus on all saving throws against electrical effects.
You gain a +5 bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical
hit or sneak attack, you can spend an immediate action to negate the critical or the sneak attack damage, making the
attack a normal hit.
When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 bonus on
Acrobatics checks.
The benefit granted by this feat depends on which Shoanti tribe you belong to: Lyrune-Quah (Moon Clan): You gain a +1
bonus on Will saves and a +2 bonus on Perception checks. Shadde-Quah (Axe Clan): If you have the rage ability, you
can rage for 3 additional rounds per day. You also gain a +2 bonus on Intimidate checks. Shriikirri-Quah (Hawk Clan):
You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks. Shundar-Quah (Spire Clan): You gain a +1
bonus on Fortitude saves and a +2 bonus on Perception checks. Sklar-Quah (Sun Clan): You gain a +1 bonus on Ref
lex saves and a +2 bonus on Acrobatics checks. Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage
against undead and a +2 bonus on Heal checks. Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet.
You also gain a +2 bonus on Acrobatics checks.
Select a school of magic (other than divination) in which you have Spell Focus-you cast spells from this school at +1
caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spelllike ability gained
(and its Varisian name) are as follows: Abjuration (avidais): resistance Conjuration (idolis): acid splash Enchantment
(carnasia): daze Evocation (ragario): dancing lights Illusion (vangloris): ghost sound Necromancy (voratalo): touch of
fatigue Transmutation (avaria): mage hand
When using a spell trigger item, you can move both before and after triggering the item, as long as the total distance
moved is not greater than your speed. Choose one creature potentially affected by your spell trigger item. Your
movement does not provoke attacks of opportunity from that creature only. You must move at least 5 feet before and
after using your spell trigger item to utilize this feat.
You can move up to half your speed instead of taking a 5-foot step when taking a full-round action to perform a coup de
grace. Performing a coup de grace does not provoke attacks of opportunity. You can use this feat only when wielding a
light or onehanded weapon.
When you make a successful disarm or trip maneuver using the Serpent Lash feat, you can make your additional disarm
or trip attempt against any target within your whip's reach. With a reposition maneuver, you can move the target creature
to any point within your whip's reach.
As a standard action, you can make a disarm or trip maneuver with your whip. If it succeeds, you can make an additional
disarm or trip maneuver with the same bonus against a target adjacent to the first and also within your whip's reach. In
addition, you can use your whip to perform reposition maneuvers, though you take a -4 penalty on your CMB and you
may only move the target toward you from its original position. This feat originally appeared in Pathfinder Campaign
Setting: Osirion, Land of the Pharaohs.
You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a
creature's reach, provided the creature is of a larger size category than you and provided at least one other ally with
Circling Offense is within the creature's reach. If a creature that you're receiving this dodge bonus against attacks you
and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.
If you damage a foe that is of a larger size category than you with a weapon that does piercing or slashing damage, you
can attempt to damage the creature's feet in a way that impedes its movement. Attacking a foe in this way is a standard
action-you cannot use Footslasher as part of a full-attack action. When you use Footslasher, you take a -2 penalty on
your attack roll, but if you hit and deal at least 1 point of damage to the target, it is affected as if by caltrops-its speed is
reduced by half. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check or
receives at least 1 point of magical healing. Footslasher does not stack with itself-once a foe has been wounded by this
attack, its speed cannot be further reduced by additional attacks (or by damage from caltrops).
If you attempt to trip a foe that is larger than you, you gain a +1 bonus on your CMB check to trip the foe as long as an
ally with Topple Foe is flanking the foe with you. If multiple allies with Topple Foe are flanking the foe with you, you gain
an additional +2 bonus on your CMD check for each additional ally that's flanking the target. The bonuses granted by
this feat stack with those granted by Improved Trip and Greater Trip. Each time you attempt to trip the same foe in
consecutive rounds, the bonus granted to your trip attempt increases by +1 per ally, to a maximum bonus of +4 per
flanking ally on the 4th round of consecutive trip attempts.
You gain a +2 racial bonus on saving throws against mind-affecting effects, and a +2 racial bonus on Perception checks.
When you drink a tankard of ale or strong alcohol, you take a -2 penalty on Reflex saving throws, but gain a number of
temporary hit points equal to your level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These
bonuses lasts an hour or until the temporary hit points gained by this effect are spent, whichever occurs first. The
penalties last for a full hour.
When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical
hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals
normal damage, and the next ally automatically confirms the hit as a critical.
Whenever you cast augury or divination, you receive further guidance by your deity's agents. You gain a +1 sacred
bonus on all saving throws for 10 minutes per your caster level in the class you used to cast the augury or divination
spell.
You can spend a move action to steady your shot. When you do, you gain a +4 bonus on the next ranged attack roll you
make before the end of your turn.
Creatures you summon with summon nature's ally can move through any sort of undergrowth (such as natural thorns,
briars, and similar terrain) at their normal speeds without taking damage or suffering other impairment. Thorns, briars,
and undergrowth areas that have been magically manipulated to impede motion, however, still affect the summoned
creatures.
When you charge an undead creature or an evil outsider, you do not take the -2 penalty for charging.
When you choose the target of your smite evil ability, you also choose one creature other than you within line of sight.
While your smite is in effect, the additional creature you chose gains a deflection bonus to AC equal to your Charisma
modifier against attacks made by the target of the smite. This bonus ends when the smite ends. You do not gain the
deflection bonus to AC typical for the smite evil class feature.
When you heal a creature by channeling positive energy, you also relieve its fear. If a creature you heal is shaken, that
condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes
frightened instead.
When you cast a divine spell with the fire descriptor, choose a single ally within 30 feet that you can see. That ally heals
half your level in hit points, and gains a +1 morale bonus on attack rolls until the end of its next turn.
Each time you hit a creature with a two-handed reach weapon that you have Weapon Focus in, the creature is dazzled
for 1 round.
While within a primarily underground or mountainous environment, you gain a +2 bonus on Perception checks. If you
have 10 or more ranks in Knowledge (dungeoneering), the bonus increases to +4.
You gain a +4 insight bonus on combat maneuvers against opponents that are located in rocky, difficult terrain.
If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to
any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural
attack does not provoke an attack of opportunity itself and deals base damage appropriate for a creature of your current
size (usually 1d4 for Small creatures). If grappled or pinned, you can continue to make this additional bite attack each
round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt
with your bite that round.
When using bardic performance to inspire courage in allies, you can choose to sing in Goblin-allies who do not speak
Goblin gain no benefits from this performance. Allied goblins who hear your battle songs become more energetic and
brave, and thus add the bonus granted by your inspire courage ability to all saving throws as a morale bonus.
You gain a +2 morale bonus on all attack and damage rolls made against dogs and horses (including doglike and horse-
like targets such a nightmares or worgs). Additionally, you gain a +2 bonus on rolls to confirm critical hits against these
foes.
During any round in which you gain the benefit of cover or concealment against at least one opponent, and you are not
threatened by any opponent, you can bark orders and encouragement to your allies as a standard action. Doing so
grants all allies within 30 feet a +1 bonus on all weapon damage rolls for 1 round.
If someone reads or writes in your presence (including casting spells like glyph of warding or symbol) you can, as an
immediate action, choose to activate your rage class ability for 1 round. This round of rage does not count toward the
total number of rounds which you can rage each day, but if you wish to continue your rage beyond that single round you
must expend rounds from your daily rage allotment as normal. Once you use this feat you must wait at least 1 minute
after you cease raging before you can use it again.
If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off
in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the
attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead
convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have
taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a
direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance
equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the
movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement
provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of
opportunity from the creature that struck you in the first place. You are staggered for 1 round after you attempt to use this
feat, whether or not you succeed.
You can choose to take a -1 penalty on all attack rolls and combat maneuver checks to grant your mount a +1 bonus on
all attack rolls and damage rolls made with natural weapons. These effects affect you and your mount for 1 round. When
your base attack bonus reaches +4, and every 4 points thereafter, this penalty increases by -1 and the bonus to your
mount's attack and damage increases by +1 to a maximum of +5. You must choose to use this feat before making an
attack roll.
As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could
include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks
like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your
unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on
Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This
penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.
You treat unattended objects as if they were vulnerable to your sneak attack, but you only deal half as much damage as
you would against an actual creature. For instance, if you rolled 12 extra damage from the sneak attack you would deal
an extra 6 damage to the object. This only applies when attacking unattended objects.
You can load a sling or one end of a double sling with one hand as a swift action or move action. This does not provoke
an attack of opportunity.
You can load a sling or double sling as a free action. This does not provoke attacks of opportunity. This feat allows you to
fire your sling as many times in a fullattack action as you could attack if you were using a bow.
Your attacks with all kinds of slings add a +1 bonus on damage rolls for every size category your opponent is larger than
you. For example, if you are Small and your opponent Large (a difference of two sizes), you gain a +2 damage bonus.
This is considered precision damage and is not multiplied on a critical hit.
When wielding a sling, double sling, or halfling sling staff, you threaten areas around you as normal and can make
attacks of opportunity with the sling into these threatened areas. The sling deals 1d4 nonlethal bludgeoning damage
(1d6 for a Medium wielder), threatens a critical hit on a 20, and deals x2 damage on a critical hit. If the sling isn't loaded
with ammunition when you make an attack of opportunity, you take a -4 penalty on the attack roll.
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging
ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself
(you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).
Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less
powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging,
your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the
rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a
rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a
barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker
rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use
this feat if the fallen ally had at least as many Hit Dice as you.
When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your
turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally
are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide
to maintain the grapple.
When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the
object to gain the broken condition, you heal 1 hit point.
When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal
to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this
damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution
bonus, but cannot reduce the damage taken below 1 hit point.
When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal
to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this
damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution
bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution
score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit
points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at
-14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once
per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.
When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a
melee weapon, spell, or ranged weapon), you regain 1 round of rage.
Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free
action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to
Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a
raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain
your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued.
When you are raging and your attack brings an enemy to negative hit points or kills them, you regain 1 round of rage.
You may only use this feat if the fallen enemy had at least as many Hit Dice as you.
Feats and abilities that allow an ally to rage or enhance a rage if adjacent to you (such as Amplified Rage and
Sympathetic Rage) persist as long as your ally is within 30 feet of you and can see you. The conditions to activate the
rage effect remain unchanged. For example, an ally with Sympathetic Rage must be adjacent to you to enter his own
rage, but once his rage begins, he can continue raging as long as he can see you and you are within 30 feet.
You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the
cleric's channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level -3.
Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.
When you are in conditions of severe cold (below 0° F), you gain a +2 bonus on initiative checks and a +1 bonus
on attack rolls. In addition, you gain the same bonuses for 1 round after any round in which you take cold damage.
You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to.
Bearpelt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks. Greattusk: You gain a +2 bonus
on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks. Ice Chasm: You
gain a +1 bonus on Reflex saves and a +2 bonus on Climb checks. Night Hunt: You gain a +2 bonus on Perception and
Survival checks. Raptorscale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.
Slothjaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle Animal checks.
You gain a +2 bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of witches
and hags. In addition, whenever you score a critical hit against such a creature, any allies under the effects of a mind-
affecting effect from that creature may attempt a new save against the effect as an immediate action.
You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the
Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal
damage. A card is destroyed when thrown in this way. Harrow cards are treated as masterwork weapons when thrown
using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling
device after even a single card is thrown. A spellcaster with this feat can enhance a deck of cards as though it were a
ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and
has no affect on any other way the cards might be used. Only a character who possesses this feat can make use of an
enhanced deck of cards, and must still use the Arcane Strike feat to activate the cards' enhancement. You have
mastered the ancient Shoanti Thunder and Fang fighting style, allowing you to fight with increased effectiveness when
wielding an earth breaker and klar. Prerequisites: Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon
Focus (klar) You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one
hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it
to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.
You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a
klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack.
Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.
When in combat with an opponent that you know owns or trades in slaves, once per round you may add a bonus to
damage rolls for a melee attack, ranged attack, or targeted spell against that opponent. This bonus damage is +1 for
every four Hit Dice you have.
Your attacks count as good-aligned for the purposes of bypassing the damage reduction of devils.
Choose one branch of the Eagle Knights you hope to join. You gain a specific benefit based on this choice. Golden
Legion: Each round as a move action, you may issue commands to all allies within 30 feet who can see and hear you.
Each affected ally that obeys your orders gains a +1 bonus on attack rolls, Armor Class, and saving throws during that
round. Steel Falcons: You deal +1 damage with weapon attacks directed at any creature against which you have
concealment. If you have total concealment against the creature, this bonus increases to +2. Twilight Talons: During the
surprise round, the threat range of your weapons doubles for any attack made against unaware targets. This does not
stack with any other effect that expands the threat range of a weapon.
When you cast a healing spell on an unharmed creature, it briefly manifests as a pair of wings made of golden light. The
spell's duration becomes "1 hour or until discharged." For the next hour, the spell remains on the target, triggering
automatically as a swift action if the creature takes damage or experiences an effect that the spell could cure, mitigate,
or remove (which causes the wings of light to appear briefly). For example, if you cast lesser restoration on an ally who
had no ability damage, the spell would trigger immediately if the target became fatigued, exhausted, or took ability
damage, but not if the target suffered ability drain, energy drain, or hit point damage (none of which are affected by
lesser restoration).
You gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans, and a +1
bonus on weapon attack and damage rolls against humans. If you have a favored enemy bonus against humans, this
feat does not stack with that bonus.
You gain +2 bonus on saving throws against effects that affect your composure. This includes all mindaffecting spells, as
well as any spell or ability that would cause you to behave in an out-of-control manner, such as fear effects and nausea.
This does not include physical effects such as fatigue, and does not reduce any damage taken from concurrent effects.
Once per day, you may reroll a save or skill check if failure has a chance of killing you (whether from hit point damage,
ability damage, or some instant effect). You must decide to use this ability before the results are revealed. You must take
the second roll, even if it is worse.
You can break a magic item down into component pieces. These pieces are nonmagical and may have little
resemblance to the original item other than being of the same material (a magical sword may be three recognizable
metal pieces or simply a collection of metal scraps). Disassembling a magic item takes 1 hour per 1,000 gp of the item's
price and requires you to concentrate as if crafting an item. You can only use this feat on items your item creation feat
would let you craft (for example, if you have Craft Wondrous Item, you can disassemble wondrous items but not magic
weapons or armor). You may reassemble a dismantled item as long as all the pieces are present; this takes the same
amount of time as taking it apart did. There is a 10% chance the reconstruction fails and the item is permanently
destroyed.
You gain a +5 bonus on Use Magic Device checks to use divine spell-trigger or spell completion items or to emulate a
divine class feature.
While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-
foot step while crawling. This benefit does not stack with the rogue crawl talent.
Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may
make an Intimidate check to demoralize the opponent as an immediate action. This action counts as an attack of
opportunity.
When any of your bardic performance abilities grant your allies a bonus, that bonus increases by +1. This bonus stacks
with the bonus from the Master Performer feat.
You learn how to channel your ki in a new ability. Choose one of the following ki powers: Bone Crusher: When you
succeed at a trip or disarm combat maneuver, you may spend 1 point from your ki pool as a swift action to deal damage
to your opponent as if you had hit them with an unarmed strike. Dim Mak: You may spend 1 point from your ki pool as a
swift action to execute your next Stunning Fist attack as a melee touch attack rather than a normal melee attack. Mind of
the Kensai: You may spend 1 point from your ki pool as a swift action to imbue a single melee weapon in your hands
with the ki focus weapon special ability until your next turn. Wings of the Crane: If you have the Deflect Arrows feat, you
may spend 1 point from your ki pool as an immediate action to use that feat to deflect a second missile weapon that
round. If you have the Snatch Arrows feat, you may use this ability to catch a second weapon, but not throw it back. Zen
Combatant: You may spend 1 point from your ki pool as a swift action to substitute your Wisdom score for your Strength
or Dexterity for all melee or ranged attacks you make that round.
You treat all one- or two-handed melee weapons as if they had the brace special feature.
When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Anyone who attempts to use magic in order to learn personal information about you, such as through divination, scrying,
or similar magic, must make a caster level check with a DC equal to 10 plus your level to succeed. You are immune to
spells that require the use of your name in order to function (such as trap the soul). Most members of the Risen Guard
with this feat are addressed by their rank.
You can attempt a DC 25 Heal check upon an unconscious but stable intelligent creature. The ritual takes 1 hour to
complete. If it's successful, the victim must make a DC 25 Will save or he gains a false memory of a vision that he has
personally been chosen by the Great Old Ones to serve them (treat as an implanted memory from modify memory,
except this is a nonmagical effect). If the ritual is unsuccessful, the victim takes 1d2 points of Intelligence and Wisdom
drain; you may attempt the ritual again.
Whenever you cast a spell or use a spell-like ability from the compulsion, fear, phantasm, or shadow sub-schools, add
+1 to the DC of the saving throw against that spell or effect.
You can use your audible-component bardic performance as visual-component bardic performances. Any bardic ability
used in this manner expends 4 times as many bardic performance rounds as normal.
You gain fire resistance 5 and a +2 bonus on all saving throws to resist the effects of fire or heat. As a swift action, you
can increase your fire resistance to 10 and your save bonus to +4 until your next turn; this causes you to lose your
Dexterity bonus to Armor Class until your next turn (which leaves you vulnerable to sneak attacks).
Double the range of any bardic performance ability that possesses a range in the ability description.
Choose one of the following secrets: Secret of Blood: After successfully dealing damage to a living creature with a melee
attack, you can consume that creature's blood from your weapon as a swift action, gaining 1d8 temporary hit points, a
+2 enhancement bonus to Strength, and a +1 bonus to your caster level. This lasts 10 minutes per Hit Die of your target,
and otherwise acts as a death knell spell. Secret of Bone: Your bones harden and calcify. You gain DR 5/bludgeoning.
Secret of Brains: As secret of blood, but you gain a +2 enhancement bonus to your Intelligence instead of Strength. This
ability has no effect on mindless targets. Secret of the Grave: You can designate an unholy container for your remains,
such as a coffin, canopic jar, or burial urn. When in this container and not taking any actions, you gain fast healing 5.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a
chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the
hero point is not spent. You cannot use this feat when you cheat death.
Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've
performed the obedience, you gain the benefit of a special ability or resistance as indicated in the "Obedience" entry for
the empyreal lord. If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon
undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord's second boon. If you have
20 Hit Dice or more, you also gain the empyreal lord's third boon. Unless a specific duration or number of uses per day is
listed, a boon's effects are constant. Mystery cultists (see page 48) gain access to these boons at lower levels as a
benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons
granted by this feat until you next perform the obedience.
You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell
resistance, it can't voluntarily be lowered, though your own spells and magic items still automatically affect you.
You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a
standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die.
These temporary hit points last for 10 minutes.
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the
damage taken by 50% for the purposes of determining the concentration check DC.
As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so,
you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against that foe as long as no one else threatens that
opponent or until the single combat challenge ends. If another combatant attacks you or your foe, the challenge ends
and you take a -2 penalty on attack rolls and to AC for 1 round. Though you can declare a single combat challenge at
will, once you declare it on a foe you can't declare it on the same foe for another 24 hours.
You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and
spell-like abilities you use against such creatures. You take a -2 penalty on Charisma-based checks involving good-
aligned outsiders.
You gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply
first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit.
When casting a spell you've created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If
you have 10 or more ranks in Spellcraft, this bonus increases to +4.
Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You
must choose to add this bonus after the die has been rolled and success or failure determined, but before any results
(such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4.
Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class
feature), you receive a +2 bonus on Dexterity- and Strength-based ability and skill checks and a +1 bonus on Reflex
saves until the morale bonus effect ends.
The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1
dodge bonus to AC against their attacks.
The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive
nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to
+4.
You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations,
Knowledge (planes) checks to identify the vulnerabilities and powers of evil outsiders, and Knowledge (religion) checks
to identify the vulnerabilities and powers of undead, and you can make such checks untrained. If you have 10 or more
ranks in any of these Knowledge skills, the bonus increases to +4 for the appropriate skill. In addition, you gain a +2
bonus on saves against fear effects.
You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. Each
time you slay an intelligent creature, you gain a +1 bonus on attack rolls and caster level checks for 1 minute (this bonus
does not stack with itself ).
You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to
freeing prisoners or slaves.
Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.
When you supervise a construction project or do the construction yourself, reduce your raw material costs by 10%. You
gain a +2 bonus on Knowledge (engineering) checks. If you have 10 or more ranks in Knowledge (engineering), this
bonus increases to +4.
When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks,
Stealth checks, and Survival checks. If you have 10 or more ranks in one of these skills, the bonus on that skill increases
to +4.
Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you
gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a
bonus hit point or a bonus skill point, even if other options are available.
If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred
bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an
enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it
also affects an ally.
As an immediate action, you can add a +1 bonus to the result of an ability check, attack roll, saving throw, or skill check
you have just rolled by becoming shaken for 1 minute. You must choose before the result is revealed.
Being observed drives you to excel. When you're in a conf lict that is being observed by others not involved in the conf
lict, you gain a +1 bonus on attack rolls and skill checks.
You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet
your choice of a +1 morale bonus on attack rolls, a +1 dodge bonus to AC, or a +1 bonus on a single type of saving
throw. All creatures must receive the same benefit. You can't use this benefit on allies not under your command. This is a
language-dependent, mind-affecting effect.
Once per day when you attempt a Disable Device check to open a lock or Sleight of Hand check to pick a pocket, you
can roll twice and take the better result.
Choose a particular settlement. When you're in your chosen settlement, the DC of Intimidate checks made against you
increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like
criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks.
You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition,
you gain a +2 bonus on Sense Motive checks. If you have 10 or more ranks in Sense Motive, this bonus increases to +4.
Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal
damage. You also gain a +1 bonus on Will saves.
You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known
minions of that foe.
You gain a +1 bonus on caster level checks to overcome spell resistance when casting arcane spells that have a verbal
component. If you speak Draconic when casting an arcane language-dependent spell, all intelligent creatures with a
language can understand your words.
You learn one additional ranger trap and can now use both extraordinary and supernatural versions of any ranger traps
you know.
You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and
your maximum negative hit points before death. Once this choice has been made, it can't be changed.
Select one ranger trap (see page 20). You may use this trap a number of times per day equal to your Wisdom bonus
(minimum 1). The DC for your trap is equal to 10 + 1/2 your character's level + your Wisdom bonus, and it lasts 1 day
per 2 character levels. If you aren't a ranger, you can only set extraordinary traps with this feat; like all extraordinary
ranger traps, this decreases the trap's DC by 2.
The DC to resist your spells increases by 1 for targets that are already aff licted with any of the following conditions:
blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.
Your sneak attack damage increases by 1d6 against targets that are already aff licted with any of the following
conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.
Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the benefits of both this
color and the color you originally chose. (If you have both Draconic Aspect and dragon-scaled, this benefit applies to
both.) If you gain abilities that rely on scale color, choose which color gains the benefits.
Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing
energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy
checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes
of channeling positive energy.
You gain a +1 bonus to your caster level when casting spells included in the dragon domain or subdomains. Your
spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may
increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells
gained from the blood of dragons ability to those you can cast as divine spells.
You ignore your Strength penalty to damage when making attacks with your racial natural weapons and weapons for
which you have the Weapon Focus feat.
You can make a grapple combat maneuver check to mount a prone Medium or Large foe. If you're successful, you move
into the target's square and are considered to be on top of the target. For the target to stand, it must succeed at a
combat maneuver check to break your grapple.
Prone creatures are denied their Dexterity bonus to AC against your attacks.
You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC.
When you're simultaneously subject to the same enchantment (compulsion) or [emotion] effect as another ally with this
feat, you both roll saves but can use either result.
When adjacent to an ally with this feat, you're considered one size category larger for determining CMD and the way
combat maneuvers and abilities affect you.
You gain a +2 bonus on Constitution checks to stabilize while dying. Anytime you or an ally who worships the god that
contacted you casts augury or a similar effect, your chance of receiving a meaningful reply is increased by 5% (to a
maximum of 95%).
You gain a +2 bonus on Use Magic Device checks when emulating a class feature, ability score, race, or alignment. If
you have 10 or more ranks in Use Magic Device, this bonus increases to +4. In addition, once per day, instead of
attempting a Use Magic Device check normally, you can choose to determine the result as if you had rolled a 15. If you
have 10 or more ranks in Use Magic Device, you can use this ability twice per day.
You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +1 bonus to the DC of spells
and spell-like abilities you use against such creatures. You take a -2 penalty on Charisma-based checks involving evil-
aligned outsiders.
You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and
spell-like abilities you use against such creatures. You take a -2 penalty on Charisma-based checks involving good-
aligned outsiders.
You gain followers as if you had the Leadership feat, although you cannot attract followers of a level higher than your
level - 2. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how
many followers you have.
You can provide twice as much food and water for other people when attempting a Survival check to get along in the
wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks. If you have 10 or more ranks in Knowledge
(geography), increase your bonus to +4.
The save DCs for any of your spells or abilities increase by 1 when used against the chosen group, and you receive a +1
dodge bonus to AC against their attacks.
You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to
freeing prisoners or slaves.
You gain a +2 bonus on Survival checks when outside your home plane. You can identify portals and other planar
connections as well as where they lead by sight or touch with a successful DC 20 Perception check.
If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred
bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an
enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it
also affects an ally.
You gain a +2 bonus on all Knowledge (history) checks. If you have 10 or more ranks in Knowledge (history), this bonus
increases to +4.
When you gain this feat, select one of the quest objects on this page or the facing page, or devise a quest object with
your GM based on the quest objects presented in this section. You gain a +2 bonus on any Knowledge checks to gain
information on the object of your quest. If you have 10 or more ranks in the Knowledge skill in question, the bonus
increases to +4. In addition, once per day when you threaten a critical hit against a foe who specifically aims to stop you
from completing your quest, you gain a +10 bonus on your confirmation roll against that opponent. You must announce
the use of this ability after threatening the critical hit and before rolling your confirmation roll. This bonus does not stack
with bonuses on confirmation rolls from other feats, such as Critical Focus.
Choose a building in your kingdom as your center of power, and dedicate one of the followers granted to you by the
Leadership feat to overseeing that location. For every kingdom turn in which that follower does nothing but oversee that
location, the benefits that building grants to your kingdom's Economy, Fame, Loyalty, and Stability are doubled and any
penalties are negated. This feat does not allow a building to grant benefits it does not normally provide, and has no
effect on a building's other effects. This feat only applies to one building, and committing multiple followers to this or
different buildings has no effect-the selected location is treated as being of particular importance to you, and its
uniqueness combined with the follower's loyalty grants it special efficiencies. The same follower does not have to
oversee your center of power every month, but you must keep at least one follower dedicated to this location for the
entire month to gain this feat's benefits. Once per year, you may change which building is your center of power.
Choose three character classes. For the purposes of retraining, you are always considered to have a retraining synergy
with these classes, regardless of your current class. Additionally, retraining any class option takes you half the time it
normally would (and thus half the gp cost), though retraining a class still takes the normal amount of time (5 days for a
class with which you have synergy, 7 for a class with which you don't). If you take this feat via retraining or replace it with
another feat in the same manner, the retraining time takes twice as long as normal in regards to this feat only.
You can spend a day of downtime to purchase one type of capital for half its normal cost (see Purchasing Capital on
page 77 of Ultimate Campaign). This capital must be the same as the focus capital you chose for the Focused Worker
feat. However, the cost of the neglected capital, chosen as part of the same Focused Worker feat, increases by half
again its normal amount. These changes in price apply to both the purchased cost and the earned cost of the affected
forms of capital.
You excel at performing skilled work for a certain type of capital, but are less adept at generating another type of capital
(see page 78 of Ultimate Campaign). Choose one of the following types of capital to be your focus capital: Goods, Inf
luence, Labor, or Magic. Whenever you spend downtime to perform skilled work to gain focus capital, you gain half again
the normal amount (rounded down). However, you must also choose a second, separate type of capital from the same
list to be your neglected capital. Whenever you spend downtime to perform skilled work to gain neglected capital, you
gain only half the amount you normally would. This feat only affects capital you gain by performing skilled work, not
capital you might gain by performing unskilled work, purchasing capital, or running a business. For example, say you
chose Goods as your focus capital and Magic as your neglected capital. If you spent a day performing skilled work to
gain Goods, and the result of your Sleight of Hands skill check is a 33, you would gain 4 Goods (rather than the usual 3
for a result of 30 or higher). However, if you were to spend the following day using your Spellcraft check to perform
skilled work and again got a result of 33, you would only gain 2 Magic rather than the usual 3.
During a kingdom's Event phase, once an event's type and danger level has been determined, you may choose to roll
twice on the applicable kingdom or settlement table and choose either result. You must declare you are using this feat
before the results of the initial roll are revealed.
During the Event phase of downtime, if an event occurs and the GM rolls on a building event table or organization event
table (see pages 114-129 of Ultimate Campaign), you may, once per week, choose to roll twice on the applicable table
and choose either result. You must declare you are using this feat before the results of the initial roll are revealed.
You or any army that is under your command gains a +2 bonus on Morale checks. Additionally, you gain two additional
boons of your choice (see page 240 of Ultimate Campaign).
Choose an ability score. Any time your leadership role calls for that ability score to affect one of your kingdom's
attributes, your modifier to that ability score is treated as being +2 higher. For example, if you choose Charisma and
occupy the General or High Priest leadership role, your Charisma modifier to affect your kingdom's stability would be +2
higher than normal. However, if you occupied the Spymaster leadership role-which employs the Intelligence and Wisdom
ability scores-this feat would grant no benefit. Additionally, the entire kingdom gains +2 Stability for as long as you
occupy a leadership role.
You lose one of the penalties associated with the young age category, either -2 Constitution, -2 Strength, or -2 Wisdom.
Upon reaching adulthood you may exchange this feat for Great Fortitude, Iron Will, or Lightning Reflexes.
You gain the scent ability, but only against canines (including dogs, goblin dogs, wolves, worgs, yeth hounds, and any
similar creatures, subject to GM approval). Against these creatures, you gain a +1 morale bonus on attack rolls and a +2
morale bonus on weapon damage rolls.
You gain the ability to create a variety of dragoncraft items from materials gathered from the bodies of true dragons (not
lesser dragons, such as linnorms or wyverns). Crafting dragoncraft items takes 1 hour per 100 gp of items being
produced. In order to gather specimens from a dragon's corpse, you must succeed at a Heal check equal to 10 + the
dragon's CR within 48 hours of the dragon's death (unless the body is preserved in some way). Refer to the table below
to determine how much of a given material can be harvested from a dragon based on its size. Dragoncraft Materials by
Dragon Size Dragon Stomach Size Blood Acid Gall Musk Skin Tiny 2 vials 1 vial 1 vial - 1 grip Small 3 vials 1 vial 1 vial 1
vial 2 grips Medium 4 vials 2 vials 2 vials 1 vial 2 grips Large 5 vials 2 vials 2 vials 2 vials 2 grips Huge 6 vials 3 vials 2
vials 2 vials 3 grips Gargantuan 7 vials 3 vials 3 vials 3 vials 3 grips Colossal 8 vials 4 vials 3 vials 3 vials 3 grips
You gain a +2 morale bonus on saves against fear for every ally within 10 feet who possesses this feat (maximum +8).
You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and
the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual
positioning.
When adjacent to an ally who also has this feat, you gain evasion against a dragon's breath weapon and tail sweep
special attacks. If you already have evasion, you gain improved evasion instead.
While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Ref lex saves against area
of effect attacks equal to your shield's base bonus to armor class plus any bonuses granted by feats or class abilities.
This does not transfer any enhancement bonuses on a shield to Ref lex saves.
You gain a +2 circumstance bonus against flying opponents when you have set a weapon against a charge, or when you
are allowed an attack of opportunity against the flying opponent.
You gain a +1 bonus on all saving throws against auras, breath weapons, spell-like abilities, spells, supernatural abilities,
and other special attacks of creatures with the dragon type.
Whenever you confirm a critical hit against an opponent that has a breath weapon, you can forgo the extra critical
damage to instead prevent your foe from using its breath weapon for a number of rounds equal to twice the critical
multiplier of your attack, in addition to any normal delay mentioned in the breath weapon effect's description.
Whenever you score a critical hit, your opponent takes a -1 penalty to its natural armor bonus for the duration of the
encounter. This penalty is cumulative, but cannot reduce an opponent's natural armor bonus below 0.
Whenever an opponent of at least one size category larger than yourself attempts a combat maneuver attack against
you, you gain a +2 bonus on any allowed attacks of opportunity. If your opponent may make such attacks without
provoking attacks of opportunity, you instead gain a +2 bonus to CMD against such maneuvers.
You gain a +2 dodge bonus to Armor Class against attacks of opportunity from opponents that are not adjacent to you.
As an immediate action, whenever an opponent up to one size category larger than you misses you with its bite attack,
you can attempt a grapple with a -5 penalty on the check. If you succeed, you have grappled your opponent and are
holding its mouth shut, preventing it from using its bite attack, breath weapon, or spells with a verbal component until it
escapes your grapple. You may make this grapple attempt even if the target is out of your reach.
Whenever you confirm a critical hit against an opponent that uses wings to fly, you can forgo the extra critical damage to
instead prevent it from flying for a number of rounds equal to twice the critical multiplier of your attack. Opponents that
are flying at the time of the critical effect must succeed at a DC 20 Fly check to avoid taking falling damage.
You gain a +3 bonus on Day Job checks using one skill you choose when you take this feat. This bonus stacks with
other feats that grant a bonus to the chosen skill, including Skill Focus.
You can choose to ready an attack as a fullround action instead of a standard action. When you do so, you gain a +2
bonus on your attack roll when your readied action triggers.
Whenever you fail a concentration check while casting defensively and would normally lose a prepared spell or spell slot,
you may attempt a Will save (DC = 15 + spell level) to retain the spell as though you had not attempted to cast it. The
failed concentration check still results in the spell's failure, even if the spell is retained.
When preparing spells, you halve the time necessary to do so.
When in a settlement of 5,000 people or more, treat your Fame score as 2 higher for the purposes of qualifying for
Prestige Awards or purchasing equipment. This feat doesn't grant you any additional Prestige Points.
When you regain spell slots at the start of the day, you may opt to prepare one spell you don't know in place of a daily
spell slot 1 level higher than the prepared spell's level. To do so, you must have access to the selected spell on a scroll
or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes
10 minutes per spell level of the selected spell. You can cast the selected spell a single time, expending the spell slot as
though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A
spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply
metamagic feats to the spell as normal, as long as the spell's actual level plus the increases from metamagic feats is 1
level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball,
and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.
When an ally who also has this feat attempts a trained Knowledge skill check while within 30 feet of you, you may
attempt an aid another check as a free action to improve that ally's skill check. You must have at least 1 rank in the
Knowledge skill to be aided in order to use this feat. If you succeed at the aid another check, you automatically know any
information your ally gains from the Knowledge check as if you had rolled the Knowledge check. Whether or not your aid
another check is successful, you cannot attempt a Knowledge check to determine the same information as your ally after
using this feat.
After identifying an individual creature with a successful Knowledge skill check, you can spend a move action to adapt
your tactics to reduce that individual's natural defenses. Choose one of the following abilities that you identified: damage
reduction, energy resistance, or spell resistance. For the next 24 hours you treat the selected ability as if it were 2 lower,
to a minimum of 0 (for instance, you would treat DR 5/magic as if it were DR 3/magic). You can only benefit from this feat
against one single creature at a time. If you use this feat to adapt your tactics to another individual before 24 hours have
passed since you last adapted to a creature, the benefit provided against the first individual ends and is replaced by the
benefit against the second individual. You can switch which identified creature you have adapted your tactics to
(including which special ability you wish to treat as lower) as a move action.
If you exceed the Use Magic Device DC to activate a spell completion or spell trigger item by 5 or more, you can
increase the item's caster level by 1 for determining the spell's effect. Alternatively, if you exceed the Use Magic Device
DC by 10 or more when activating a magic item with charges, you can expend an additional charge to increase the
caster level by 2 levels. Regardless, you can't increase an item's caster level to one that is higher than your own caster
level.
As a standard action, you can alter one of your ongoing abjuration or transmutation spells. It must be currently affecting
you and must grant a choice of options when cast. You change its benefit to a different one from the same list. In order
to accomplish this, you must make a successful Spellcraft check (DC equal to 10 + the level of the spell to be altered).
The duration of the spell is reduced to half of the spell's remaining duration. For example, a 7thlevel wizard could change
her resist energy ( fire) spell with 50 minutes of its duration remaining into resist energy (cold), but the new duration
would be 25 minutes. This ability does not change the benefit for any other creatures targeted by the original spell.
Once per day when you prepare spells, you can designate one spell slot from each of up to three different spell levels
that are lower than the highest-level spell that you can cast. In each designated slot you can memorize two different
spells of the respective level. You can cast either spell as normal, but when you do, the spell consumes both of the
spells prepared in that spell slot.
You cast spells of the teleportation subschool as though your caster level were 2 higher, and you treat yourself as one
step more familiar when teleporting to an established Pathfinder lodge with the teleport spell. If you can teleport as a
supernatural ability, you treat your class level as if it were 2 higher when calculating the total distance that you can travel
with this ability.
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.
Whenever an ally who also has this feat performs the dirty trick combat maneuver against a foe that you both threaten,
you may attempt a dirty trick combat maneuver against the same foe as an immediate action to inf lict a second
condition. If the foe uses an action to remove the first condition, it also removes the condition imposed by your
immediate action.
Whenever an ally who also has this feat performs a dirty trick combat maneuver against a foe you both threaten, you
can use an immediate action to increase the inf licted condition's duration by 1 round.
You gain a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send
an extraplanar outsider summoned or called by a divine caster back to its home plane.
You gain a +2 bonus on saving throws against divine spells and the spell-like abilities granted by levels in a divine
casting class.
You gain a +2 insight bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perform (oratory), and Sense Motive checks
involving any divine spellcaster or outsider that casts spells as a cleric.
You gain spell resistance equal to 11 + your character level. This spell resistance applies only against spells and spell-
like abilities covered by the Divine Defiance feat. You can lower this resistance for 1 round as a standard action.
When you succeed at a sunder combat maneuver against a holy or unholy symbol, you can attempt an Intimidate check
to demoralize as a free action. This demoralization affects all followers of the deity or philosophy whose symbol you
sundered who saw you sunder it and are within 30 feet. If you destroyed the symbol, you gain a +5 bonus on your
Intimidate check. You can use this feat when sundering any physical holy symbol-it doesn't have to be the hand-held
variety commonly used by clerics and other divine spellcasters.
As long as a creature is subject to one of your hexes, it gains a +1 luck bonus on Will saving throws and can't help but
doubt and resist divine magic. Whenever an affected creature is subject to a divine spell or spell-like ability granted by a
divine spellcasting class, that creature must attempt a saving throw if at all possible, even if the effect is harmless, cast
by an ally, or cast by the creature itself.
You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird,
camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through
another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the
effective druid level granted by this feat stacks with that granted by other sources.
You gain a +5 bonus on Linguistics checks made to decipher writings in the Druidic language. If you have 10 or more
ranks in Linguistics, add Druidic to the list of bonus languages available to you.
As a standard action you can require all animals within 30 feet to make a Will saving throw. Animals who fail the save
cannot attack you unless you attack them or one of their allies first. The DC of the Will save is equal to 10 + half your
character level + your Charisma modifier.
You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these
skills, the bonus increases to +4 for that skill.
You gain a +4 bonus on Survival checks made to predict the weather. You gain a +1 bonus on saving throws to avoid the
effects of extreme weather.
For 24 hours after you meditate, you gain cold resistance 5 and fire resistance 5.
For 24 hours after you meditate, you gain a +1 bonus on Fortitude saving throws against poison, disease, starvation,
and effects that would make you fatigued or exhausted. You need only half as much food to avoid starvation, half as
much water to avoid dehydration, and half as much sleep to heal injuries, avoid fatigue or exhaustion, and prepare
spells.
For 24 hours after you meditate, you gain damage reduction 2/-.
You can meditate as a full-round action. If you do, you gain all the benefits of your meditation feats, but they last for only
1 round per character level. Combat meditation allows you to expend the +1 insight bonus granted from the Meditation
Master feat to instead roll twice when attempting an ability check, attack roll, saving throw, or skill check, taking the
better of the two results. You must decide to use this ability before the initial roll is made. You may only use this alternate
ability in place of bonuses granted by the Meditation Master feat. You can perform combat meditation a number of times
per day equal to your Wisdom modifier.
When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation
that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you
gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action.
The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once
the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest.
An unused bonus fades after 24 hours.
For 1 round per character level after you perform combat meditation, whenever you attempt a concentration check to
avoid losing a spell or a Fortitude save to resist a distraction effect (such as the distraction ability of a swarm), you gain a
+4 bonus on the check. If you choose to use the benefits of Combat Meditation on the check, the bonus applies to both
die rolls.
Once per day, you can take 20 on a Perception check as a move action.
You can take 10 on any skill check or concentration check, even if it is not normally allowed due to strenuous
circumstances.
Once per day, when you meditate as a full-round action using the Combat Meditation feat, you gain the effects of haste
for 1 round per 2 character levels. These effects do not stack with the haste spell, the speed magic weapon special
ability, or other effects granting the same result. This is an extraordinary ability.
When you take this feat, choose a demon lord. When fighting followers of that demon lord, including cultists or demons,
you gain a +2 bonus on damage rolls and rolls to confirm critical hits against these creatures.
If you use your Improved Iron Will feat to reroll a Will save against a compulsion effect and successfully save against the
effect, the creature that created the effect (if it originated from a creature) takes 1d4 points of Wisdom damage.
Choose one of the planes below. The alignment of the plane must be within one step of your alignment. You gain a +2
bonus on saves against spells and spell-like abilities with the associated descriptor, and you cast spells with that
descriptor at +1 caster level. Plane Alignment Descriptor Heaven LG Light Nirvana NG Good Elysium CG EmotionUM
Axis LN Lawful The Boneyard N Death The Maelstrom CN Chaotic Hell LE PainUM Abaddon NE Evil The Abyss CE
Fear
You gain a +2 bonus on saving throws against spells or effects originating from demon worshipers and from creatures of
the demon type.
When you and at least one ally with this feat threaten the same enemy, the enemy treats the DC to cast spells
defensively as 2 higher for each threatening character with this feat. If you or your allies are incapable of taking an attack
of opportunity against the target for any reason, the effects of this feat do not apply.
As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target,
all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat
does not apply to damage reduction without a type (such as DR 10/-).
Whenever you make a successful caster level check to overcome a target's spell resistance, the next ally who also has
this feat that attempts to overcome the same target's spell resistance can roll twice when attempting his own caster level
check, taking the better result. This benefit must be used within 1 round or else it is lost.
Choose one rogue talent that adds to sneak attacks (such as bleeding attack or slow reactions).
When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn't go particularly
deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the victim
of the sneak attack is sickened by the pain and has its natural armor bonus (if any) reduced by a number of points equal
to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple
strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum
penalty equal to the target's normal full natural armor score.
The aura range of your stench ability increases by 30 feet. In addition, your stench ability save DC increases by 2, and
its duration increases by 50%.
The first round a creature is affected by your stench, it is nauseated in addition to being sickened. At the end of an
affected creature's turn after the first round, it can make a new save against the stench's DC to remove the nauseated
condition, but the sickened condition lasts as long as normal.
The first round a creature is affected by your stench, it must also make a successful Fortitude save against the same DC
to resist becoming poisoned. If you have 10 or fewer HD, this poison is identical to insanity mist; if you have 11 or more
HD, the poison also adds confusion for 1 round to its effects.
You gain the ability to use magic jar as a spell-like ability once per day.
The duration of your magic jar spell-like ability increases to 24 hours. You can choose to activate a host body's
extraordinary abilities, supernatural abilities, spell-like abilities, and spells known or prepared.
The first time you attempt to possess a host under the effect of protection from evil spell or any similar spell, you have a
chance to dispel that spell as if you had cast dispel magic on the spell.
When you sense life forces while seeking a host, you can observe them as you could when you were in your own body.
Attempting to possess a body is a standard action.
When you infuse a weapon, you can add an additional +1 worth of weapon qualities to that weapon; this could either be
used to increase a weapon infused to be a +1 weapon to be a +2 weapon, or to grant a weapon quality like flaming,
defending, keen, or any other +1 quality from the Pathfinder RPG Core Rulebook. This effect occurs automatically as
you infuse a weapon, but you may only do so to one weapon you wield at a time.
When you make a full-attack action, you may choose not to take an attack with a number of your wielded weapons other
than your primary weapon. For each attack you forgo, you gain a +1 shield bonus to your AC for that round. This bonus
stacks with itself to a maximum bonus of +5, but not with shield bonuses to AC from other sources.
When you wield one-handed or light weapons in each of your arms, and all of those weapons belong to the same
weapon group (as defined for the fighter class), all attacks with those weapons gain a +2 bonus on damage rolls.
As a full-round action, you can consume the animating force of any undead creature you have created with your death-
stealing gaze. This immediately destroys the undead creature, but grants you one of that creature's special attacks or
supernatural abilities (chosen from one of the following abilities possessed by the undead: Constitution drain, disease,
energy drain, or paralysis). The ability granted persists for 24 hours or until the next sunrise, whichever comes first.
When you would normally create a ghoul with your death-stealing gaze, you instead create a ghast. As a free action, you
may also spend a number of growth points in order to even further augment your new undead minion as it is created. If
you spend 1 growth point, you create a wight instead of a ghast. If you spend 3 growth points, you create a wraith
instead of a ghast. And if you spend 5 growth points, you transform the target into a juju zombie instead of a ghast. Note
that spending growth in this manner reduces your statistics as appropriate.
When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving
throw twice and take the lower result.
The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In addition, you can expend one use of
mythic power to treat an Acrobatics or Fly check as if you had rolled a natural 20. You must decide to use this ability
before making the roll.
The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one
use of mythic power to treat a Perception or Sense Motive check as if you had rolled a natural 20. You must decide to
use this ability before making the roll.
Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just
outsiders, and not just those with the alignment subtype), but grants only half healing or deals only half damage to these
targets. Alternatively, you can expend two uses of mythic power when using Alignment Channel to affect all targets of the
chosen alignment as if they had that alignment subtype.
The bonus on Handle Animal and Ride skill checks from Animal Affinity increases by 2. In addition, you can expend one
use of mythic power to speak with animals as the spell. Your caster level for this effect is equal to twice your tier.
You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training.
Furthermore, if you're wearing light armor, reduce your arcane spell failure chance by 20%.
When you use Arcane Blast, you may halve the damage dice to also perform your choice of either a trip or bull rush
combat maneuver against the target of the blast. You can't move with an opponent you bull rush with this feat. You gain
a bonus on your combat maneuver check for this attempt equal to half the spell level of the spell you sacrificed when
using Arcane Blast, and you can substitute your Intelligence or Charisma modifier in place of your Strength modifier
when determining your combat maneuver bonus. In addition, you can expend one use of mythic power to change the
damage dice of your Arcane Blast to d8s instead of d6s.
You add half your tier to the def lection bonus granted to your AC when you use your Arcane Shield. You can expend
one use of mythic power when using this feat to extend the duration to a number of rounds equal to your tier.
Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you
expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with
a base price modifier of +1 to your weapons. This base price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4 at
10th tier.
You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell,
but doesn't count as a mythic spell for the purposes of effects that interact with the spell, unless you are a mythic
creature. You can't use the augmented version of the mythic spell, or use spells effects that require you to expend uses
of mythic power (even if you have uses of mythic power available). An ascendant spell uses up a spell slot 5 levels
higher than the spell's actual level.
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat,
and you can't change it. Mythic Senses (Ex): If you have normal vision, you gain darkvision 30 feet. If you have low-light
vision, you gain darkvision 60 feet. If you have darkvision, the range of your darkvision increases by 30 feet plus 10 feet
per tier. Mythic Claws (Ex): You grow a pair of powerful claws. These claws are primary attacks that deal 1d4 points of
damage (1d3 if you're Small). If you already have claws, the damage they deal increases by one die type (d4s become
d6s, d3s become d4s, and so on). You can expend one use of mythic power when you hit with both claws during the
same round to rend with those claws, dealing extra damage equal to one claw's damage plus 1-1/2 times your Strength
bonus. Mythic Leap (Ex): You can make a running jump without needing to run 10 feet beforehand. In addition, you gain
a +5 bonus on your Acrobatics checks to determine the success of that jump and the distance covered. If you already
have the predator's leap manifestation of Aspect of the Beast, the bonus on your Acrobatics checks increases to +10.
Mythic Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival checks. These bonuses stack
with those gained from the wild instinct manifestation of Aspect of the Beast.
The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, you can expend one use of mythic
power to treat a Climb or Swim check as if you had rolled a natural 20. You must decide to use this ability before making
the roll.
Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic
creatures. It doesn't gain any mythic abilities or power, but is affected by mythic spells and abilities as if it were a 1st-tier
mythic creature. Additionally, if the creature summoned has damage reduction, its damage reduction becomes DR/epic.
The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check
with a DC equal to 15 + 1/2 your tier. Any magical healing ends the bleed damage normally. You can expend one use of
mythic power to deal 1 Con bleed, in addition to the hit point bleed damage you deal with this feat. This effect increases
by 1 for each additional use of mythic power you expend.
As a swift action, you can expend one use of mythic power to ignore all miss chances due to concealment or total
concealment for a number of rounds equal to your tier.
The damage dealt when you use improvised weapons increases by your tier. You also gain a bonus to CMD equal to
your tier when an opponent attempts to sunder or disarm an improvised weapon you're wielding.
When using Channel Smite, you gain a bonus on your attack roll equal to the number of d6s granted by your channel
energy class feature. This is either a sacred bonus (if channeling positive energy) or a profane bonus (if channeling
negative energy). If your attack misses the target, you can expend one use of mythic power as a free action to release
the channeled energy, producing the normal effects of your channel energy class feature centered on the creature you
were attempting to smite.
When charging, you can ignore allies in your path when determining whether or not you can charge your target.
Furthermore, after you have attempted at least one overrun with Charge Through, you can expend one use of mythic
power as a free action to attempt another overrun against a different opponent in the path of the same charge.
Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but
not adjacent to the foe you attacked. You can expend one use of mythic power when you use Cleave or Great Cleave to
continue making attacks against foes within your reach, regardless of their position, as long as you continue to hit each
foe. You can't use this ability to attack a foe more than once per round.
Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one
use of mythic power to negate the penalties on melee attack rolls and combat maneuver checks caused by using
Combat Expertise for 1 minute.
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of
mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of
opportunity against this round if they provoke attacks of opportunity from you by moving.
When you command undead, the DC of the Will save increases by half your tier, and intelligent undead get no additional
saves beyond their first to resist your commands. Any attempts by non-mythic creatures to control undead you command
automatically fail, and you gain a +4 bonus on Charisma checks to prevent mythic creatures from stealing control of your
undead.
You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit
against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and
take the worse result when determining critical hit negation.
When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.
You can deliver a coup de grace to dazed and staggered non-mythic opponents. In addition, when any creature makes a
Fortitude saving throw to survive one of your coup de grace attempts, it takes a penalty to that saving throw equal to
your tier.
While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with
a -5 penalty on your Intimidate check, as a move action with a -10 penalty, or as a swift action with a -20 penalty. You
can expend one use of mythic power when you make a Dazzling Display to make those affected by the display
frightened rather than shaken.
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus
reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
When making a Deadly Stroke attack, you can expend one use of mythic power to instantly kill a non-mythic living
creature. A Fortitude save (DC 10 + your base attack bonus + your tier) negates this effect, though the attack still deals
double damage and Con bleed as Deadly Stroke. Constructs, oozes, and creatures immune to critical hits or precision-
based damage can't be killed with this feat.
Whenever you charge an opponent from higher ground, or from above while flying, the critical multiplier of your weapon
increases by 2 (to a maximum of x6). This doesn't stack with other abilities that increase a weapon's critical multiplier. If
your charge attack hits, you can perform a trip combat maneuver against the attack's target as a free action without
provoking attacks of opportunity.
The bonus on Bluff and Disguise skill checks from Deceitful increases by 2. In addition, you can expend one use of
mythic power to treat a Bluff or Disguise check as if you had rolled a natural 20. You must decide to use this ability
before making the roll.
When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You
can expend one use of mythic power as an immediate action to deflect a single ray from a ray spell or effect targeting
you.
The bonus on Disable Device and Sleight of Hand skill checks from Deft Hands increases by 2. In addition, you can
expend one use of mythic power to treat a Disable Device or Sleight of Hand check as if you had rolled a natural 20. You
must decide to use this ability before making the roll.
You gain the benefit of Detect Expertise immediately (without needing to observe a creature for 3 rounds) when using
the divinations listed in Detect Expertise. Non-mythic creatures cannot attempt a Will save to resist this effect.
The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase
granted by Disruptive. In addition, even if you can't make attacks of opportunity, non-mythic spellcasters are still wary of
you and continue to suffer from the effects of Disruptive.
When you use Divine Interference, the penalty on your opponent's attack roll is equal to twice the level of the spell
sacrificed. You can expend one use of mythic power when you sacrifice the spell to increase the penalty to triple the
level of the spell sacrificed.
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant
yourself an additional +10 dodge bonus to AC against one attack.
When you use Dreadful Carnage, you affect non-mythic enemies within 60 feet in addition to all enemies within 30 feet.
You can expend one use of mythic power before making the Intimidate check to cause enemies demoralized by Dreadful
Carnage to become frightened instead of shaken, for the same duration as the normal shaken effect. While frightened by
this ability, an enemy takes a penalty equal to your tier on attack rolls, saving throws, skill checks, and ability checks.
You never take penalties for consuming nonmagical alcohol, and you can consume an alcoholic beverage as a swift
action instead of a move action. Each time you consume an alcoholic beverage, you may gain one of the benefits of
polypurpose panacea (Pathfinder RPG Ultimate Magic 232). You can have only one of these benefits active at a time. If
you expend one use of mythic power while drinking an alcoholic beverage, you can heal 2 points of ability damage,
negate a temporary penalty to one ability score, or remove one of the following conditions: confused, diseased,
exhausted, fatigued, frightened, nauseated, poisoned, shaken, sickened, or staggered.
Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability
(either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time
you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
You ignore up to -10 in penalties due to distance on visual Perception checks, instead of the normal -5. As a swift action,
you can expend one use of mythic power to ignore all penalties due to distance on visual Perception checks for 1 round.
You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character
level - 2. For that bloodline's 1st-level bloodline power, use your full character level to determine its effect; for all other
bloodline powers, treat your sorcerer level as your character level - 2.
Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental
Channel. Each time you use Elemental Channel, you must pick one elemental subtype before using the feat. You can
expend one use of mythic power when you use Elemental Channel to choose a second elemental subtype to affect.
The extra energy damage dealt by Elemental Fist increases to 1d8 points, and you gain additional uses of Elemental
Fist per day equal to your tier. You can expend one use of mythic power as an immediate action to add the extra
damage from your Elemental Fist to all of the unarmed strikes you make until the beginning of your next turn. This
counts as only one use of Elemental Fist, regardless of the number of attacks that you make in this fashion.
Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental
Focus and Greater Elemental Focus for spells of the selected energy type is 1 higher. When casting a spell with this
energy type's descriptor, you can expend one use of mythic power as part of the casting to force the spell's targets to roll
their saving throws twice, taking the lower result.
When you make an attack with a longbow or short bow (including composite bows), you can ignore concealment, but not
total concealment. You still suffer a miss chance for total concealment, but if you miss due to total concealment, you may
reroll your miss chance as per Elven Accuracy.
The bonus on checks and saves from Endurance increases by half your tier. You take half the damage when you fail a
check to avoid nonlethal damage from a forced march, starvation and thirst, hot or cold environments, or slow
suffocation. You can sleep in heavy armor without becoming fatigued.
You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you
expend one use of mythic power while casting a spell that requires a material component costing 50 gp per tier or less,
you can cast it without providing that component. Expending two uses of mythic power instead allows you to cast a spell
that requires a material component costing 100 gp per tier or less without providing that component.
Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain
that path ability.
Non-mythic creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight,
detect magic, or similar effects. When mythic creatures attempt to identify your illusions, add your tier to the DC of those
Spellcraft checks. Mythic creatures informed by their allies that one of your illusions isn't real gain only a +2 bonus on
their Will saves to disbelieve. Non-mythic creatures gain no bonus to disbelieve.
As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged
attacks until the end of your turn.
When you use Fire Music to change any of the damage dealt by a bard spell to fire damage, that damage ignores fire
resistance up to your tier. If you cast summon monster as a bard spell and choose to give the summoned creature a fiery
appearance, increase its fire resistance by 5 (adding to the resistance already granted by Fire Music) and add 1d4
points of fire damage to all of its natural attacks instead of the +1 fire damage normally granted by Fire Music. Creatures
with the fire subtype also gain these benefits.
Your base land speed increases by 5 feet, regardless of what armor you wear or whether you're encumbered. This
bonus stacks with the bonus gained from Fleet.
When you are using Furious Focus, you don't take Power Attack's penalty on attack rolls that are made as attacks of
opportunity. As a free action, you can expend one use of mythic power to negate Power Attack's penalty on all melee
attacks you make for 1 round while using this feat.
You gain the following spell-like abilities: 1/ day-blur and vanishAPG. You can use your gnome spell-like abilities an
additional number of times per day equal to half your tier. You can spend these additional uses to use any of your gnome
spell-like abilities you wish. Your caster level for your gnome spell-like abilities becomes your character level plus your
tier.
When you hit a creature while using Gorgon's Fist, if the target fails its Fortitude saving throw, it is dazed for 1 round
instead of staggered. You can expend one use of mythic power when you hit with a Gorgon's Fist attack, but before the
saving throw is attempted, to increase its DC by half your tier.
Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic
source, roll twice and take the higher result.
When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or
Dexterity modifier on damage rolls.
Once per day as an immediate action, you can attempt to negate the onset of one harmful condition or aff liction (such
as panicked, paralyzed, stunned, and so on) that allowed a saving throw for its onset, not including permanent and
instantaneous conditions. When you do so, attempt a Will saving throw with a bonus equal to your tier against the
original DC of the effect. If you succeed, the condition is negated. If you fail, the onset is delayed until the end of your
next turn, after which it takes its normal effect. This feat has no effect on hit point damage or ability damage. This effect
is separate from the use of non-mythic Heroic Defiance.
As a swift action, you can expend one use of mythic power to use Heroic Recovery additional times. Whenever you do,
add your tier to the result of the Fortitude save.
You gain a bonus equal to half your tier on checks to bull rush, and to your CMD when an opponent bull rushes you.
These bonuses stack with those granted by non-mythic Improved Bull Rush. Furthermore, you can make an attack of
opportunity against any creature that attempts to bull rush you, unless it also has this feat.
Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower
result.
When counterspelling, you can use a spell of the same school that is the same or higher spell level as the target spell.
Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of x6).
You gain a bonus equal to half your tier on checks to attempt a dirty trick, and to your CMD when an opponent attempts
to perform a dirty trick on you. These bonuses stack with those granted by Improved Dirty Trick. Furthermore, you can
make an attack of opportunity against any creature that attempts a dirty trick maneuver against you, unless it also has
this feat.
You gain a bonus equal to half your tier on checks to disarm, and to your CMD when an opponent tries to disarm you.
These bonuses stack with those granted by Improved Disarm. Furthermore, you can make an attack of opportunity
against any creature that attempts to disarm you, unless it also has this feat.
You gain a bonus equal to half your tier on checks to attempt a drag combat maneuver, and to your CMD when an
opponent attempts a drag combat maneuver against you. These bonuses stack with those granted by Improved Drag.
Furthermore, you can make an attack of opportunity against any creature that attempts a drag maneuver against you,
unless it also has this feat.
For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack.
Your familiar adds your tier to its natural armor bonus and to its spell resistance (if it has spell resistance).
You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you.
These bonuses stack with those granted by Improved Grapple. Furthermore, you can make an attack of opportunity
against any creature that attempts to grapple you, unless it also has this feat.
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus
stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic
power to treat your roll as a natural 20.
You gain a bonus equal to half your tier on checks to overrun, and to your CMD when an opponent tries to overrun you.
These bonuses stack with those granted by Improved Overrun. Furthermore, you can make an attack of opportunity
against any creature t
You gain a bonus equal to half your tier on checks to attempt a reposition combat maneuver, and to your CMD when an
opponent attempts to perform a reposition combat maneuver against you. These bonuses stack with those granted by
Improved Reposition. Furthermore, you can make an attack of opportunity against any creature that attempts to
reposition you, unless it also has this feat.
You gain a bonus equal to half your tier on checks to attempt a steal combat maneuver, and to your CMD when an
opponent attempts a steal combat maneuver on you. These bonuses stack with those granted by Improved Steal.
Furthermore, you can make an attack of opportunity against any creature that attempts a steal maneuver against, you
unless it also has this feat.
You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier.
You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an
object used by you. These bonuses stack with those granted by Improved Sunder. Furthermore, you can make an attack
of opportunity against any creature that attempts to sunder an object used by you, unless it also has this feat.
You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. These
bonuses stack with those granted by Improved Trip. Furthermore, you can make an attack of opportunity against any
creature that attempts to trip you, unless it also has this feat.
You can add half your tier to your damage with unarmed strikes. As a swift action, you can expend one use of mythic
power to overcome the hardness of objects with your unarmed strikes. This effect last for a number of rounds equal to
your tier. If an object's hardness is greater than 15, you don't ignore any of its hardness.
You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic
creatures. If you also have the Persuasive (mythic) feat, you can expend one use of mythic power to treat the Intimidate
check as if you had rolled a natural 20. You must decide to use this ability before the roll is made.
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source,
roll twice and take the higher result.
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent, roll d8s for
each sneak attack die instead of d6s.
Any fixed numeric bonuses you gain from teamwork feats are increased by 1. This doesn't apply to variable numeric
bonuses or to effects that are not numeric bonuses, such as additional attacks of opportunity, movement, or other extra
actions.
Whenever you roll a Ref lex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic
source, roll twice and take the higher result.
When you use Lucky Halfling, add your tier as a bonus on the saving throw. You can expend one use of mythic power
when an ally uses your save but still suffers an effect on a successful saving throw. If you do, that ally suffers no effect
on the successful saving throw.
Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. If you can already roll
your surge dice twice and take the higher result, you roll your surge dice three times and take the highest result.
Whenever you use Lunge and hit a creature with the melee attack, you no longer take a -2 penalty to AC against that
creature. You can expend one use of mythic power when you use Lunge to negate the -2 penalty to AC whether you hit
or miss, and gain a +2 bonus on attacks of opportunity you make while Lunge is in effect.
The bonus on Spellcraft and Use Magic Device skill checks from Magical Aptitude increases by 2. In addition, you can
expend one use of mythic power to treat a Spellcraft or Use Magic Device check as if you had rolled a natural 20. You
must decide to use this ability before making the roll.
When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second
attacks, instead of just your first attack.
You can use the surge ability (see page 12) once per day (adding 1d6). If you are or become mythic, you can use your
surge one additional time per day.
Once per day when you surge, you can expend two uses of mythic power to treat your surge die as though it rolled the
maximum result.
You may forgo the two additional unarmed strikes of Medusa's Wrath to instead make a single unarmed strike at your
highest base attack bonus. If you successfully hit your opponent, it must succeed at a Fortitude saving throw (DC 10 +
1/2 your character level + your Wisdom modifier) or be staggered for 1 round. You can expend one use of mythic power
when you stagger a target with Medusa's Wrath to extend the duration of the staggered condition by a number of rounds
equal to half your tier.
When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. You
can expend one use of mythic power as an immediate action to deflect a single ray from a ray spell or effect targeting
you.
Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round
when an attack of opportunity provoked by your movement misses you, you may move 5 feet as a free action. This
movement doesn't count against your total overall movement for the round, but it does provoke attacks of opportunity.
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for
your AC bonus. As a free action, you can expend one use of mythic power to add half your tier to your effective monk
level to determine your base unarmed strike damage and AC bonus until the start of your next turn.
When using the Ride skill to use your mount as cover, you can still make a single ranged weapon attack as a standard
action. While your mount is moving, you can expend one use of mythic power to negate the penalties for making ranged
weapon attacks while mounted until the beginning of your next turn.
You can negate an additional number of hits against your mount per round equal to your tier. Once per round as an
immediate action, you can expend one use of mythic power to substitute a Ride check for a single Ref lex saving throw
your mount must make.
You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever
become mythic, you gain a +1 bonus on all saves against mythic spells and effects.
You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5
bonus on skill checks when creating non-mythic magic items.
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you
access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get
them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance
the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells
known. Every time you gain a new tier, you can select an additional mythic spell.
When you're using wild shape, you can use spell completion and spell trigger magic items that were on your person
when you changed form. You don't need to physically manipulate the items when you use them while using wild shape.
Furthermore, you can speak normally when using wild shape.
For every 2 tiers you possess, you can move through up to 5 feet of difficult terrain each round as if it were normal
terrain (minimum 5 feet). This effect stacks with those provided by Nimble Moves and Acrobatic Steps.
When using Penetrating Strike or Greater Penetrating Strike, you can ignore an additional point of damage reduction for
every 3 tiers you posses. Additionally, the effects apply to damage reduction without a type (such as DR 10/-).
The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. In addition, you can expend
one use of mythic power to treat a Diplomacy or Intimidate check as if you had rolled a natural 20. You must decide to
use this ability before making the roll.
You can use this feat even if you move this round, but only if the distance you move is equal to or less than 5 feet per
tier.
The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend
one use of mythic power to gain an additional bonus on these rolls equal to half your tier.
Whenever you use your surge ability, add 1 to your surge result.
When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus
reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the
bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier. You can
expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and
combat maneuver checks for 1 minute.
You can apply the giant simple template (quick rules version, from Pathfinder RPG Bestiary 295) to any form you take
with wild shape. This replaces the benefit from Powerful Shape. As a free action, you can expend one use of mythic
power to combine the benefit from this feat with the benefit from non-mythic Powerful Shape for a number of rounds
equal to your tier.
You can use Prophetic Visionary's augury ability at will, spending 10 minutes in a deep trance each time. Your chance of
a successful augury increases by 1% per tier. A successful augury made by using this feat also grants you the benefits of
guidance, but the bonus is equal to your tier and is an insight bonus instead of a competence bonus.
You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your
person. As a move action, you can expend one use of mythic power to retrieve up to two hidden items. You must have
two hands free to do so.
You gain a single racial trait of your choice from the race you picked when you took non-mythic Racial Heritage. That
racial trait can't modify your size or ability scores. You also gain the racial language of the race (if any) if you don't
already know it. For races with multiple racial languages, you gain all of them.
You gain the benefits of Rapid Reload with all crossbows and firearms, not just the one you originally chose when you
gained that feat. As a swift action, you can expend one use of mythic power to gain the ability to reload crossbows and
firearms without provoking attacks of opportunity for 1 minute.
When using Rapid Shot, you can either ignore the feat's -2 penalty on attack rolls or make two additional attacks instead
of one.
When you successfully use Rhetorical Flourish against a non-mythic creature, the bonus on your Diplomacy check
increases by your tier. If the target is a mythic creature, you instead increase the bonus by half your tier. You can expend
one use of mythic power to reroll a single failed Bluff check. You must take the new result even if it is lower.
When you successfully strike an opponent as part of a Ride-By Attack, you can continue to make attacks against
successive targets. You can make one additional attack per 3 tiers you possess, but you can't make more attacks than
you could if you were making a full attack. Successive attacks use the lower bonus for multiple attacks, as when making
a full attack. You must move at least 10 feet between each attack.
When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more
than a medium load, or six times your speed if wearing heavy armor or carrying a heavy load. When making a jump after
a running start, you gain an additional bonus equal to your tier + 4 on your Acrobatics check. You can run normally for a
number of rounds equal to your Constitution score plus your tier, but after that you must succeed at Constitution checks
to continue running.
The shield bonus you grant an ally with Saving Shield increases to +3. If you use Saving Shield to successfully negate
an attack against an adjacent ally, you can immediately make an attack of opportunity against the attacker so long as it
is within your melee reach.
Whenever you are using Scorpion Style, you add your tier to the number of rounds the target's base land speed is
reduced. You can expend one use of mythic power when making your attack to slow your target, as the spell slow,
unless it succeeds at a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modif ier). The slowing effect
supersedes the normal speed penalty of your Scorpion Strike, but lasts for an equal number of rounds.
When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of
targets you excluded from your channeled energy. You can expend one use of mythic power to increase the number of
targets you exclude from your channeled energy by half your tier.
The bonus on Heal and Survival skill checks from Self-Sufficient increases by 2. In addition, you can expend one use of
mythic power to treat a Heal or Survival check as if you had rolled a natural 20. You must decide to use this ability before
making the roll.
An opponent you affect with Shatter Defenses is flat-footed to all attacks, not just yours.
Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend
one use of mythic power to add your shield bonus and your shield's enhancement bonus on a Fortitude or Ref lex save
just before you roll it.
When using Shield Slam to bull rush, an opponent knocked prone because of an intervening wall or other surface also
takes damage from the collision. The damage dealt is equal to 1d6 points per 2 tiers you possess. As an immediate
action, you can expend one use of mythic power to add your tier to your combat maneuver checks when resolving a bull
rush made due to Shield Slam.
Whenever you use Shot on the Run, you can make two ranged attacks at your highest base attack bonus at any point
during your movement, instead of just one.
You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or
threatened.
When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a
melee attack with it as an immediate action against a foe within the weapon's melee reach. You can expend one use of
mythic power to make this attack without spending an immediate action.
You grant and benefit from the +2 bonus on Diplomacy checks from Sociable constantly without having to spend a move
action. You can spend a move action to increase the bonus to +4 for a number of rounds equal to your tier.
Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and
Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell
from your chosen school to force any of the spell's targets to roll their saving throws twice, taking the lower result.
You can prepare spells you have selected with Spell Mastery as a full-round action. You must spend the appropriate
amount of time preparing other spells you have not mastered. As a full-round action, you can expend one use of mythic
power to prepare all your spells that you have selected with Spell Mastery.
Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full
tier instead.
Any non-mythic creature you threaten provokes an attack of opportunity from you whenever it uses a spell or spell-like
ability, even when casting defensively or casting a quickened spell. If a non-mythic creature within 30 feet of you uses a
spell or spell-like ability, you can expend one use of mythic power to make a ranged attack against that creature as an
attack of opportunity (even if the creature wouldn't normally provoke attacks of opportunity). You must have a ranged
weapon in hand or have a free hand and the non-mythic Quick Draw feat to use this ability. You can use this ability
against a mythic creature by expending two uses of mythic power.
When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2
your character level + your Str modifier) or be staggered for a number of rounds equal to your tier. If you use a lance with
this attack, increase the saving throw DC by 2. As a free action before you make the attack, you can expend one use of
mythic power to daze your opponent on a failed saving throw instead of staggering it.
You can change which spell your Spontaneous Metafocus feat applies to each morning when you restore your expended
spell slots. The spell it applies to can be of any level, but it must be a legal selection for the Spontaneous Metafocus
feat.
When you use Spring Attack, you don't need to move at least 10 feet before making the first attack. If you expend one
use of mythic power when you start a Spring Attack, the movement you make during the Spring Attack doesn't provoke
attacks of opportunity.
The bonus on Escape Artist and Stealth skill checks from Stealthy increases by 2. In addition, you can expend one use
of mythic power to treat an Escape Artist or Stealth check as if you had rolled a natural 20. You must decide to use this
ability before making the roll.
When you make a melee attack as a readied action against a foe outside your melee reach, you can take a 5-foot step
toward that foe. If you expend one use of mythic power, you can move your speed toward the foe instead. Neither of
these counts toward the movement made during your turn.
Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher
result, before adding the bonus from Strong Comeback.
The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same
round. As a free action, you can expend one use of your mythic power to use Stunning Fist without spending one of your
daily uses of the feat.
You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This
bonus stacks with the bonus from the non-mythic Throw Anything feat. If you miss with a thrown splash weapon, it
always lands adjacent to its target regardless of how many range increments it was thrown.
Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size
category that your target is larger than you on the following: bull rush, drag, grapple, overrun, sunder, and trip combat
maneuver checks and the DC of your Stunning Fist.
Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This
DR stacks with any other DR/epic you might possess.
Your mount can make two hoof attacks against an opponent you knock down with an overrun, instead of one. You can
expend one use of mythic power when you score a critical hit with one or more of those hoof attacks. When you do, the
critical is automatically confirmed. If both scored critical hits, expending one use of mythic power automatically confirms
both.
You add half your tier to CMD against trip maneuvers and on combat maneuver checks to trip with a quarterstaff. When
you're wielding a quarterstaff and an opponent you threaten attempts to trip you and fails, it provokes an attack of
opportunity from you. You must use your staff for this attack of opportunity.
You can draw two potions or other beverages-mundane or magical-from a pouch, bandolier, or similar holder (but not
from a backpack) as a move action. As a standard action, you can drink two potions or other beverages. You must have
two free hands to use this feat.
When using Two-Weapon Defense, you apply the highest enhancement bonus from your two weapons to the shield
bonus granted by that feat.
As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon
fighting for a number of rounds equal to your tier.
The damage of your Two-Weapon Rend increases to 2d8 points plus twice your Strength modifier. You can expend one
use of mythic power to gain a bonus on this damage equal to twice your tier.
When you cast animate dead or use the Command Undead feat, add your tier to your caster level when determining the
number of Hit Dice of undead you animate. This stacks with the increased caster level of Undead Master. When you cast
command undead, your duration is tripled rather than doubled.
When you successfully bull rush an opponent off his mount with Unseat, your opponent takes 1d6 points of falling
damage per 2 tiers you possess. Items or abilities that reduce falling damage, such as a successful Acrobatics check,
can reduce the damage dealt by the impact.
Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of
mythic power to grant your mount a +10 bonus on an Acrobatics check, or a +20 bonus if the check is made to jump.
When making a mounted charge, you can guide your mount to leap over a foe between your starting position and the
target of your charge. You make a Ride check or your mount makes an Acrobatics check (whichever is lower) during the
charge, using the rules for the leap task under the Ride skill. If the height you clear with that check exceeds the
creature's height, you jump over it and continue your charge on the opposite side. This movement provokes attacks of
opportunity. Alternatively, you can vault over your target while making a Ride-By Attack, allowing you to move over or
through its space and continue moving on the opposite side of it. If your jump exceeds the target's height, you gain a +1
bonus on the attack roll for higher ground, and if any of your allies threatens the target, you treat the target as flanked for
purposes of your Ride-By Attack.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus,
and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for
that feat. Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.
You gain a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks for every 3 tiers you possess. This bonus
stacks with the bonus from Voice of the Sibyl. If you have 10 or more ranks in at least two of these skills, gain a +2
bonus to the DC of any language-dependent spell you cast.
You gain a bonus equal to half your tier both on initiative checks and on concentration checks to cast a spell or use a
spell-like ability when casting defensively or while grappled. These bonuses stack with the bonuses from Warrior Priest.
When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your
damage rolls. If you carry a shield, its armor check penalty doesn't apply to either the attack rolls or the damage rolls.
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can
expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until
the end of your turn.
When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus
from Weapon Specialization and Greater Weapon Specialization.
You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells,
adding 1 to their DC. This bonus stacks with the bonus to patron spells granted by Witch Knife, granting your patron
spells a total +2 bonus to their DC. Additionally, the hand holding the witch knife is still considered free for the purpose of
casting spells and delivering touch attacks.
You gain a +2 bonus on all Knowledge checks related to the Abyss or to demons, and you may take 10 on Knowledge
checks made to identify demons.
You gain a +2 bonus on Heal checks regarding evil outsiders or creatures that already have a demonic graft. In addition,
you can create demonic implants (see page 12) as if you had the Craft Wondrous Item feat, using your ranks in Heal as
your caster level. The DC to create the item still increases for any necessary spell requirements (see the magic item
creation rules in Chapter 15 of the Pathfinder RPG Core Rulebook).
Each demon lord requires a different obedience, but all obediences take only an hour to perform. Once the obedience
has been performed, you gain the benefit of a resistance to some element or attack associated with your demon lord, as
indicated in the "Obedience" entry for the demon lord. If you have at least 12 Hit Dice, you also gain the first boon
granted by your demon lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the demon
lord's second boon. If you have 20 Hit Dice or more, you also gain the demon lord's third and final boon. Unless a
specific duration or number of uses per day is listed, a boon's effects are constant. Demoniacs (see page 46) gain
access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience,
you lose all access to resistances and boons granted by this feat until you next perform the obedience.
When you change shape to your bestial form, you may choose one additional feature from those listed in your
shapechange ability and gain that benefit while in bestial form.
You can assume your bestial form as a move action instead of a standard action.
You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You
gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard
action. This ability otherwise functions as beast shape II, and your ability scores change accordingly. If you wear a bat
pelt (see page 31), you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat
form.
As an additional bestial feature, you can use your change shape ability to gain a fly speed of 30 feet with poor
maneuverability if carrying a light load and wearing no armor or light armor, or a fly speed of 20 feet with clumsy
maneuverability if carrying a medium or heavy load or wearing medium or heavy armor.
When you use Bat Shape to become a bat, you can choose to become a bat or a dire bat.
You can attempt to initiate a grapple against a foe trapped by your Beartrap Bite feat without provoking attacks of
opportunity. You gain a +2 bonus on damage rolls against foes you are grappling.
Whenever you confirm a critical hit against a foe with your bite attack, if your confirmation roll matches or exceeds your
foe's CMD, you can clamp down on your foe to prevent it from moving away as a free action. The foe cannot move
outside the area threatened by your bite attack unless it breaks free of your bite. It can attempt to free itself with a
combat maneuver check or Escape Artist check as if you were grappling it, but neither of you gains the grappled
condition. You cannot use your bite attack while you maintain your grip on your foe, but you can release the bite as a
swift action to end the effect.
You gain a +1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat.
Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a +2 morale bonus on attack
rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first.
For each ally who has this feat and is adjacent to you, you gain a +1 circumstance bonus to AC. As long as you have this
bonus, you are immune to the swarm attack and distraction ability of rat swarms.
Whenever a foe provokes an attack of opportunity from you, you gain a +1 bonus on your attack roll, plus an additional
+1 bonus for each ally who also has this feat and currently threatens that foe.
Whenever you use Dazzling Display to demoralize foes, you can motivate your allies to better serve you. In addition to
possibly demoralizing foes within 30 feet, your Intimidate check while using Dazzling Display also applies to allies within
30 feet who can see you. The DC for this effect is the same as it would be to demoralize your allies. Each ally so
affected gains a +1 morale bonus on attack rolls and skill checks for the duration that it would normally be shaken.
At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff
check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the
result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining
whether it is aware combat has begun. If none of your opponents are aware of you, you may act during the surprise
round. If an opponent is effectively unaware of any foes, it cannot act during the surprise round.
When you land a successful sneak attack or confirm a critical hit against a creature with a weapon with which you have
Weapon Focus, you can use Dazzling Display as an immediate action.
Whenever you deal a prone opponent at least 10 points of damage with a natural weapon or unarmed strike, you can
savage your foe as a swift action. Your victim becomes disf igured unless it succeeds at a Fortitude save (DC = 10 + 1/2
your character level + your Wisdom modif ier). The effects of this disf igurement are identical to those of a bestow curse
spell (caster level equal to your character level).
While using this style, whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe's
base speed decreases by 5 feet for 1 round. The foe's base speed decreases by an additional 5 feet for every 5 points
of damage your attack deals beyond 10. If this penalty meets or exceeds the remaining number of feet your foe can
move during its turn, you may attempt a combat maneuver check to trip your foe as an free action.
You gain a +2 bonus on all combat maneuver checks to trip as part of an attack of opportunity. While using Wolf Style,
whenever you successfully trip a creature, as a free action you may choose an available square adjacent to you for the
tripped creature to land prone in.
You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus
feat-you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus.
Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a
medium load-your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of -3, and your speed
decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
Penalties for fighting with multiple weapons are reduced by -2 with the primary hand and by -6 with off hands.
In areas of primal magic, the chance of a stable spell triggering a primal magic event is reduced by 25%. In cases where
a primal magic event would trigger despite the reduced chances, the caster of a stable spell receives a +2 bonus on the
concentration check to avoid the primal magic event. A stable spell uses up a spell slot 1 level higher than the spell's
actual level.
As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell you cast
to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image,
and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately
ends the figment's duration. You must either make a melee touch attack or give the target a saving throw (Fortitude or
Reflex) to resist the damage (see below). If you choose a melee touch attack, you use your own melee touch attack
bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save
means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or
sees through the illusion, reduce the damage by half. The shadowy attack can deal acid, bludgeoning, cold, electricity,
fire, piercing, or slashing damage, but the damage must be appropriate to the illusion. For example, an illusory wall that
collapses deals bludgeoning damage with a Fortitude save for half, an illusory swordsman strikes with a melee touch
attack deals slashing damage, and an illusory wall of fire deals fire damage with a Reflex save for half.
When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell
allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a
creature can make a Reflex save (DC = the spell's DC if it had a saving throw) to negate the effect. If the spell allows
spell resistance, failing to overcome a creature's spell resistance means it is not entangled. An entangled creature
remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the
area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being
entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the
effects of your spells modified by this feat. A Shadow Grasp spell uses up a slot one level higher than the spell's actual
level.
When you cast a tenebrous spell in darkness or dim light, the spell's effective caster level and any associated save DCs
are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a -2 penalty on the dispel
check. Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the
tenebrous spell's effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel
check. You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell slot one level higher
than the spell's actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion
(shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic
feat for all other purposes).
An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates
darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of
light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light
level in an area affected by an umbral spell if they are of a higher level than the umbral spell's unmodified spell level.
This effect does not stack with itself or with any other effect that creates darkness. An umbral spell uses up a spell slot
two levels higher than the spell's actual level. You cannot use this feat on a spell with an instantaneous duration or a
spell that does not target a creature or object.
You can create magical tattoos, magic items inked directly into the flesh of a willing or helpless creature. Both you and
the recipient of the tattoo (if the recipient is not yourself) must be present during the entire tattooing process. Magic
tattoos must be placed on a part of the body normally able to hold a magic item slot, but they do not count against or
interfere with magic items worn on those slots. A single slot can only hold one magical tattoo (nonmagical tattoos and
tattoos acquired from the tattooed sorcerer archetype do not count against this limit). Tattoos may be inscribed on the
following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed
on armor, eye, headband, or shield slots. Magical tattoos are difficult to destroy, though they count as magic items for the
purposes of dispel magic. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can
resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the
tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well.
Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of
opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this
manner. Magical tattoos follow the rules for magic item creation as though they were wondrous items, except that they
can use the Craft (calligraphy, paintings, tattoos) skill. New magical tattoos can be researched and designed using the
guidelines for pricing new magic items. Magical tattoos are treated as slotless magical items for pricing purposes.
If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you may
give your ally a circumstance bonus to her AC equal to half the armor bonus provided by your armor. This bonus lasts for
1 round. During this round, you gain no bonus to your AC from your armor.
If you are wearing armor spikes, as an immediate action when you take damage from a nonmagical attack, you can give
your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already
broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce
the damage taken by 10.
Any opponents hit by your shield bash are also targeted by a free disarm attempt, substituting your attack roll for the
combat maneuver check. This disarm attempt does not provoke an attack of opportunity. You cannot use this ability
during the same round as a bull rush attempt made with Shield Slam or with any other abilities that affect how your
shield bash works. When using a shield, you gain a +4 bonus on Strength checks to avoid being blown away by a strong
wind and on Climb checks to catch yourself on a wall or slope when falling.
You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would
normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon,
whichever is more beneficial for you.
Spend 1 grit point to retrieve a specially prepared dose of black powder from your person. The next time you use the
firearm you've loaded with this special black powder, the concussive blast knocks you back 5 feet from the direction at
which you were aiming. If there is no available space behind you, you brace yourself against the obstacle and do not
move from your square. Any creatures within the first range increment of the firearm struck by this attack take damage
as normal and must succeed at a Ref lex save (DC = 10 + 1/2 your gunslinger level + your Int modifier) or be pushed
back 10 feet. Creatures within two range increments are pushed back 5 feet, while creatures farther away than this are
unaffected by the concussive blast.
Whenever you use your pistol-whip deed, you can fire a single bullet from your firearm at the same time that you strike a
foe with the butt of your firearm. You must spend a total of 2 grit points to use the pistol-whip deed in this way, and must
still succeed at a ranged touch attack against the target of your pistolwhip deed to hit. You cannot use the scatter
weapon quality of a firearm when you use this feat.
When you use a magic item or a spelllike ability to create a magical effect, you may add additional magic-seeming words
and hand gestures to trick onlookers into believing you cast the spell yourself. If using an item that is recognizable as a
magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus
component. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and
automatically believe you are casting a spell. If an onlooker attempts a Spellcraft check to identify your "casting," his
check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you cast the
spell. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the "spell" you
cast, except the DC is 20 + the spell's level instead of 15 + the spell's level.
By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that
divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol
worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or
less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component
that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as
normal.
Pick one Intelligence-based skill. You gain a +3 bonus on all checks made using that skill in relation to Osirion or its
people. In addition, you gain a +1 bonus on all other Intelligence-based skill checks made in relation to Osirion or its
people.
When you hit with a melee attack, you can attempt a Bluff check as a move action to feint. You do not gain the benefits
of this feint; instead, if your Bluff check is successful, an ally with this feat who is adjacent to you or your opponent gains
the benefits, so that her next melee attack against that opponent does not allow him to use his Dexterity bonus to AC (if
any). This attack must be made on or before your ally's next turn. You gain a +2 circumstance bonus on your Bluff check
in bright light. This bonus increases to +4 in natural sunlight. You cannot use this feat in dim light or darkness.
Whenever you hit a creature with a splash weapon, you may choose to exclude one creature within the weapon's splash
area from taking splash damage. If a creature within the splash area also has this feat, it automatically ignores splash
damage from your splash weapons on a successful hit. In addition, if you miss with a splash weapon and the errant
weapon lands in a square occupied or adjacent to an ally with this feat, your ally can attempt a DC 20 Ref lex save. If the
ally succeeds, he is able to catch the weapon. If your ally also has the Snatch Arrows feat, he can toss the splash
weapon back to you as an immediate action.
When you use a combat maneuver to move a creature into or through a square adjacent to an ally with this feat, your
opponent treats all squares adjacent to that ally as difficult terrain during his next turn. In addition, the DC of any of your
opponent's Acrobatics checks in the affected squares increases by 2 for each of your allies with this feat who are
adjacent to him.
Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your
Strength bonus to the damage roll.
You gain a +2 bonus to AC against charge attacks. If a creature charges you and fails its attack roll, as an immediate
action you can attempt a reposition combat maneuver (Pathfinder RPG Advanced Player's Guide 322) to reposition that
foe. If you use a readied action to attack a creature charging you, you can roll to attack and then attempt to reposition
that creature as a free action before it resolves its charge attack.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your
shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement
bonus.
Whenever you use a melee attack to deal nonlethal damage to a creature that only you threaten, roll a Bluff check
opposed by your opponent's Sense Motive check. You deal an additional amount of nonlethal damage equal to 1/2 the
difference between your Bluff check and your opponent's Sense Motive check (minimum 0). If your opponent has an
attitude of friendly or helpful toward you (including temporarily due to Intimidate checks, charm person, and similar
effects), you instead deal an amount of extra nonlethal damage equal to the difference between your checks.
Regardless, the amount of extra nonlethal damage you deal with this feat cannot exceed your Hit Dice.
Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that
creature and a +1 bonus to CMD against combat maneuvers made by that creature.
Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a
condition inflicted by a previous dirty trick (whether your own or another creature's), you can cause the condition to
worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to
become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This
worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any
rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the
condition (whichever comes first).
Whenever you are the target of an areaof- effect attack that normally deals half damage on a successful Reflex save
(such as a fireball spell or dragon's breath weapon), you may, as an immediate action, wrestle an adjacent foe into
harm's way. This does not alter the position of you or your opponent, but your opponent must attempt a Reflex save
against the attack in your place. If your opponent fails, it takes half damage from the attack and you take none; if it
succeeds, it takes no damage and you take damage as normal as though you'd failed your saving throw (though this
damage is still reduced by abilities such as improved evasion). This feat works even if the opponent was already in the
affected area of the attack (so it is possible that an unlucky opponent could take as much as 1-1/2 times the damage
normally possible from the attack). You can use this ability only on a foe within one size category of yourself.
You are an enigma unto those who cleave to notions of morality as guiding life principles. Habits and mannerisms from
your past life send subtly confusing signals to those trying to read you. Whenever another character attempts to discern
your alignment, loyalties, or intentions (including via magical effects such as detect thoughts and when you are using
Bluff to send a secret message or feint), you gain a +2 bonus on opposed skill checks and on Will saving throws to resist
such effects.
When you are on one of the planes you've selected as a favored terrain, you gain a +2 bonus on weapon attack rolls
against outsiders native to that plane. You also ignore up to 5 points of damage reduction when making weapon attacks
against outsiders native to that plane, except for damage reduction without a type (such as DR 10/-). In addition, you
gain this bonus against extraplanar creatures you encounter and identify as being from one of your planar favored
terrains, such as with a successful Knowledge (planes) check, regardless of what plane you or they are on.
As long as you and your cohort maintain membership in good standing within the same organization, your cohort gains a
+4 morale bonus on Will saves against enchantment spells and effects. Additionally, your cohort is treated as though she
possessed the same teamwork feats you do for the purpose of determining whether you receive a bonus from your
teamwork feats. Your cohort doesn't receive any bonuses from these feats unless she actually possesses the feats. If
you and your cohort belong to one of the organizations listed in this section, your cohort gains the practiced leadership
benefit associated with your organization. If a benefit grants your cohort access to a spell-like ability, the caster level of
the effect is 1st or equal to your cohort's caster level, whichever is higher.
You gain a +1 bonus on Perform (act, comedy, oratory, and sing) skill checks, and Perform is a class skill for you. In
addition, each time you make a successful Bluff check to convince someone of a far-fetched or impossible story, you
regain 1 grit point. Successfully lying to a friendly or helpful creature, or a creature that has fewer Hit Dice than half your
character level, doesn't restore grit.
You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus
(instead of a melee weapon). The target of this feint must be within 30 feet of you and be able to see you. If you have
the Quick Draw feat, you can holster a onehanded firearm as a free action as long as you have at least 1 grit point.
Whenever you craft ammunition using Gunsmithing, you may inscribe a bullet or alchemical cartridge with the name of
its intended target. The ammunition gains the bane weapon special ability against the chosen creature only. If the
ammunition is used to attack any other target, the attack roll is instead made with a -2 penalty. Crafting a named bullet
costs 1 grit point and reduces your maximum grit points by 1 until the named bullet is fired or destroyed.
normal special
A character who is
wearing armor with All characters except
which he is not monks, sorcerers, and
proficient applies its wizards automatically have
armor check penalty Light Armor Proficiency as a
to attack rolls and to bonus feat. They need not
all skill checks that select it.
involve moving.
Barbarians, clerics, druids,
fighters, paladins, and
See Armor rangers automatically have
Proficiency, Light. Medium Armor Proficiency
as a bonus feat. They need
not select it.
A character without
this feat who is
reduced to negative
hit points is
unconscious and
dying.
You normally add only
half of your Strength
modifier to damage
rolls made with a
weapon wielded in
your off-hand.
A character without
this feat who sleeps in
medium or heavier
armor is fatigued the
next day.
Creatures moved by
bull rush do not
provoke attacks of
opportunity.
Disarmed weapons
and gear land at the
feet of the disarmed
creature.
A creature you feint
loses its Dexterity
bonus against your
next attack.
Maintaining a grapple
is a standard action.
Creatures knocked
prone by your overrun
do not provoke an
attack of opportunity.
Creatures do not
provoke attacks of
opportunity from being
tripped.
You can gain Greater
Weapon Focus multiple
times. Its effects do not
stack. Each time you take
the feat, it applies to a new
type of weapon.
A character using a
shield with which he is
not proficient takes
Fighters automatically have
the shield's armor
Tower Shield Proficiency as
check penalty on
a bonus feat. They need not
attack rolls and on all
select it.
skill checks that
involve moving,
including Ride.
Darkvision normally
extends 60 or 90 feet.
You can only apply the
effects of one of the
following feats to a given
critical hit: Bull Rush Strike,
You must perform a
Disarming Strike,
disarm combat
Repositioning Strike,
maneuver to disarm
Sundering Strike, or
an opponent.
Tripping Strike. You may
choose to use this feat after
you make your confirmation
roll.
A monk of the four winds
receives Elemental Fist as a
bonus feat at 1st level, even
if he does not meet the
prerequisites. A monk may
attempt an Elemental Fist
attack a number of times
per day equal to his monk
level, plus one more time
per day for every four levels
he has in classes other than
monk.
You must be
positioned opposite an
ally to f lank an
opponent.
Creatures moved by
drag do not provoke
attacks of opportunity.
Creatures moved by
reposition do not
provoke attacks of
opportunity.
Creatures
automatically notice
items taken from them
through the steal
combat maneuver.
The Improved Blind-Fight
feat is of no use against a
character who is the subject
of a blink spell.
Aid another is a
standard action.
Aid another is a
standard action.
Applying poison to a
weapon or single
piece of ammunition is
a standard action.
If you gain levels in a class
that grants the grit class
feature, you can
immediately trade this feat
for the Extra Grit feat.
Improvised tools
impose a -2 penalty
on Craft checks. Items
require raw materials
to repair.
A bardic performance
lasts only as long as
you maintain it.
You can take this feat
multiple times. Each time
you take it, you apply it to a
different qualifying hex.
Pronouncing or
changing a judgment
requires a swift action.
Full-round actions are
required to load and
aim siege engines.
Feinting is a standard
action.
A net is a ranged
weapon that imposes
a -4 penalty on ranged
attack rolls if it is
unfolded. Folding a
net takes a proficient
user 2 rounds.
A net is a two-handed
ranged weapon.
Applying poison to a
weapon or single
piece of ammunition is
a standard action.
Crossbows and
firearms are the only
ranged weapons that
can be used while
prone.
A bull rush combat
maneuver is a
standard action.
A drag combat
maneuver is a
standard action.
A reposition combat
maneuver is a
standard action.
A steal combat
maneuver is a
standard action.
Direct-fire weapons
impose a -2 attack roll
penalty per size
category by which the
weapon is larger than
the creature aiming it.
An indirect-fire
weapon that misses
misdirects fire by 1d4
squares per range
increment.
You can take this feat
multiple times. Each time
you take it, you choose a
different favored enemy
type.
An unarmed strike
deals bludgeoning
damage.
While wielding a
ranged weapon, you
threaten no squares
and can make no
attacks of opportunity
with that weapon.
Making a ranged
attack provokes
attacks of opportunity.
Unarmed strikes deal
bludgeoning damage.
A thrown splash
weapon that misses
deals splash damage
in the square where it
lands and in adjacent
squares.
Charging is a special
full-round action that
limits you to a single
attack.
You only benefit from
the Blood Drinker feat
if you consume fresh
blood from a living
creature.
You can take this feat
multiple times. Each time
you select it, choose a new
humanoid subtype or the
monstrous humanoid.
You cannot take 20 on
any check where you
incur penalties for
failure.
You receive a +1
circumstance bonus on
Diplomacy and Intimidate
checks made against any
drow.
You may select this feat
multiple times. Its effects
stack.
Intimidating an
opponent is a
standard action.
You can gain this feat
multiple times. Each time
you take this feat, you must
choose a different benefit.
You may only apply one of
these benefits per round
(chosen as a free action at
the start of your turn).
The bleed effect from this
feat stacks with that of the
Bleeding Critical feat and
similar effects, adding 1
point to your bleed damage.
A thrown weapon
drops in the square
where it hit its target.
Changing whether a
dorn-dergar is a
normal or reach
weapon is a move
action.
A dorn-dergar requires
two hands to wield.
Flanking opponents
gain a +2 flanking
bonus to hit.
At the GM's discretion, an
especially evil or cruel
creature may gain a +2
bonus to its Sense Motive
check to resist this ability. If
it succeeds, it does
something to make your
bindings even more secure
and less comfortable, giving
you a -5 penalty on all
Escape Artist checks made
in those particular bonds.
When your overrun
maneuver check
exceeds your
opponent's CMD by 5
or more, you move
through the target's
space and she is
knocked prone.
Charging is a full-
round action and
allows you to move
twice your speed.
Dispel magic
suppresses an item's
magical properties for
1d4 rounds.
You cannot reposition
a foe into an
intrinsically dangerous
space such as a pit or
blade barrier.
Hamatulatsu may be
selected as a substitute
bonus feat at 6th level by a
monk even if the monk does
not otherwise meet the
prerequisites. This fighting
style is normally only taught
to women of the Sisterhood
of the Golden Erinyes.
A character without
this feat needs a
move action to reload
a hand or light You can gain Rapid Reload
crossbow, a standard multiple times. Each time
action to reload a one- you take the feat, it applies
handed firearm, or a to a new type of crossbow
full-round action to or a new type of firearm.
load a heavy
crossbow or a two-
handed firearm.
As part of this feat, you
create a personal Umbrae-
Token that ties your soul
and your doings to the fell
power of the Uskwood. This
potent object is treated as a
wooden unholy symbol that
radiates faint necromancy
magic. If your Umbrae-
Token is ever destroyed,
your connection to the
shadowy heart of the
Uskwood is severed and all
benefits of this feat are lost
until another is created. This
process requires a journey
to the Uskwood and an
atonement spell cast by a
fellow worshiper of Zon-
Kuthon.
When you charge, you
take a -2 penalty to
AC until the start of
your next turn.
You must be
positioned opposite an
ally to flank an
opponent.
This feat counts as Dodge
for the purposes of
qualifying for the Mobility
and Spring Attack feats.
Readying an attack is
a standard action and
doesn't grant a bonus
on your attack roll.
In certain circumstances,
some outsiders and
creatures of other types
might have a strong
connection to a specific
deity they work for as
agents and servants. These
creatures' spells and spell-
like abilities should likewise
be affected by this feat,
regardless of the creatures'
planar origins or sources of
magical power, subject to
the GM's discretion.
You can take this feat more
than once. Each time you
do, you must choose a new
demon lord.
You may select this feat
multiple times. Each time
you take the feat, you gain a
new rogue talent.
A character wielding a
A monk can use this feat as
two-handed weapon
long as he is wielding a two-
adds 1-1/2 times her
handed weapon or both his
Strength bonus to
hands are empty.
damage rolls.
If you've already completed
this feat by changing to the
opposite moral alignment
and have since returned to
being morally neutral, you
may take this feat a second
time. You gain no additional
basic benefits, but if you
complete this feat's goal a
second time by crossing
back to your original
alignment, you gain
additional completion
benefits-you gain the
second completion benefit,
and can apply the first
benefit against good and
evil creatures.
Resistance 0 abjuration
Acid Splash 0 conjuration
Drench 0 conjuration
Detect Magic 0 divination
Detect Poison 0 divination
Read Magic 0 divination
Daze 0 enchantment
Breeze 0 evocation
Dancing Lights 0 evocation
Flare 0 evocation
Light 0 evocation
Penumbra 0 evocation
Ray of Frost 0 evocation
Scoop 0 evocation
Spark 0 evocation
Ghost Sound 0 illusion
Haunted Fey Aspect 0 illusion
Bleed 0 necromancy
Disrupt Undead 0 necromancy
Touch of Fatigue 0 necromancy
Jolt 0 transmutation
Mage Hand 0 transmutation
Mending 0 transmutation
Message 0 transmutation
Open/Close 0 transmutation
Root 0 transmutation
Arcane Mark 0 universal
Prestidigitation 0 universal
Idyllic Sleep 0 abjuration
Layer of Ice 0 abjuration
Tie/Unfasten 0 transmutation
Technomancy 1 divination
True Strike 1 divination
Aphasia 1 enchantment
Bungle 1 enchantment
Charm Person 1 enchantment
Brimstone 1 conjuration
Jam Barrel 1 conjuration
Precipitate 1 conjuration
Rejuvenate Familiar 1 conjuration
Virulence 1 necromancy
Adjust 1 transmutation
Alter Liquid 1 transmutation
Alter Poison Damage Type 1 transmutation
Awesome Strike 1 transmutation
Borrow Skill 1 transmutation
Breathtwist 1 transmutation
Clear Jam 1 transmutation
Climb 1 transmutation
Color 1 transmutation
Energy Weapon 1 transmutation
Escape Grapple 1 transmutation
Eyes of Eventide 1 transmutation
Color 1 transmutation
Energy Weapon 1 transmutation
Erase Tattoo 1 transmutation
Escape Grapple 1 transmutation
Fireshape 1 transmutation
Fool's Gold 1 transmutation
Ice Arm 1 transmutation
Overcompensation 1 transmutation
Peephole 1 transmutation
Pseudopod 1 transmutation
Callback 2 conjuration
Cloud of Seasickness 2 conjuration
Create Pit 2 conjuration F
Cushioning Bands 2 conjuration
Dust of Twilight 2 conjuration
Euphoric Cloud 2 conjuration M
Fiery Shuriken 2 conjuration M
Fog Cloud 2 conjuration
Glitterdust 2 conjuration
Web 2 conjuration
Web Shelter 2 conjuration
Whip of Spiders 2 conjuration
Blood Transcription 2 divination
Heckle 2 enchantment
Hidden Presence 2 enchantment
Hideous Laughter 2 enchantment
Investigative Mind 2 enchantment
Oppressive Boredom 2 enchantment
Qualm 2 enchantment
Seducer's Eyes 2 enchantment
Tactical Acumen 2 enchantment
Touch of Idiocy 2 enchantment
Touch of Mercy 2 enchantment
Unnatural Lust 2 enchantment
Jitterbugs 2 illusion
Mad Hallucination 2 illusion
Magic Mouth 2 illusion M
Minor Image 2 illusion
Mirror Image 2 illusion
Misdirection 2 illusion
Phantom Trap 2 illusion M
Defoliate 2 necromancy
Dress Corpse 2 necromancy
False Life 2 necromancy
Ghoul Touch 2 necromancy
Languid Venom 2 necromancy
Life Pact 2 necromancy
Limp Lash 2 necromancy
Pernicious Poison 2 necromancy
Scare 2 necromancy
Sentry Skull 2 necromancy M
Skinsend 2 necromancy
Spectral Hand 2 necromancy
Steal Voice 2 necromancy
Stricken Heart 2 necromancy
Touch of Bloodletting 2 necromancy
Unshakable Chill 2 necromancy
Aboleth's Lung 2 transmutation
Accelerate Poison 2 transmutation
Adhesive Blood 2 transmutation
Adoration 2 transmutation
Air Step 2 transmutation
Alter Self 2 transmutation
Buoyancy 2 transmutation
Carry Companion 2 transmutation
Cat's Grace 2 transmutation
Certain Grip 2 transmutation
Codespeak 2 transmutation
Darkvision 2 transmutation
Destabilize Powder 2 transmutation
Disfiguring Touch 2 transmutation
Eagle's Splendor 2 transmutation
Eldritch Conduit 2 transmutation
Extreme Flexibility 2 transmutation
Shadowform 4 illusion
Shadow Barbs 4 illusion
Shadow Conjuration 4 illusion
Shadow Step 4 illusion
Shocking Image 4 illusion
Simulacrum, Lesser 4 illusion M
Wandering Star Motes 4 illusion
Sadomasochism 4 necromancy
Shadow Projection 4 necromancy
Skeleton Crew 4 necromancy
Spellsteal 5 abjuration
Stoneskin, Communal 5 abjuration M
Unbreakable Construct 5 abjuration M
Wreath of Blades 5 abjuration F
Acidic Spray 5 conjuration M
Callback, Greater 5 conjuration
Cloudkill 5 conjuration
Corrosive Consumption 5 conjuration
Damnation Stride 5 conjuration
Duplicate Familiar 5 conjuration
Flash Forward 5 conjuration
Geyser 5 conjuration
Hostile Juxtaposition 5 conjuration
Hungry Pit 5 conjuration
Mage's Faithful Hound 5 conjuration
Major Creation 5 conjuration
Planar Binding, Lesser 5 conjuration
Daywalker 5 necromancy
Decollate 5 necromancy
Soulswitch 5 necromancy
Suffocation 5 necromancy
Summoner Conduit 5 necromancy
Symbol of Pain 5 necromancy M
Torpid Reanimation 5 necromancy M
Vampiric Shadow Shield 5 necromancy
Waves of Fatigue 5 necromancy
Dissolution 5 transmutation
Echolocation 5 transmutation
Elemental Body II 5 transmutation
Oasis 6 transmutation
Owl's Wisdom, Mass 6 transmutation
Plant Shape II 6 transmutation
Sabotage Construct 6 transmutation
Sonic Form 6 transmutation
Stone to Flesh 6 transmutation
Tar Pool 6 transmutation
Transformation 6 transmutation M
Undead Anatomy III 6 transmutation
Banishment 7 abjuration
Circle of Clarity 7 abjuration F
Expend 7 abjuration
Firebrand 7 transmutation
Fly, Mass 7 transmutation
Oathbind 2 divination
Speak with Objects 2 divination
True Casting 2 divination
Autocannibalism 2 enchantment
Burning Gaze 2 enchantment
Curse of Prevarication 2 enchantment
Fit of Pique 2 enchantment
Friendly Face 2 enchantment
Heartache 2 enchantment
Hesitate 2 enchantment
Insomnia 2 enchantment
One Track Mind 2 enchantment
One Track Mind 2 enchantment
Scatterbrained 2 enchantment
Slip of the Tongue 2 enchantment
Touch of Frailty 2 enchantment
Utter Failure 2 enchantment
Frostfield 2 evocation
Phantom Limb 2 evocation
Recipricocity 2 evocation
Rolling Boulder 2 evocation
Shadow Ball 2 evocation
Spectral Sail 2 evocation
Vertigo 2 illusion
Flexarmor 2 transmutation
Fool's Luck 2 transmutation
Giant Boulder 2 transmutation
Khazri 2 transmutation
Launching Perch 2 transmutation
Magnify Vision 2 transmutation
Program Feat 2 transmutation
Ride Winds 2 transmutation
BlackLight 3 evocation
Call the Void 3 evocation
Campfire Wall 3 evocation
Chain of Perdition 3 evocation
Heatstroke 3 evocation
Hydraulic Torrent 3 evocation
Lightning Bolt 3 evocation
Spotlight 3 evocation
Thunderstomp, Greater 3 evocation
Tiny Hut 3 evocation
Shadowmind 3 illusion
Vision of Hell 3 illusion
Wall of Nausea 3 illusion
Accursed Glare 3 necromancy
Animate Dead, Lesser 3 necromancy
Deathwine 3 necromancy
Eldritch Fever 3 necromancy
Gentle Repose 3 necromancy
Halt Undead 3 necromancy
Healing Thief 3 necromancy
Howling Agony 3 necromancy
Hydrophobia 3 necromancy
Ki Leech 3 necromancy
Malediction 3 necromancy F
Marionette Possession 3 necromancy
Ray of Exhaustion 3 necromancy
Sands of Time 3 necromancy
Symbol of Exsanguination 3 necromancy M
Toxic Gift 3 necromancy
Unliving Rage 3 necromancy
Vampiric Touch 3 necromancy
Air Breathing 3 transmutation
Ancestral Regression 3 transmutation
Anchored Step 3 transmutation
Anthropomorphic Animal 3 transmutation
Ape Walk 3 transmutation
Aristocrat's Nightmare 3 transmutation
Armor Lock 3 transmutation
Assume Appearance 3 transmutation F
Beast Shape I 3 transmutation
Sunglobe 3 conjuration
Teleporting Strike 3 conjuration
Trade Wind 3 conjuration
Combat Awareness 3 divination
Dream Learning 3 divination
Glimpse of Knowledge 3 divination
Hand of the Marksman 3 divination
Perilous Strike 3 divination
Plant Spy 3 divination
Psychic Twin 3 divination
Remembrance 3 divination
Touch of History 3 divination
Tracer 3 divination
Animal Mind 3 enchantment
Aura of Peace 3 enchantment
Curse of Truth 3 enchantment
Euphoria 3 enchantment
Glossolalia 3 enchantment
Indecision 3 enchantment
Indisputable Fact 3 enchantment
Lost 3 enchantment
Memory of Love 3 enchantment
Night Terror 3 enchantment
Surge 3 enchantment
Glide 3 transmutation
Halt Constructs 3 transmutation
Holding the Viper 3 transmutation
Immobilize Object 3 transmutation
Intelligent Object 3 transmutation
Mud Pit 3 transmutation
Reverse Gender 3 transmutation
Cavalry 4 conjuration
Crush 4 conjuration
Extraction 4 conjuration
Frost Fighters 4 conjuration
Iceshockle 4 conjuration
Sirocco 4 conjuration
Summon Horror IV 4 conjuration
Barrage 4 divination
Ice Mirror 4 divination
Phobia 4 enchantment
Phobia 4 enchantment
Comet Swarm 4 evocation
Gale Scythe 4 evocation
Negative Image 4 evocation F
Scalding Sea 4 evocation
Shadow Ball, Greater 4 evocation
Temporary Enchantment II 4 evocation
Thunderfist, Greater 4 evocation
Illusory Edge 4 illusion
Illusory Strike 4 illusion
Illusory Vestment 4 illusion
Mute 4 illusion
Night Armor 4 illusion
Plumage Lure 4 illusion
Shadow Courier 4 illusion F
Shadow Necromancy 4 illusion
Extract Knowledge 4 necromancy
Shadow Touch 4 necromancy
Symbol of Blinding 4 necromancy M
Venomous Pages 4 necromancy
Aegis 5 conjuration
Arcane Nova 5 conjuration
Ethereal Library 5 conjuration M
Summon Arcane Bond Object, Greater 5 conjuration M
Summon Horror V 5 conjuration
Updraft 5 conjuration
Wall of Disease 5 conjuration
Kiss of Unrequited Love 5 enchantment
Mage Fire 5 evocation
Rain of Darts 5 evocation
Tempest Hammer 5 evocation
Temporary Enchantment III 5 evocation
Portal 7 conjuration
Summon Horror VII 7 conjuration
Embody 7 transmutation M
Glassiron 7 transmutation
Ooze Form 7 transmutation
Ooze Shape III 7 transmutation
Time Stop, Lesser 7 transmutation
Pestilence 8 conjuration
Summon Horror VIII 8 conjuration
Ice Mirror, Greater 8 divination
Analogue 9 necromancy
Entropic Storm 9 necromancy
Siphoning Touch, Greater 9 necromancy
Jotunblood Form 9 transmutation
Transfiguration 9 transmutation
Typhoon 9 transmutation
Description Source
Bolt of energy inflicts a -1 circumstance penalty to spell, spell-like ability and supernatural DCs. RP:101-0
Caster gains a +2 deflection bonus to AC against the next ranged attack against her. RP:101-0
Caster gains a +2 deflection bonus to AC against the next melee attack against him. RP:101-0
The subject gains a +2 morale bonus against fear effects for 1 minute. RP:101-0
Protects small fire from being extinguished. RP:101-0
Subject is completely cured of alcohol effects. RP:101-0
Conjures any small tool for 1 min./level. RP:101-0
Creates a 5' square sheet of ice on the ground, causing it to become difficult terrain. SGG:IM
You create a 1-foot cubic block of an elemental substance. RP:101-0
Absorbs 1d3 damage from the next attack. RP:101-0
Creates a writing quill with limitless ink. RP:101-0
Deal 1 point of slashing damage and blind target for 1 round. RP:101-0
Extinguish non-magical light sources. AG:PS
Creates ropeilike strand that is sticky on one end. RP:101-0
Ray deals 1d2 points of damage of random energy type over time. RP:101-0
You create and can proficiently wield a club. RP:101-0
Caster gets a +2 insight bonus to next melee attack roll. RP:101-0
Caster gains a +2 competence bonus on next skill check. RP:101-0
Helps decipher a coded message or cipher. RP:101-0
As detect poison, but it detects objects created through alchemy and alchemical reagents rather than
magic. SGG:110SV
Determines whether a creature is under a charm effect. RP:101-0
Gain a +10 bonus to Spellcraft checks to identify a spell. RP:101-0
If your target opponent made his previous save, your next spell DC improves by 1. RP:101-0
Caster gets a +2 insight bonus to next ranged attack roll. RP:101-0
Grant +2 insight bonus to your next knowledge, perception or sense motive check. RP:101-0
Gain stonecunning ability as a dwarf. RP:101-0
Quickly summarize a text of up to 250 pages. RP:101-0
Wake up one living creature. RP:101-0
The target suffers a -4 penalty to initiative. RP:101-0
Decrease target's initiative by 4. RP:101-0
Target cannot sleep for 24 hours. RP:101-0
Single shadow-casting target touched is entangled. RP:101-0
Causes Critical Fumble to become an attack on an ally. RP:101-0
Touch leaves target fascinated for 1 round. RP:101-0
TO:FF
Stabilizes but damages target. RP:101-0
As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step. SGG:110SV
Object casts deep shadows in 20 ft. radius. RP:101-0
Dims light sources within 100 feet of object touched. RP:101-0
One creature is shaken and must make a Acrobatics check or fall prone. RP:101-0
Weapon of force threatens RP:101-0
Starts a fire quickly. RP:101-0
TO:FF
Shines a beam of light from your finger. RP:101-0
Ray deals 1d4 nonlethal damage. RP:101-0
Returns a book to its shelf in the proper place. RP:101-0
Creates a loud sound. RP:101-0
Disembodied hand slaps target for 1 point of damage. RP:101-0
Creates a line of force, often used to trip creatures. RP:101-0
Ranged touch attack inflicts 1d3 points of sonic damage. RP:101-0
Disarms subject. RP:101-0
Changes the taste of one meal to a taste that is pleasant for the creature consuming it. RP:101-0
Allows two subjects to speak without being overheard. RP:101-0
TO:FF
Touched object appears more valuable than it is. RP:101-0
Hides a small object in plain sight. RP:101-0
Illusion causes subject to fall prone and suffer 1d3 nonlethal damage. RP:101-0
Creates a single sound after a preset amount of time. RP:101-0
Creates tiny and immobile image. RP:101-0
Touch deals 1 point of damage each round to an injured creature. RP:101-0
Target creature falls prone. RP:101-0
Target's non-magical melee attacks inflict only nonlethal damage. RP:101-0
Target takes 1 point of bludgeoning damage, and becomes sickened for 1 round. RP:101-0
TO:FF
Target animal is panicked. RP:101-0
Target becomes fatigued. RP:101-0
Target is staggered for one round. RP:101-0
Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks. RP:101-0
Tools automatically perform simple tasks. RP:101-0
Weapon becomes easier to use. RP:101-0
Causes flowering plant to blossom. RP:101-0
Spikes of the target's bones grow dealing 1d6 and +1 damage to its unarmed attacks. RP:101-0
Thoroughly scour one object or small room. RP:101-0
Unworn clothing becomes armor. RP:101-0
Inflicts damage to a single object, undead or construct creature. RP:101-0
TO:FF
Encode a message to protect it from view. RP:101-0
A ship, cart, or wagon moves as you command. RP:101-0
Touched weapon deals +1 damage of a chosen energy type. RP:101-0
Object orbits your head. RP:101-0
Earth entangles foe. RP:101-0
Negate penalties caused by light. RP:101-0
Thrown weapon or projectile gains 50% more range. RP:101-0
You create a minor mishap. RP:101-0
Removes target's pants. RP:101-0
Increase touched creature's land speed. RP:101-0
Causes target coin to always land on face you choose. RP:101-0
Sorcerer Only. Gain +4 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
Increase or decrease the dimensions of natural shadows. AG:PS
Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest. RP:101-0
Caster creates any shape out of existing smoke. RP:101-0
As open/close, but it affects rope, string, lacing, straps, and similar objects that hold knots. SGG:110SV
You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a
harmful spell. PRG:UC
Wards an area for 2 hours/level. PRG:CRB
Exist comfortably in hot or cold regions. PRG:CRB
Holds door shut. PRG:CRB
As alarm, but reacting only to invisible creatures. PRG:ACG
Increase your attacks of opportunity per round. PRG:ACG
Make it harder to detect a poison or a venomous creature. PRG:UI
Locks a weapon in place on the target’s body. PRG:UC
+2 to AC and saves, plus additional protection against selected alignment. PRG:CRB
You heighten your awareness of your own thoughts, allowing you to more easily resist outside
influences. PPC:DA
Invisible disc gives +4 to AC, blocks magic missiles. PRG:CRB
A shield of force protects you until you dismiss it in an explosion of electricity. PRG:UC
Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. PRG:ACG
The next weapon that sunders an item belonging to the target takes damage. PRG:ACG
Water blunts one incoming attack or fire effect. PRG:ACG
The target's feathers thicken and fluff up to ward against winter's chill. The target suffers no harm from
being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit
without having to make Fortitude saves. PRG:ARG
Replaces nonmagical ammunition every round. PRG:UC
Spit a tanglefoot bag at a creature. PRG:ACG
Creates a small pocket of air around your head or an object. PRG:UC
You anoint a wounded creature with the blood of a good outsider. PPC:AA
Touch attack deals 1d4 acid/level. PRG:UM
Create an improvised weapon. PRG:UI
You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3
feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet). PPC:AA
Makes one 5-ft. square or one object sticky. PRG:ACG
Makes 10-ft. square or one object slippery. PRG:CRB
Teleport armor you are wearing off of you and onto an ally within range. PPC:AMH
Masterwork ice dagger deals +1 cold damage. PRG:UM
Touch a creature with devils blood, giving it fast healing 1. PCS:ISWG
Arrow deals damage as your unarmed strike. PRG:UM
This spell helps build community and ensure a shared vision for the future. PPC:AA
Gives subject +4 armor bonus. PRG:CRB
Summons riding horse for 2 hours/level. PRG:CRB
Range touch attack that cause the target to be blinded. PRG:ARG
Fog surrounds you. PRG:CRB
Send a spellbook into a random safe location on the Ethereal Plane, where it remains indefinitely. You
can retrieve it later by concentrating as a standard action, causing it to reappear in your hands. PPC:MaTT
Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe. PPC:PotN
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an
opponent of your choice. PRG:ARG
Small hole trips creatures. PRG:APG
Summon 1d3 Tiny animals. PRG:UM
Summons extraplanar creature to fight for you. PRG:CRB
Invisible force obeys your commands. PRG:CRB
Target gains a bonus on one initiative check. PRG:UM
You understand all spoken and written languages. PRG:CRB
Adapt to fit the local culture. PRG:UI
As detect magic, except you immediately detect the strength and location of each charm, compulsion,
and possession aura on all creatures in the area. PC:ASL
You detect any metal objects or creatures within a 60-foot cone. PPC:PotR
Reveals hidden doors within 60 ft. PRG:CRB
Reveals undead within 60 ft. PRG:CRB
Read the target's mind to learn about its family. PRG:ACG
Your recall and ability to process information improve. PRG:ACG
Gives +10 bonus to identify magic items. PRG:CRB
Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. PRG:UC
As detect magic, except detects the presence of technological objects instead of magical objects and
grants the Technologist feat for attempting Knowledge (engineering) checks to identify the properties
of technological items. If you already possess this feat, you gain a +10 bonus
on Knowledge (engineering) checks to identify item properties. TG
+20 on your next attack roll. PRG:CRB
Prevent a target from understanding language. PRG:UI
Target takes a -20 penalty on its next attack roll or check. PRG:UM
Makes one person your friend. PRG:CRB
Target is penalized on attacks and checks but gains bonus against charms and compulsions. PRG:UM
Fascinates 2d4 HD of creatures. PRG:CRB
You are treated as having a night's rest even while staying awake KoIS
You compel the target to only look at you for the duration of the spell. PRG:UC
Target perfectly memorizes one page of information. PRG:ACG
Subject forgets events back to last turn. PRG:APG
Doubles a morale bonus. PRG:UC
Puts 4 HD of creatures into magical slumber. PRG:CRB
Target takes -4 on initiative and Reflex saves. PRG:UM
1d4/level fire damage (max 5d4). PRG:CRB
You create either up to four spheres of darkness that each reduce the illumination level by one step
within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere of dancing darkness
must stay within a 10-foot-radius area of one another but can otherwise move as you desire
(no concentration required): forward or back, up or down, straight or turning corners, or the like. PPC:BoS
Deal sonic damage and daze target. PRG:UM
As flare, but affects all creatures in 10 ft. PRG:APG
Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. PRG:CRB
Light wind protects one target from clouds, gases, heat, and vapors. PRG:ACG
Wave of water bull rushes an enemy. PRG:APG
1d4+1 damage; +1 missile per two levels above 1st (max 5). PRG:CRB
Touch delivers 1d6/level electricity damage (max 5d6). PRG:CRB
Trip one creature within range. PRG:ACG
Touched target ignites in flame, suffering 1d6 fire damage and possibly catching on fire PRG:ARG
Make one instrument sound like a different kind of instrument. PRG:ACG
Create a phantasm with auditory effects. PRG:UI
Gain a bonus to Stealth and make checks without cover or concealment. Elf only. ARG
As blur, but only while you are moving. PRG:ACG
Your voice can be heard across great distances KoIS
Knocks unconscious, blinds, and/or stuns weak creatures. PRG:CRB
You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on. PPC:MTT
Your weapon becomes shiny, gaining bonuses to several combat maneuvers PCS:RG
Changes your appearance. PRG:CRB
Changes one weapon's appearance. PRG:ACG
You appear to be standing still, even when you take some actions. PRG:UC
Alters object's magic aura. PRG:CRB
Targeted creature may not positively influence anyone. PRG:UC
Obfuscate whether a door is open or closed. PRG:UI
You pin the target's shadow to its current location, causing the target to become entangled and
preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored
to the terrain. PPC:BoS
Create a quasi-real masterwork weapon. PRG:UM
Creates minor illusion of your design. PRG:CRB
As invisibility for 1 round/level (5 max). PRG:APG
Throws voice for 1 min./level. PRG:CRB
You can sleep comfortably in armor without suffering fatigue. KoIS
One creature of 5 HD or less flees for 1d4 rounds. PRG:CRB
One touch/level deals 1d6 damage and possibly 1 Str damage. PRG:CRB
Turn a corpse into a clean skeleton. PRG:UM
Cause a corpse to grab or trip a foe. PRG:HA
Target answers questions or suffers pain. PRG:UM
Curse target with a distracting, unbearable itch. PPC:MaTT
Gain temporary hp if Con loss would knock you out or kill you. PRG:ACG
Ray causes 1d6 Str penalty + 1 per 2 levels. PRG:CRB
Ray makes the subject sickened. PRG:UM
Heals one undead of 1d8 hp + 1/level (max +5). PRG:ACG
Skeletal corpse grows flesh. PRG:UM
Makes corpse look like another creature. PRG:APG
A touch from your hand, which is engulfed in darkness, disrupts a creature's vision by coating its eyes
in supernatural darkness. PPC:BoS
Transform one firearm or alchemical item into another one. PRG:ARG
Increase/decrease strength of natural winds. PRG:APG
Makes a rope move at your command. PRG:CRB
Triples carrying capacity of a creature. PRG:APG
Store electricity attacks used against you and release the energy as a touch attack. PRG:ACG
The target's flesh becomes flexible and rubbery. PRG:MC
Gives an object the broken condition. PRG:APG
Use your blood to create material components for spells. PAP:RoRLAE
A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage. PC:CEoD
Subject takes –5 on Craft skill checks. PRG:APG
Subject gains +5 on next Craft check. PRG:APG
Ruins ammunition loaded in the targeted firearm. PRG:UC
Animates a lantern that follows you. PRG:APG
Your coat of arms is magically displayed on any suitable item you carry. KoIS
This spell slows the metabolism and other bodily functions of a creature for a short amount of time. PRG:MC
Humanoid creature doubles in size. PRG:CRB
Mundane or magical writing vanishes. PRG:CRB
Moves 5-ft. cubes of earth. PRG:APG
Your base speed increases by 30 ft. PRG:CRB
Converts 1 pound of metal into ammunition. PRG:UC
Create a disguise in an instant. PRG:UI
Objects or creatures fall slowly. PRG:CRB
Target cannot make loud noises. PRG:UM
Arrows do damage as though one size category larger. PRG:APG
Transform a ropelike object into a retracting grapple. PRG:UI
Subject gets bonus on Acrobatics checks. PRG:CRB
Removes the broken condition from the targeted object. PRG:UC
Target makes an Escape Artist check as an immediate action and gains a bonus on it. PRG:UC
One object weighs half as much as normal FoB
Your arms lengthen, giving you extra reach. PRG:ACG
Grants a +10-foot bonus to the range increment for any ranged weapon fired. PRG:UC
Weapon gains +1 bonus. PRG:CRB
If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. PRG:ARG
Polish a metal item until it's usable as a mirror. PRG:ACG
You may strike multiple opponents with a single attack. PRG:UC
Gain a climb speed and a swim speed of 10 ft. for a time. PRG:ACG
You transform the contents of a normal egg into a single dose of small centipede poison (injury; save
DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save). PCS:ISG
Gain a relaxing or entertaining effect. PRG:UM
Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. PRG:ARG
Humanoid creature halves in size. PRG:CRB
Transform improvised weapon into a masterwork simple or martial weapon. PRG:ACG
Temporarily mitigates the fragile quality in targeted weapon or armor. PRG:UC
Create 1 dragon firework/level. PRG:UM
Your unarmed strikes are lethal. PRG:APG
Sundered item explodes, dealing 1d6 damage to adjacent creatures. PRG:ACG
Your allies are instantly suited up KoIS
Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. PRG:APG
Swim speed becomes 30 ft. PRG:APG
Move a magic tattoo from one creature to another. PCS:ISM
Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. PRG:UC
Disguise target's voice. PRG:UM
Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls. PRG:UC
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass
harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak
attacks, or critical hit effect from that attack. PRG:ARG
Make a target appear as an older version of itself. PRG:UI
Target appears younger. PRG:UM
Anchor a ship against the currents, holding up to 10 tons per caster level. NG:DMC
Makes it more difficult to track with scent, -2 penalty to odor-based special attacks. JBE: BoM: SS1
As dispel magic except maximum +5. RP:101-1
Subject cannot be flanked. RP:101-1
Chaos defends you against random types of attacks. RP:101-1
Caster's foul taste dissuades living creatures from biting him. RP:101-1
Increases object's hardness by 50%. RP:101-1
You gain a +2 deflection bonus to Armor Class (Immediate). RP:101-1
Caster gains a +20 deflection bonus to AC against the next attack. RP:101-1
Subject gains DR 10/lethal. RP:101-1
Inscription harms those who pass it. RP:101-1
Creates a blue glow that heals burn damage or cold subtype creatures for 1d4 hp +1 per caster level. SGG:IM
Fiery stone deals 1d4 fire damage/level (max 5d4) plus nauseates targets, as melee touch
attack or splash weapon. RP:101-1
Your successful melee touch attack causes a jam in the targeted firearm. AE:ToS
Silvery sphere deals 1d6 + 1 point/level damage plus dazzles targets (undead take more damage and
are blinded), as melee touch attack or splash weapon. RP:101-1
Conjure a hood that renders its wearer blind and deaf, but immune to fear. PFU:W1
As magic weapon, but weapon becomes coated with poison. RP:101-1
Driving rain, sleet, or snow blocks sight and grants concealment, plus quenches fires, impedes
movement. RP:101-1
As rejuvenate eidolon, except it applies to the caster's familiar. SGG:110SV
As cure light wounds, but it repairs objects and constructs that aren't destroyed rather
than healing living creatures. SGG:110SV
Summons horrific creature to fight for you. AG:PS
As summon monster I, but summons npcs. SGG:110SV
Melee or ranged weapon of your choice (Immediate). RP:101-1
You conjure a creature that carries a torch, sunrod, lantern or daylight spell. RP:101-1
Record a conversation on a scroll, book, or tablet LPJ:NEM
Invisible creatures or objects within 10 feet become visible to caster for one round. RP:101-1
Reveals the exact monetary value of a single item RP:101-1
Empowers you to make trip and disarm attempts (Swift). RP:101-1
Learn the class and level or creature type and hit dice of all creatures in a 30' radius. RP:101-1
Subjects gain +2 bonus on their next initiative check. RP:101-1
Gain a +2 perception bonus or expend the spell for a +2 bonus to initiative RP:101-1
Target gains an insight bonus of +1/two caster levels one skill check. RP:101-1
Target has trouble understanding and being understood. JBE: BoM: SS2
Grants +4 insight bonus to Concentration checks. RP:101-1
Caster loses all memory of events just prior to casting the spell. RP:101-1
Creatures immediately awaken. RP:101-1
Target must lie and be generally disagreeable and difficult. RP:101-1
Subject becomes flat-footed. RP:101-1
Target gains temporary bonus to hit or to speed. 4W:S&T
One evil target is denied an action. RP:101-1
Target's initiative count drops by your caster level (Swift). RP:101-1
Disorienting thoughts limit actions in target creature. RP:101-1
Distracted creature suffers a –5 penalty to Perception checks. RP:101-1
Subjects take –1 or –2 on saves. RP:101-1
4W:BoDM
TO:FF
Target cannot speak intelligibly. RP:101-1
Make a ranged combat maneuver against one foe. SGG:AM
Blast of continual wind deals 1d6 subdual and may cause target to become shaken. SGG:IM
Arcing ray of electricity deals 1d4/2 levels (max 5d4). RP:101-1
As sound burst but it deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round. SGG:110SV
Creates a flame capable of cutting through steel. RP:101-1
Ranged touch attack deals 1d6+1 damage of the chosen energy type; +1 missile/2 levels above 1st
(max 5). RP:101-1
Shadowy touch deals 1d6 cold damage/level, clouds target's vision. AG:PS
Vertical strokes of lightning deal 1d6 nonlethal damage +1/level (max +5), plus dazzle and set creatures
on fire. RP:101-1
Invisible field enhances low-light vision and darkvision. AG:PS
TO:FF
As magic missile, but it deals d8s rather than d4s. SGG:110SV
Deals 1d6 non-lethal damage and may knock down targets. RP:101-1
Target bolts automatically load. RP:101-1
TO:FF
Chilling shadows deal 1d4 cold damage/level (max 5d4) in a 30 ft. line. AG:PS
Deals 1d4 damage/level, and target may drop object held. RP:101-1
As dancing lights, but effects a creature touched. SGG:110SV
Creates a loud sound and white light causing a –20 penalty to Perception checks. RP:101-1
Use curtains of air to aid your allies' movement, and hinder your foes' SGG:AM
Creates a moving image on a subject's body that can attack. RP:101-1
TO:FF
Enhances shadows so they grant minor concealment bonus. RP:101-1
Caster becomes physically attractive. RP:101-1
Grant creatures with darkvision the ability to perceive color in the area. RP:101-1
Familiar becomes invisible. RP:101-1
Creates permanent, tiny, immobile image. RP:101-1
Victim suffers a –1 circumstance penalty on all attack rolls and skill checks, and requires
a Concentrationcheck to cast spells. RP:101-1
Create quasi-real masterwork ammunition. AG:PS
Create a quasi-real melee weapon. RP:101-1
Animate and control one skeletal servant. RP:101-1
Attack on target deals +1d6 damage. RP:101-1
Target experiences clumsiness and bad luck (Swift). RP:101-1
Target suffers a 20% hit chance. RP:101-1
Causes 2d6+1/level nonlethal damage and a -1 penalty to attack rolls, ability and skill checks for 1
minute. RP:101-1
Cloud of cold iron filings and negative energy deals 1d6/level to fey (max 5d6). RP:101-1
Subject's speed and Dexterity are temporarily reduced. RP:101-1
Weakens the innate resistance of its target making him more susceptible to poison and disease effects. RP:101-0
Armor, shield, weapon, jewelry, or clothing resizes to fit caster. RP:101-1
Transmute 1 pint/level of liquid (max 5 pints). RP:101-1
Changes poison's damage type for 1 min./level. RP:101-1
Melee attack knocks back foe (Swift). RP:101-1
Use target creature's ranks in one skill. RP:101-1
You change the nature of your energy breath weapon so that it deals a different type of energy (acid,
cold, electricity, fire, or sonic). RP:101-1
Any barrel jams in the target firearm are cleared. AE:ToS
Gain a +5 bonus to Climb checks. SGG:AH1
Changes the color of a creature or object. RP:101-1
One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
Improves grapple and Escape RP:101-1
Subject gains low-light vision, bonus on saves that would hinder vision. AG:PS
Changes the color of a creature or object. RP:101-1
One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
Erase a mundane tattoo from a target RP:WY
Improves grapple and Escape RP:101-1
4W:BoDM
TO:FF
Touch attack deals 1d8 +1/ level (maximum +20) and protects arm from fire. RP:101-1
Weapon increases size and damage. RP:101-1
Creates a small opening through a wooden, plaster, or stone wall. RP:101-1
Grow a limb with a 10 ft. reach that can deliver slam and touch attacks. SMG:QN13
Sorcerer Only. Gain +6 inherent bonus to level for determining bloodline powers. Sanguine Spell. SGG:SOBB
Causes 1d4/level cold damage (max 5d4). RP:101-1
Improves grapple and Escape Artist checks (Immediate). RP:101-1
Transfer an enchanted tattoo from a corpse to a willing target. RP:WY
Within the area of effect, this spell impedes the use of spells of the summoning subschool and other
effects that summon creatures. PPC:DHH
Magically locks a portal or chest. PRG:CRB
As protection from energy, except lasts much longer and only protects against acid and fire damage. PCh:SoS
You gain a +4 deflection bonus to AC against firearm attacks. PRG:UC
Adamantine bullets intercept firearm attacks. PRG:ACG
Touching the marked object or area turns one's skin red. PRG:ACG
Grant bonus to AC against larger creatures. PRG:ARG
The target has her link with her bonded creature temporarily severed. PPC:FF
As endure elements, but you may divide the duration among creatures touched. PRG:UC
Move 5 feet away from a larger attacking creature as an immediate action. PRG:ARG
You create a magical field around summoned creatures you control that deflects attacks made against
them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you
possess (maximum +4 deflection bonus at 18th level) PPC:MSH
Opponents cannot attack a pathetic creature. PRG:UM
Masks object against scrying. PRG:CRB
Subject gains DR 10/magic against ranged attacks. PRG:CRB
As protection from chaos, but you may divide the duration among creatures touched. PRG:UC
As protection from evil, but you may divide the duration among creatures touched. PRG:UC
As protection from good, but you may divide the duration among creatures touched. PRG:UC
As protection from law, but you may divide the duration among creatures touched. PRG:UC
Ignores first 10 (or more) points of damage per attack from specified energy type. PRG:CRB
The weapon you use for the focus of this spell defends you, allowing you to cast spells without
provoking attacks of opportunity. PRG:UC
Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. PRG:CRB
You swap a creature summoned by a conjuration (summoning) spell for a creature you
could summon with a summon monster or summon nature's ally spell PPC:MSH
Creates duplicates of killing arrow. PRG:APG
Attack penalties you choose to suffer are reduced. PPC:MTT
If your familiar takes hp damage while within range of this spell, it immediately teleports to your space
after the damage is applied. PPC:FF
As stinking cloud, except as noted and creatures are sickened instead of nauseated. PAP55:WM
Creates an extradimensional pit. PRG:APG
Force bands protect against crushing. PRG:UM
Black particles extinguish light sources within area. PRG:APG
Fog obscures vision and fascinates living creatures. PRG:ACG
Calls forth several fiery projectiles ready to be flung at opponents. PRG:UC
Fog obscures vision. PRG:CRB
Blinds creatures, outlines invisible creatures. PRG:CRB
You create a masterwork melee weapon sized appropriately for you from opaque force. As a force
effect, it can strike and damage incorporeal creatures. PPC:MTT
As mount, but you may divide the duration among creatures touched. PRG:UC
You create a Small minion out of mud, and it obeys your commands. PRG:MC
Loads a single shot into your weapon every round. PRG:UC
Call an item instantly to you hand from nearby by speaking a special word and snapping your fingers.
The spell fails if the item is in the possession of another creature. PCh:CTR
Grants a weapon the returning special weapon quality. PRG:UC
Create a whip of water that you wield as a weapon. PRG:ACG
You summon a set of Small or Medium masterwork restraints into being. PPC:PotH
Wave boosts creature’s speed. PRG:APG
2d6 damage to all creatures in area. PRG:APG
Flying discus deals bludgeoning or slashing damage. PRG:ACG
Summons extraplanar creature to fight for you. PRG:CRB
Summons swarm of bats, rats, or spiders. PRG:CRB
Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you
pummel your target. PPC:MTT
Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. PRG:CRB
Create a comfortable shelter made of webbing. PRG:UM
Create a whip made of poisonous spiders. PRG:ACG
Wizard Only. Learn a spell from the target's blood. PRG:UM
You are lead to an undead creature's most recent controller or the cause of the creature's undeath. PPC:USH
You can ask birds a question. PRG:ARG
Creates treasure map out of a creature’s corpse. PRG:APG
As detect magic, but learn more information. PRG:UI
Allows “listening” to surface thoughts. PRG:CRB
With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier. PPC:DHB
Enables you to speak to elementals and some creatures. PRG:APG
Roll d20; before end of spell, use roll to replace another d20 roll before the die is rolled. PCS:LK
Target uses your Knowledge (nobility) ranks. PRG:UI
Senses direction toward object (specific or type). PRG:CRB
Reveals invisible creatures or objects. PRG:CRB
Subject understands chosen language. PRG:APG
Share one memory with the target. PRG:UM
You learn the spells known or prepared by the target. FoB
Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be
tracked. PPC:Pirates
A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple
times and take the higher result. PCS:GHH
This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some
abilities granted by arcane spellcasting classes. ACO
Target gain insight bonus on skill checks and is considered trained in that skill. PRG:ARG
Grants a creature proficiency in a single weapon for short period of time. PRG:UC
Target is compelled to help injured ally. PRG:UM
Prevent target from speaking the truth. PRG:UI
Living creature of 6 HD or less loses its next action. PRG:CRB
Ignore pain for 1 hour/level. PRG:UM
You shift the target’s attitude one category toward hostile regarding you and everyone within 30 feet of
it at the time the spell is cast. PPC:AA
Prevent creatures from noticing your presence. PRG:UI
Subject loses actions for 1 round/level. PRG:CRB
Roll twice and take the higher roll when using certain mental skills. PRG:ACG
Target loses its next action. PRG:UM
When you cast this spell, you dictate one specific topic or recent event and instill a magical obsession
with that subject within the target. PPC:SpyHB
Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire
round doing nothing. PRG:UC
You become more attractive to those around you. FoB
You gain an additional +1 on attack rolls or to AC due to battlefield positioning. PRG:UC
Subject takes 1d6 penalty to Int, Wis, and Cha. PRG:CRB
The target creature deals only nonlethal damage with all of its weapon attacks. PPC:Champions
Target is compelled to kiss or caress another creature. PRG:UM
You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays).
Each ray deals 4d6 points of nonlethal damage. TEoG
Flying storm cloud deals 3d6 electricity damage. PRG:ACG
Create an arc of flame that burns one target plus one additional target/3 levels for 1d6 fire dmg/CL
(maximum 10d6). Reduce the damage by 1/2 (rounded down) for every additional target the discharge
arcs to. PPC:Humans
Inflict 1d6 fire damage to creature by looking at it. PRG:APG
Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil
creatures. PPC:Champions
Ask eldritch entities to find and converse with you. PRG:HA
Makes a permanent, heatless light. PRG:CRB
20-ft. radius of supernatural shadow. PRG:CRB
Electricity damages your attackers. PRG:UM
Gain energy damage touch attack. PRG:APG
You charge a weapon with a magic rune of fire. PPC:MTT
Exhale a cone of flame at will. PRG:APG
Launch flaming, forceful phlegm at your enemies. PPC:Goblins
Rolling ball of fire deals 3d6 fire damage. PRG:CRB
Create an area of inconsistent lighting. PRG:HA
You create a longsword of pure force sized appropriately for you that you can wield or give to another
creature. PPC:AA
Target takes cold damage and is staggered. PRG:UM
The area is covered in a chilling frost. PRG:UC
Blows away or knocks down smaller creatures. PRG:CRB
Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage. PRG:ARG
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. PRG:MC
As imbue with spell ability except it transfers the use of elemental assault ability. PRG:ARG
You may seize an object or manipulate it from afar. PRG:UC
Shadow protects the target from light. PRG:UM
Imbues a projectile weapon to give its ammunition the ability to ricochet. PRG:UC
Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). PRG:CRB
Sonic energy damages objects or crystalline creatures. PRG:CRB
Create a cone of damaging sound at will. PRG:ACG
Target takes 3d6 points of fire damage and catches on fire. PRG:UC
Attacks miss subject 20% of the time. PRG:CRB
Whisper through the shadows. PRG:UI
As disguise self, but affects you or another. PRG:UM
You look like a ghost of yourself. PRG:UM
Creatures are shaken and take Wis damage. PRG:UM
Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight
of Handchecks made to conceal the weapon or ammunition and to Bluff checks to feint with the
weapon or ammo. PPC:MaTT
Fascinates 2d4 + level HD of creatures. PRG:CRB
Subject is invisible for 1 min./level or until it attacks. PRG:CRB
Targets gets –4 penalty on all Dex and Dex-based skill checks, and cannot take the delay, ready, or total
defense actions. PRG:ARG
Target takes penalties to mental actions. PRG:UM
Object speaks once when triggered. PRG:CRB
As silent image, plus some sound. PRG:CRB
Creates decoy duplicates of you. PRG:CRB
Misleads divinations for 1 creature or object. PRG:CRB
Makes item seem trapped. PRG:CRB
Target needs to make a bull rush to move more than 5 feet away from his current square. PRG:ARG
Make a target sound as if elsewhere. PRG:UI
Give yourself privacy by muffling sound leaving the area. PRG:ACG
Triggered rune creates mirror images. PRG:UM
Illusory fog obscures vision. PRG:ACG
1/rnd wielder of target touched melee weapon can reroll a failed attack roll. If reroll hits, the attacked
creature suffers 1d8 cold damage, plus 1 per 2 caster levels (maximum 1d8+10). PPC:MTT
Makes subject blinded or deafened. PRG:CRB
Cause yourself and enemies to bleed. PRG:HA
While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability
in the area gain a +2 bonus to Strength and Constitution and take a –2 penalty to AC. PRG:MC
The bones of your targets' joints grow thick and sharp, protruding painfully through the skin at the
knuckles, elbows, shoulders, spine, and knees. PPC:MaTT
Momentarily control a living or undead creature’s skeleton. PRG:HA
Slashing weapon deals bleed damage to an opponent’s head. PRG:UC
Undead creature obeys your commands. PRG:CRB
Sense whenever your companion is wounded and call out to it in a time of need. PRG:ACG
Curse an area with three mild hazards. PRG:HA
You animate a bone which gives you damage reduction 5/bludgeoning. PCh:Gods
You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-
radius spread. PC:SLC
Doctor the evidence on a corpse. PRG:UI
Gain 1d10 temporary hp + 1/level (max +10). PRG:CRB
Paralyzes one subject, which exudes stench that makes those nearby sickened. PRG:CRB
Delay a poison's onset and hide its presence. PRG:UI
Affected creatures automatically donate hp to stabilize fallen ally. PRG:ACG
Create a magical noose around target's head, possibly paralyzing them. PPC:Goblins
Target takes a -4 penalty against poison. PRG:UM
Frightens creatures of less than 6 HD. PRG:CRB
Turn a severed head into a magical sentry. PRG:ARG
Animate and possess your own skin as if it were a separate creature. PRG:UM
Creates disembodied glowing hand to deliver touch attacks. PRG:CRB
Target gains the croaking spellblight. PRG:UM
Touch attack deals 2d6 damage and staggers target. PRG:ACG
This spell causes existing wounds on a target to bleed profusely. PCS:ISG
Target is afflicted with severe cold. PRG:UM
Targets gain the ability to breathe water but can no longer breathe air. PRG:ARG
Hastens targeted poison’s onset. PRG:APG
Attackers' weapons stick to your gluey blood. PRG:ACG
You gain a bonus on Diplomacy checks and performance combat checks. PRG:UC
Tread unsteadily on air, with limitations. PRG:ACG
Assume form of a Small or Medium humanoid. PRG:CRB
You amplify your natural stench special ability—its save DC increases by 2, and creatures that fail their
saving throws against your stench become nauseated rather than sickened. PRG:MC
You gain low-light vision, acid and cold resistance 5, and protection from evil. PPC:Champions
You gain some of the beneficial qualities of an animal. PRG:UC
As ant haul, but you may divide the duration among creatures touched. PRG:UC
Weapons are keen while you concentrate. PRG:UM
Subject gains +4 to Con for 1 min./level. PRG:CRB
Your blood hardens when you are wounded, increasing your AC. PRG:ACG
Aura that makes injured creatures spray burning blood. PRG:ARG
Targets take fire damage; orcs get +2 Strength. PRG:UM
Subject gains +4 to Str for 1 min./level. PRG:CRB
Several creatures or objects become very buoyant, floating automatically and must struggle to
submerge. PPC:Pirates
Your companion creature is transformed into a miniature statue which you can carry. KoIS
Subject gains +4 to Dex for 1 min./level. PRG:CRB
You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. PRG:UC
Speak, read, and write a new code language. PRG:UI
See 60 ft. in total darkness. PRG:CRB
Ammunition in the targeted firearm is prone to misfire. PRG:UC
Target becomes disfigured. PRG:UM
Subject gains +4 to Cha for 1 min./level. PRG:CRB
Use an enemy as a point of origin for a cone, cylinder, line, or sphere spell. PCS:ISM
Gain a bonus to AC, on Escape Artist checks, and when grappling. PRG:ACG
Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright
light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its
first turn. PPC:BoS
Cause target’s limbs to mutate to hamper attacks, defense, or movement. PCS:ISM
Those who possess gold pieces you have cast this spell on are more vulnerable to your magics. PPC:AA
Subject gains +4 to Int for 1 min./level. PRG:CRB
You cast this spell as you draw out a consumable alchemical item to use. The item divides itself into
two nearly identical copies and the newly separated one is delivered into your hand. The new item
functions as the original in all ways except the copied item suffers a slight reduction in quality. PPC:AA
You take no falling damage, move 60 ft./round while falling. PRG:APG
You can see through thick plant matter as though it were transparent. PCS:RG
You purposely forget some information which is transcribed upon you in the form of a tattoo. PC:SDPG
The target chooses one ability score and gains a +2 enhancement bonus to that ability score. The
bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect
bonus spells or skill ranks. PPC:AA
Channels the force of an enemy’s attack back into its weapon. PRG:UC
Opens locked or magically sealed door. PRG:CRB
Subject moves up and down at your direction. PRG:CRB
Siege gains +1 on targeting and damage rolls. PRG:UC
Repairs an object. PRG:CRB
Make a normal item into a masterwork one. PRG:UM
Your familiar merges harmlessly into your body. PPC:FF
As many as eight creatures hide in an extradimensional space. PRG:ACG
Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. PRG:ACG
Subject gains +4 to Wis for 1 min./level. PRG:CRB
Turns fire into blinding light or thick smoke. PRG:CRB
Use change shape as a swift action and surprise foes. PRG:HA
You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers,
you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. PPC:HotW
Ammunition in the targeted firearm generates excessive recoil. PRG:UC
As reinforce armaments, but you may divide the duration among objects touched. PRG:UC
As many as eight creatures hide in extradimensional space. PRG:CRB
When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor
spikes. The subject is automatically considered proficient with these scale spikes. PRG:MC
Alter a simulacrum's appearance. PRG:UM
Use a scarf as a shield or whip. PRG:UM
As stone shape except with snow. You can create simple weapons composed of ice that last for 24
hours before melting. PPC:Humans
Grants ability to walk on walls and ceilings. PRG:CRB
You create an aura around the target weapon that weakens a foe’s spell resistance with each successful
attack. PPC:AA
Ammunition in the targeted firearm is less likely to misfire. PRG:UC
Cause additional damage to a falling creature. PCS:RG
You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath
weapons, or cast spells with verbal components. PRG:ARG
Reduce one humanoid's size by one size category (if it is larger than you) and you grow one size
category. PPC:GHH
The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects
with hardness of at least 5. PPC:GHH
Touched target's wings grow more powerful, increasing its fly speed by +10 ft. and maneuverability by
one category (to a maximum of good). PRG:ARG
Cause a potion to turn into a spell tattoo when it is drunk. PCS:ISM
This spell turns nonmagic liquids into mead or wine of average quality. PPC:AA
Assembles a siege engine using 1 fewer worker for every two caster levels. PRG:UC
Up to one touched object per level weighing up to 5 lbs. each levitates in your space and you can
attack with them. PPC:RTT
Ammunition in the targeted firearm deafens opponents. PRG:UC
Nearby creatures are affected by haste or slow each round. PRG:ACG
You create a minor earthquake that can trip creatures. PCS:ISG
Targeted creature’s attacks target a random square instead of the intended target. PRG:UC
You focus your mind on one aspect of your body, aligning the energies within your body to enhance
that element. PPC:DA
You enhance a single aspect of your mind, nurturing and empowering it. PPC:DA
Sends a short message 1 mile/level. PRG:CRB
Target weapon grows small feathered wings and acts as if it had the throwing weapon special ability. PPC:AA
Magic seal protects door or other closure, can deal energy damage if broken. RP:101-2
As shield, but AC applies only against efforts by allies to heal or aid the target. SGG:110SV
Gain DR 5/magic for 1 min./level or until discharged. RP:101-2
Gain deflection bonus and fire resistance. RP:101-2
+2 to AC and saves, plus additional protection againstaberrations AP:RR
Target becomes difficult to successfully target with ranged attacks and spell attacks cast at range. RP:101-2
Subject gains +4 bonus on saves against supernatural abilities (Immediate). RP:101-1
Sleight of Hand and Stealth checks are made at a -10 penalty. RP:101-2
TO:FF
Up to five globes of energy deal 1d6 electricity damage total (max. 10d6) as splash weapons, or can be
detonated remotely. RP:101-2
Sticky phosphorescent mass sheds light where ifs attached. RP:101-2
One or more energy bolts cause 2d4 damage of random energy type. RP:101-2
Icy vapor grants concealment and deals 1d6 damage per round of nonlethal damage. RP:101-2
You, touched objects, and your familiar or companion teleport to any spot within close range. RP:101-2
Absorbs 1d6/level of damage (max 8d6) from the first attack. RP:101-2
Target firearm is loaded and can be fired immediately. AE:ToS
SGG:IM
Interfere with nearby teleportation effects. PRG:UI
Target gains the negated spellblight. PRG:UM
Bars extradimensional movement. PRG:CRB
You ward the target's mind against intrusion and influence while she is unconscious. PPC:OO
Trick opponents who try to cast enchantments on you. PRG:ACG
Opened object deals 1d4 damage + 1/level. PRG:CRB
You focus your mind on blocking out pain, allowing your body to endure punishments that would be
otherwise unbearable. PPC:DA
Stops 1st- through 3rd-level spell effects. PRG:CRB
This spell causes your eyes to take on a silvery mirror-like quality, transforming your eyes into metallic-
looking orbs that reflect the world you see. PPC:DA
As nondetection, but you may divide the duration among creatures touched. PRG:UC
As protection from energy, but you may divide the duration among creatures touched. PRG:UC
Frees object or person from curse. PRG:CRB
Target loses a 3rd-level prepared spell or spell slot. PRG:ACG
Grants DR 10/adamantine. PRG:CRB
Prevent primal magic events from occurring in a 10-ft. radius around you. PCS:ISM
You fortify your allies against attempts to control or mislead them. PPC:AA
Removes polymorph effects. PRG:APG
Your shield is effective at resisting some types of spells. KoIS
Creates a pit with a layer of acid on the bottom. PRG:APG
Similar to planar binding but used to call a single caulborn only. PPC:MaTT
Tentacles grapple all creatures within a 20-ft. spread. PRG:CRB
As celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good
cleric. PPC:AA
You conjure a large metal cube covered in sharp spikes. PPC:DHB
You create one non-magical weapon, shield, or set of armor but it might be broken. PPC:AA
Teleports you a short distance. PRG:CRB
Worms deal hp and Dex damage. PRG:UM
Conjure a Large, quasi-real, wolf-like creature made of black smoke that radiates fear and functions
as phantom steed, and which can make attacks. PC:Orcs
Touch a creature with devils blood, giving it fast healing 4. PCS:ISWG
You create an extradimensional link between yourself and one summoned creature you control that
allows you to switch places. After casting master's escape, you can teleport to your summoned
creature's space as a swift action, causing your summoned creature to teleport to your former space PPC:MSH
Creates one cloth or wood object. PRG:CRB
Conjures a quasi-real heavy chariot pulled by four horses. PRG:UC
As phantom steed, but you may divide the duration among creatures touched. PRG:UC
Creates sturdy cottage. PRG:CRB
Blocks vision and slows movement. PRG:CRB
Summons a single accuser devil from Hell to do your bidding. PCS:RG
Summons extraplanar creature to fight for you. PRG:CRB
Touch infests a target with green slime. PRG:UM
Swap a focus object with a target object. PRG:UI
Attempt to gain a glimpse of some specific event from the Akashic Record. PPC:MaTT
Invisible floating eye moves 30 ft./round. PRG:CRB
Alerts you to magical eavesdropping. PRG:CRB
Use magic beetles as spies. PRG:UI
Indicates direction to familiar creature. PRG:CRB
Determine if two things are identical. PRG:UI
Imbues ammunition with accuracy against a specific creature type. PRG:UC
Spies on subject from a distance. PRG:CRB
See/hear/smell what your familiar is. PRG:APG
Triggered symbol reveals illusions. PRG:UM
As tongues, but you may divide the duration among creatures touched. PRG:UC
Plant a scrying sensor that you can use to spy on a creature, object, or location. PRG:UI
You place a scrying sensor on your animal companion or familiar. PPC:SpyHB
The target automatically misses with attacks against creatures that are not of the opposite alignment
of it. CoB
Make actions seem mundane to nearby creatures. PRG:UI
Makes monster believe it is your ally. PRG:CRB
Subjects behave oddly for 1 round/level. PRG:CRB
Direct a summoned monster as if you had summoned it. PRG:UM
Subjects take –2 on attack rolls, damage rolls, saves, and checks. PRG:CRB
As daze, but affecting multiple creatures. PRG:UM
Send messages as per message with a suggestion for one creature. PRG:UI
As deeper slumber and make target forgets the last 5 minutes. PRG:ARG
Commands subject of 7 HD or less. PRG:CRB
Provide a heroism effect that you can reverse at any time. PRG:UI
Bizarre cacophony fascinates eldritch creatures. PRG:HA
Construct behaves oddly for 1 round/level. PRG:UM
Target is compelled to plot against another. PRG:UM
Subject is enraged and confused. PRG:APG
Grieving target can take no actions and is denied its Dex bonus. PRG:UM
Triggered rune makes nearby creatures lose actions for 1 round/level. PRG:ACG
Creature is compelled to harm itself. PRG:UM
As suggestion, but triggered only and target doesn't remember the suggestion. PRG:ACG
Flying storm cloud deals 6d6 electricity damage. PRG:ACG
Pain encourages an outsider to obey you. PRG:UM
Flying balls of lightning deal 3d6 electricity damage each. PRG:APG
Transfer a scroll's power to the target; the scroll is then triggered as contingency. PRG:ACG
As fireball, but secretly deals less damage to your allies. PRG:UI
Sheet of ice slowly spreads outward on a horizontal surface. PRG:ACG
Set one of a list of contingencies for your demise. PRG:UI
Inflicts 1d8/level energy damage to all creatures within 15 ft. PRG:APG
Gives you a dragon's breath weapon. PRG:APG
Creatures attacking you take fire damage; you're protected from heat or cold. PRG:CRB
Rolling ball of fire deals 6d6 fire damage and ignites targets. PRG:ACG
Creates a severe blast of wind. PAP:LoF
Hail deals 5d6 damage in cylinder 40 ft. across. PRG:CRB
You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its
pupils to rapidly dilate and contract. PPC:BoS
Erupting flames burn a target several times. PRG:HA
Force globe protects but traps one subject. PRG:CRB
A stream of wind causes nonlethal damage and can knock down or push creatures. PRG:APG
Deafens all within cone and deals 5d6 sonic damage. PRG:CRB
Launches an ally through the air. PRG:UC
Your glowing body dazzles or blinds others. PRG:ACG
As fire shield, except acid damage. PRG:UM
Hot rocks deal 5d6 damage. PRG:UM
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +
1/level. PRG:CRB
Ice plane creates wall or hemisphere creates dome. PRG:CRB
Create a phantasm with effects for all senses. PRG:UI
Surroundings and unfamiliar creatures seem like something out of a nightmare. PRG:HA
This spell instantly renders you unseen as per invisibility, but creates a visual and auditory display that
makes it appear as if you had teleported away. PPC:OO
Makes one type of terrain appear like another (field as forest, or the like). PRG:CRB
Call forth disturbing mirror images. PRG:HA
Make it seem like another is also responsible for your attacks. PRG:UI
Wall, floor, or ceiling looks real, but anything can pass through. PRG:CRB
Provide a short-term replica of an object. PRG:UI
As invisibility, but subject can attack and stay invisible. PRG:CRB
As magic aura, but also affects creatures and allows more options. PRG:UI
As enter image, but also gain bonuses on social skills while in the image. PRG:UI
As minor creation spell, except the object created is a semi-real phantasm). PRG:ARG
Trick a creature into thinking it can’t breathe. PRG:HA
Fearsome illusion kills subject or deals 3d6 damage. PRG:CRB
Weapons make no sound and quiet their victims. PRG:UI
Lights fascinate 24 HD of creatures. PRG:CRB
You replace the target's body with mystic shadow material drawn from the Shadow Plane. PPC:BoS
Creates a shadowy vicious spiked chain that radiates darkness around you. PCS:ISM
Mimics conjuration spell below 4th level, but only 20% real. PRG:CRB
Teleport from one shadow to another. PRG:UM
As mirror image, but the duplicates emit electrical damage when destroyed. PRG:UC
Creates a double of a weak creature. PRG:UM
Outlines subject and produces light as a sunrod. PRG:APG
All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate
saving throw to avoid suffering their effects. AP82
Creates undead skeletons and zombies out of corpses. PRG:CRB
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. PRG:CRB
Kill a weak creature and turn its corpse into an explosive trap. PRG:ACG
When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage. PPC:RTT
The target's bones (or exoskeleton) splinter. AP84
Infects subject with chosen disease. PRG:CRB
As languid venom, but with a triggering condition. PRG:UI
Curse an area with four hazards. PRG:HA
Cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you
control. PPC:MaTT
Subject gains 1d4 negative levels. PRG:CRB
Gain 2d10 temporary hp + 1/level. PRG:UM
Possess your familiar. PRG:UM
Subjects within cone flee for 1 round/level. PRG:CRB
Control a zombie in human guise. PRG:HA
Give a creature a bite attack and a hunger for its own kind’s flesh. PRG:HA
You animate the target's shadow with semi-living energies drawn from the Shadow Plane. PPC:BoS
When you are dealt damage, your attacker must roll damage for the attack twice and take the higher
roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round. PCS:ISG
Temporarily become a shadow. PRG:APG
Turn corpses into skeletons that act as a ships crew and obey your commands. PPC:Pirates
You infuse the target mindless undead creature with power drawn from the Shadow Plane. PPC:BoS
Translucent wall blinds or deafens creatures that pass through it. PRG:ACG
Create a vertical wall of skeletal arms that attaches itself to any solid surface. PPC:MaTT
Inhale a gas removing it from the area without harm and use it as a breath weapon. PRG:ARG
Grant one vermin or vermin swarm the fiendish creature simple template. AP78
As alter self, but you can change the shape as a swift action. PRG:ACG
Ignore penalties from middle age. PRG:UM
As animal aspect, but you gain two animal qualities. PRG:UC
Use a likeness to adopt a dead creature’s form. PRG:HA
You take the form and some of the powers of a Tiny or Large animal. PRG:CRB
Touch attack slows target, 1d4 Dex damage. PRG:APG
You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial
features, vocal cues, and identifying physical traits change, transforming it into an unremarkable
member of its race and gender. PPC:SpyHB
Subject becomes insubstantial and can fly slowly. PRG:ARG
As whispering wind, except it can carry responses and doesn't end after delivering its first message. PPC:RTT
You create a path of handholds on earthen, plaster, stone, or wooden walls. PPC:DHB
Creature catches fire the next time it sleeps for an hour. PRG:ACG
See 120 ft. in total darkness. PRG:UM
Gain the ability to pass through stone, dirt and earth. PRG:ARG
Turns you into a Small elemental. PRG:CRB
1 humanoid creature/level doubles in size. PRG:CRB
See 60 ft. in darkness, including magical darkness. PRG:ACG
Causes fire to burst up, dealing 2d6 fire damage. PRG:APG
Transform your tongue into an energy whip dealing 1d8 points of damage/2 caster levels (max 5d8). PRG:ARG
Target drow takes on the form of a half-elf and loses its darkvision, light blindness, and light
sensitivitytraits, if it normally has them but gains low-light vision; a +3 racial bonus on a
single Craft, Knowledge, Perform, or Profession skill of its choice; and both a +4 bonus on Bluff checks
and a +10 bonus on Disguisechecks to pass itself off as a half-elf. PPC:BoS
Transform a creature into a Medium or smaller animal or humanoid of no more than 1 Hit Die. PPC:MaTT
Curse a creature so one set of its limbs shrivels in size. PPC:MaTT
The object you target becomes a liquid version of itself. PPC:AA
Siege engine gains +1 on targeting and damage rolls for every four caster levels. PRG:UC
Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic
items or technological items (items at 0 hit points or fewer), and restores the magic properties of the
item if your caster level at least equal to that of the item. This spell otherwise functions as make
whole. TG
As gaseous form except your turn into a stinking or poison cloud. PRG:ARG
Mirror becomes a multiple-use dimension door. PRG:ACG
Wizard Only. Prepare extra spells or retain one just cast. PRG:CRB
Take the form and some of the powers of a Tiny or Large monstrous humanoid. PRG:UM
Converts the surface of the ground into molten glass. PRG:UC
The target object is enhanced to function as a masterwork item. PPC:AA
As reduce person, but affects 1 humanoid creature/level. PRG:CRB
Redirect damage from melee attacks and touch spells into bonus to a skill check, attack roll, damage
roll or combat maneuver. PRG:ARG
When the wearer of a suit of armor warded by revenant armor is brought below 0 hp or becomes
unconscious in combat, the armor animates allowing the unconscious wearer to move about under the
constructs control. PPC:AMH
Target can breathe water and swim. PRG:UM
Painfully swell a target’s joints. PRG:HA
As gaseous form, except you become a swirl of ash. PRG:ARG
As rope trick, except the point of entry is through a 5-foot-square instead of a rope. PRG:ARG
Sculpts stone into any shape. PRG:CRB
Triggered rune slows creatures. PRG:UM
Graft a body part onto yourself to gain one of several benefits. PRG:HA
Take the form and some of the powers of a Small or Medium vermin. PRG:UM
Cause metal to bend and warp, permanently destroying its straightness, form, and strength. PPC:MaTT
You imbue a weapon with the ability to bull rush a creature. PPC:AA
Frees subjects from enchantments, transmutations, and curses. PRG:CRB
You calm the air and disperse fog, dust, and other particles. PPC:RTT
Anytime a harmless spell of 3rd level or lower is cast within the area of effect, you may choose to gain
the benefit of that spell as if it had also targeted you. PCS:ISWG
You ward an area's shadows such that light cannot penetrate them. PPC:BoS
Forces a creature to return to its native plane. PRG:CRB
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet
and remains centered on you when you move. PPC:HotW
As lesser guardian monument, except it grants DR 4/magic. PPC:AA
Protects creature from sustained environmental effects. PRG:APG
Prevents anyone from viewing or scrying an area for 24 hours. PRG:CRB
As peacebond, but on multiple weapons, even if they aren't sheathed. PRG:UI
Transfers a magical effect from touched creature to yourself. PCS:ISM
Reduce the berserk chance of a construct. PRG:UM
Counterspell a 3rd-level or lower-level spell to regain some spellcasting power. PCS:ISM
You create a discordant blast of energy that disrupts the target's available magic and transfers
knowledge of that magic to you. PRG:MC
As stoneskin, but you may divide the duration among creatures touched. PRG:UC
Increase construct hardness or DR. PRG:UM
Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting
from attacks of opportunity. PRG:UC
1d6/level acid damage plus 1 round of acid. PRG:UM
As callback but with increased range. PPC:FF
Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. PRG:CRB
Acidic patch damages an opponent. PRG:UM
Teleports you a short distance and produce a burst of fire. PRG:ARG
You create a duplicate of a familiar. PPC:FF
At end of charge, alter time and return to your original position before you charged. PPC:MaTT
Creates a geyser of boiling water. PRG:APG
You create a dimensional link with a targeted creature, and switch spots with it. PRG:UC
As create pit, but dealing 4d6 damage to those in it as it closes. PRG:APG
Phantom dog can guard a location and attack intruders. PRG:CRB
As minor creation, plus stone and metal. PRG:CRB
Traps extraplanar creature of 6 HD or less until it performs a task. PRG:CRB
Summon a pack of canines that respond to your commands and act in perfect unison, causing them to
function like a swarm. PPC:MaTT
As create pit, except the pit is capable of movement. PPC:MaTT
Hides expensive chest on Ethereal Plane; you retrieve it at will. PRG:CRB
Restrain a creature’s arms and grant it a second saving throw against certain magic. PRG:HA
Summon host devils. PCS:RG
As summon monster, except summons 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps. AP80
Summons extraplanar creature to fight for you. PRG:CRB
Instantly transports you as far as 100 miles per level. PRG:CRB
Create 1 unseen crewmember per caster level to attend to ships riggings and other affairs. PPC:Pirates
Creates a stone wall that can be shaped. PRG:CRB
Create a whip made of poisonous centipedes. PRG:ACG
Lets you ask question of extraplanar entity. PRG:CRB
You cast this spell immediately before taking an action that requires a d20 roll, granting you an ability
to change your action if it would fail on a roll of 9 or less on the roll. PPC:AA
Gain true seeing for 1 round. PRG:UI
Find a nearby magical portal. PRG:HA
You lock a mask on the target’s face, after which it adheres tightly to the target for the spell’s duration
and cannot be removed by physical force. PPC:AA
1d4 + 1/level floating eyes scout for you. PRG:CRB
Triggered rune activates scrying sensor. PRG:UM
Link lets allies communicate. PRG:CRB
Determine where and when teleportation occurred, and glimpse the origin or destination. PRG:UI
Charm makes a construct regard you as its master. PM:GoD
As charm person, but affects multiple creatures within 30 ft. PRG:UI
People believe your ridiculous speech as long as you keep talking. PRG:HA
As hold monster, but does 1d6+6 bludgeoning damage/round. PAP:SS
Target is sickened when viewing a trigger. PRG:UM
Controls humanoid telepathically. PRG:CRB
Subject's Int and Cha drop to 1. PRG:CRB
The target gains a +4 competence bonus that it can choose to apply before rolling any attack roll, caster
level check, saving throw, or skill check. PPC:AA
As hold person, but any creature. PRG:CRB
Subjects in fog get –10 to Wis and Will checks. PRG:CRB
This spell functions as per passing fancy except target is one living creature/level, no two of which can
be more than 30 ft. apart. PPC:SpyHB
Force a creature to see the negative side of things. PRG:HA
Cause a creature to perform a suggested action while asleep. PRG:HA
Target is distracted by its sense of self. PRG:UM
Triggered rune puts nearby creatures into catatonic slumber. PRG:CRB
A touched creature with an attitude toward you of indifferent or better (and not hostile toward your
visible allies) must succeed a Will save or fall asleep. PPC:MaTT
You create a wall of faintly shimmering elemental energy. PPC:RTT
1d6/level cold damage. PRG:CRB
Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically. PRG:HA
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. PRG:APG
Thick ice holds and damages the target. PRG:UM
Hand provides cover against 1 opponent. PRG:CRB
Targets in a line take 1d6 electricity/level. PRG:UM
As pain strike, but affects multiple creatures. PRG:APG
Cause magical runes to explode. PCS:GHH
Delivers short message anywhere, instantly. PRG:CRB
Sound moves targets away from you. PRG:UM
Wall is immune to damage. PRG:CRB
An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all
directions. Creatures from the Plane of Shadow gain negative levels while within 5 ft, of the wall. PM:TDD
Sonic wall deflects and damages creatures. PRG:UM
Create an area of semi-real gore. PRG:HA
Sends message to anyone sleeping. PRG:CRB
Cause divinations of the future to reveal the result you choose. PRG:UI
Fools scrying with an illusion. PRG:CRB
Distort geometry in an area. PRG:HA
As major creation but the creation is semi-real phantasm. PRG:ARG
As hallucinatory terrain, plus structures. PRG:CRB
Sends vision dealing 1d10 damage, fatigue. PRG:CRB
As major image, but with no concentration required. PRG:CRB
Catches subjects in illusory web. PRG:APG
As complex hallucination, but without concentration. PRG:UI
Changes appearance of 1 person per 2 levels. PRG:CRB
Mimics evocation spell below 5th level, but only 20% real. PRG:CRB
As symbol of death, but fills a 5-foot square. PRG:UC
You become immune to diseases and toxins, absorb one, and then spread it to others. PRG:UC
Limited astral travel. PRG:UM
Curse a creature so that it is easier for others to attack it and it takes Constitution damage every day
until removed. PPC:Pirates
Withers one plant or deals 1d6/level damage to plant creature. PRG:CRB
Raise temperature of target creature's blood (or other similar body fluid) over 3 rounds causing first
fatigue, then Constitution damage, then hp damage. PPC:MM
Bestow a curse that is difficult to remove without fulfilling a condition. PRG:UI
You reshape the substance of a willing undead creature to resemble a living, breathing creature of the
same size. PPC:C&C
A target can safely remove its head. PRG:HA
You make a conduit between the targeted master and her familiar, allowing you to target the master or
the familiar with your spells in order to affect the other. PPC:FF
Targets are panicked, and you gain temporary hit points. PRG:ACG
Control multiple zombies in human guise. PRG:HA
1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage. PCS:ISM
Enables possession of another creature. PRG:CRB
target's attacks carry filth fever. PRG:UM
Possess and animate one object. PRG:UM
Stain the hand of a creature's killer red. PRG:UI
Heals undead of 1d8 hp + 1/level; affects 1 undead/level. PRG:ACG
You place your soul into the body of your familiar, and your familiar's soul is placed in your body. PPC:FF
Target quickly suffocates to death. PRG:APG
The target eidolon's summoner takes damage whenever the eidolon does. PRG:UC
Triggered rune wracks creatures with pain. PRG:CRB
Animate dead when a specific trigger condition occurs. PRG:HA
As fire shield, except attackers take negative energy damage and attacks heal you. PRG:ACG
Several targets become fatigued. PRG:CRB
As lesser angelic aspect, plus you gain darkvision 60 ft., acid and cold resistance increases to 10, you
gain DR 5/evil, you sprout wings granting fly speed 30 ft. (average maneuverability) and your natural
weapons or weapons you wield are considered good-aligned for the purpose of overcoming damage
reduction. PPC:Champions
One animal doubles in size. PRG:CRB
Turns subject into harmless animal. PRG:CRB
You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. PRG:CRB
Acidic blood spurts from your body when you take piercing or slashing damage. PCS:ISG
You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item ceases
to be visible to or interact with the world in any way, as if it no longer existed. PPC:AA
Sonic sense gives you blindsight 40 ft. PRG:UM
Turns you into a Medium elemental. PRG:CRB
A Large siege engine deals energy damage that you designate with other effects depending on the
type of energy you choose. PRG:UC
Transforms raw materials into finished items. PRG:CRB
Wind walls selectively block attacks. PRG:UM
Curse your target with a withering aura that degrades its armor and shield (if any). PPC:MaTT
Gain your choice of genie-themed powers. PCS:ISM
You give the one non-mutated sahuagin/level the appearance and many of the abilities
of sahuagin mutants. PRG:MC
Transform an half-orc into a full-blooded orc. PRG:ARG
The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals. PRG:MC
Multiple objects are half as heavy as normal. FoB
You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that
you control to better suit your needs PPC:MSH
Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. PRG:UM
You cast this spell in response to a specific cavalier’s challenge, inquisitor’s judgment, or smite (such as
a paladin’s smite evil) declared against you by an enemy creature. It can also be cast if a creature uses a
spell that causes you to qualify as the creature’s favored enemy when you normally wouldn’t, such
as instant enemy (Advanced Player’s Guide 229). PPC:AA
You fly at a speed of 40 ft. and can hustle over long distances. PRG:CRB
Creates passage through wood or stone wall. PRG:CRB
Resist harmful effects of other plane. PRG:APG
Turns you into a Small or Medium plant. PRG:CRB
Gives one willing subject a new form. PRG:CRB
Construct gains fast healing 5. PRG:UM
Bludgeoning and falling damage you take is converted into nonlethal damage. PPC:MTT
You curse a magic item, reducing it to 1/4 its normal hit point total, granting it the broken condition. PPC:AA
Slough off a target’s skin. PRG:HA
Moves object, attacks creature, or hurls object or creature. PRG:CRB
Transforms two 10-ft. cubes per level. PRG:CRB
Transforms two 10-ft. cubes per level. PRG:CRB
You add or remove a creature's face to or from your own. PCS:ISG
Objects on cloth become embroidered. PRG:APG
Take the form and some of the powers of a Tiny or Large undead. PRG:UM
As vermin shape, but Tiny or Large. PRG:UM
Transform ordinary dogs into fiendish minions. PRG:HA
Makes certain spells permanent. PRG:CRB
Negates magic within 10 ft. PRG:CRB
As dispel magic, but with multiple targets. PRG:CRB
You ward a magic item against other creatures who try to learn to use or copy it. PRG:MC
As lesser globe of invulnerability, plus 4th-level spell effects. PRG:CRB
Array of magic effects protect area. PRG:CRB
Creatures can't approach you. PRG:CRB
Target loses a 5th-level prepared spell or spell slot. PRG:ACG
Create triggered wall of force. PRG:UM
You create a pale silver barrier that repels undead. PCS:Dungeons
Fog deals acid damage. PRG:CRB
Target is held immobile by glowing golden chains composed of pure light. PPC:Champions
Summon a black pudding. PRG:UM
Sense creatures suffering from fear, then teleport close to them. PRG:HA
Teleports you and select creatures to predetermined location. PRG:APG
Target is frozen, then teleported. PRG:UM
As lesser planar binding, but up to 12 HD. PRG:CRB
Summons extraplanar creature to fight for you. PRG:CRB
As summon monster, except summons a single vanth psychopomp. AP80
As teleport, except you choose some creatures to suffer a mishap or go elsewhere. PRG:UI
30 hp/four levels; can topple onto foes. PRG:CRB
Create a whip made of army ants. PRG:ACG
Reveals magical aspects of subject. PRG:CRB
You and an ally gain attack and AC bonuses. PRG:UM
Lets you learn tales about a person, place, or thing. PRG:CRB
As named bullet, but deals 2 points of damage for every caster level. PRG:UC
Communicate mentally with creatures within 100 ft. PRG:OA
Lets you see all things as they really are. PRG:CRB
Creatures within 5 ft. fall asleep. PRG:APG
Targets steal from or disarm others. PRG:UM
As lesser geas, but affects any creature. PRG:CRB
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. PRG:CRB
Induce an irrational fear in a creature to the point of madness. PRG:HA
Peaceful feelings harm those attempting violence. PRG:UM
As shadow enchantment but up to 5th level spells. PCS:OR
As suggestion, affects 1 subject/level. PRG:CRB
As symbol of death, except all creatures within the radius become fascinated by the symbol for 10
min./CL(other minor effects, see spell details). PPC:MaTT
Triggered rune charms creatures. PRG:CRB
Plant subconscious directive in target creature. PAP:RoRLAE
Target's attitude worsens by two categories. PRG:UM
Target is compelled to destroy one enemy. PRG:UM
1d6/level damage and 1 secondary bolt/level. PRG:ARG
1d6/level damage and 1 secondary bolt/level. PRG:CRB
Cone of ice slivers deals 1d6 cold/level. PRG:UM
Scorching rays cause 4d6 fire damage, then move on to new targets. PRG:APG
Sets trigger condition for another spell. PRG:CRB
Turn a critical hit into a decapitation. PRG:HA
As mage’s sword except as noted. PPC:AA
Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds. PCS:Righteous
Hand pushes creatures away. PRG:CRB
Freezes water or deals cold damage. PRG:CRB
A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage
half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned
to Hell. BotD1
Target is restricted to a specific location. PRG:UM
Send a message to creatures within miles. PRG:UI
Winds sweep area clear of anything of Small or smaller size, and after act as wind wall. PRG:ARG
Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. PRG:APG
Inflict a curse similar to the spell burn spellblight on a creature. PPC:MaTT
You infuse a target's shadow with energies from the Shadow Plane. PPC:BoS
Make it seem like another is responsible for your attacks while concealing your own actions. PRG:UI
Turns you invisible and creates illusory double. PRG:CRB
Disturb a creature’s rest with dark dreams. PRG:HA
Permanent illusion, includes sight, sound, smell, and thermal effects. PRG:CRB
Trick creatures into thinking their flesh is rotting. PRG:HA
As major image, but triggered by event. PRG:CRB
You suffuse one subject's body with energy from the Shadow Plane, altering its form to match a
creature from the Shadow Plane. PPC:BoS
Step into shadow to travel rapidly. PRG:CRB
You temporarily grant control of your familiar to another willing creature. PPC:FF
As scripted hallucination, but it only appears when triggered. PRG:UI
Changes appearance of a group of creatures. PRG:CRB
Cone deals 1d4 per level and panics creatures. PRG:ACG
Kills 1d4/level HD of creatures. PRG:CRB
Infect a subject with a magical disease. PRG:UM
Raises ghouls, ghasts, mummies, or mohrgs from physical remains. PRG:CRB
As bestow curse, but harder to remove. PRG:UM
Curse an area with six dangerous hazards. PRG:HA
Target becomes panicked, sickened, and comatose. PRG:CRB
Create a wall of zombies. PRG:HA
Triggered rune panics nearby creatures. PRG:CRB
Destroys 1d4/level HD of undead (max. 20d4). PRG:CRB
Subject shares wounds you receive. PRG:APG
Make one of the target’s limbs useless. PRG:HA
Ignore penalties from old age. PRG:UM
As bear's endurance, affects one subject/level. PRG:CRB
You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. PRG:CRB
Break all nearby objects. PRG:UI
As bull's strength, affects 1 subject per level. PRG:CRB
As cat's grace, affects 1 subject/level. PRG:CRB
This spell functions as claim identity, except it transforms its target into a helpless, inanimate porcelain
mask for the spell’s duration. PPC:SpyHB
Raises or lowers bodies of water. PRG:CRB
For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor.
Bludgeoning weapons deal half damage and are treated as slashing weapons. PPC:MTT
Reduces one creature or object to dust. PRG:CRB
As eagle's splendor, 1 subject/level. PRG:CRB
Use multiple enemies as points of origin for cone, cylinder, line, or sphere spells. PCS:ISM
Turns you into a Large elemental. PRG:CRB
You transform one masterwork or magical melee weapon into a +1 flaming glaive. PPC:AA
Allows you to telekinetically use a creature as a weapon. PRG:APG
As energy siege shot, but you can affect any size siege engine. PRG:UC
Turns subject creature into statue. PRG:CRB
Gain DR 10/slashing, increases reach 10 ft., and breath water PRG:APG
Turns you into a Medium dragon. PRG:CRB
As fox's cunning, affects 1 subject/ level. PRG:CRB
Permanently increases the hardness of materials by 1 point per 2 caster levels. PCh:CS
As human potential, except it affects multiple creatures. PPC:AA
Grant temporary intelligence and powers to a magic item. PCS:ISM
Wizard Only. Recalls spell of 5th level or lower. PRG:CRB
As monstrous physique III, with more abilities. PRG:UM
Digs trenches and builds hills. PRG:CRB
This spell redirects the flow of water in the ground toward the surface at the designated point, creating
a permanent water source similar to a natural spring. PPC:HotW
As owl's wisdom, affects 1 subject/level. PRG:CRB
Turns you into a Large plant creature. PRG:CRB
As confusion, except that it affects only constructs. PPC:PotR
Turn yourself into a creature of semisolid sound. PRG:ACG
Restores petrified creature. PRG:CRB
Converts the top layer of the ground into hot tar. PRG:UC
You gain combat bonuses. PRG:CRB
Take the form and some of the powers of a Diminutive or Huge undead. PRG:UM
Banishes 2 HD/level of extraplanar creatures. PRG:CRB
Emanation hampers illusions and stealth. PRG:UM
Wastes creatures' limited use magical ability. PRG:APG
You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the
duration of the spell. PPC:PotR
Subject is invisible to sight and scrying; renders creature comatose. PRG:CRB
Reflect 1d4+6 spell levels back at caster. PRG:CRB
You can cause those teleporting into an area to appear in a specific part of that area. PCS:ISWG
Burst deals 1d6 acid/level and lingers. PRG:UM
Create your own demiplane. PRG:UM
Teleport multiple times between two designated locations. PRG:ACG
You may target one creature for every four of your caster levels. PRG:UC
Prepared object appears in your hand. PRG:CRB
Negate harmful emotions. PRG:UM
Door leads to extradimensional mansion. PRG:CRB
Creates an invisible passage through a barrier. PRG:CRB
This spell enforces the rules of the Material Plane on other planes of existence. PPC:HotW
As many as eight subjects travel to another plane. PRG:CRB
Creates 5-ft.-thick earthen barrier. PRG:APG
Summons extraplanar creature to fight for you. PRG:CRB
As teleport, but no range limit and no off-target arrival. PRG:CRB
As teleport, but affects a touched object. PRG:CRB
You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of
opportunity. PRG:UC
As arcane sight, but also reveals magic effects on creatures and objects. PRG:CRB
Use magic beetles as spies and also share their senses. PRG:UI
As scrying, but faster and longer. PRG:CRB
As legend lore, but quicker. PRG:CRB
Compel targets to commit criminal actions. PRG:UI
Send messages as per message with one suggestion for each creature. PRG:UI
As hold person, but all within 30 ft. PRG:CRB
Provide a greater heroism effect that you can reverse at any time. PRG:UI
Subject suffers continuous confusion. PRG:CRB
Inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of
their interactions with the target. PPC:MaTT
Blinds creature with 200 hp or less. PRG:CRB
Curse a creature to attract nasty rumors. PRG:UI
Triggered rune stuns creatures. PRG:CRB
Pleasure stuns and staggers creatures. PRG:UM
Upon hearing a booming report, as if from a trumpet archon's mighty horn, all creatures in the area of
the burst are paralyzed for 1d4 rounds. PPC:Champions
Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply
telepathically. PRG:HA
1d6/level fire damage; you can postpone blast for up to 5 rounds. PRG:CRB
Cube or cage of force imprisons all inside. PRG:CRB
Hand provides cover, pushes, or grapples. PRG:CRB
As deeper darkness, but inflicts 3d6 force damage and 2 Con damage per round; victims continue to
bleed after leaving darkness. PCS:ISM
Target takes 1d6 sonic/level and is stunned. PRG:UM
Floating magic blade strikes opponents. PRG:CRB
As mydriatic spontaneity, except it can affect multiple creatures. PPC:BoS
Rays hit subjects with variety of effects. PRG:CRB
Winds block vision and deal 3d6 damage per round. PRG:UM
Creates a whirlpool in water. PRG:APG
As false vision, but moves with the target. PRG:UI
As invisibility, but affects all in range. PRG:CRB
Dispel light and revert lycanthropes. PRG:UM
As scripted hallucination, but permanent. PRG:UI
Ghost from corpse hunts killer. PRG:APG
Illusory double can talk and cast spells. PRG:CRB
As shadow conjuration, but up to 6th level and 60% real. PRG:CRB
Creates partially real double of a creature. PRG:CRB
You alter your perceptions to become convinced the target is an illusion. PPC:OO
Undead don't attack you while under your command. PRG:CRB
As create undead, except it creates one of the following variant mummies: bog mummy, ice mummy,
or pharaonic guardian. AP81
Infect a subject with a highly contagious disease. PRG:UM
Deals 10 damage/level to one subject. PRG:CRB
Give creatures bite attacks and a hunger for their own kind’s flesh. PRG:HA
Cloud infects creatures like contagion. PRG:UM
Kill a creature and steal its strongest spell-like ability. PRG:HA
Triggered rune weakens creatures. PRG:CRB
Bring a creature to life for 24 hours, after which it dies again. PRG:UM
You create a bolt of dark energy and use it to make a ranged touch attack that
ignores concealment (but not total concealment). PPC:BoS
Several targets become exhausted. PRG:CRB
Ignore penalties from venerable age. PRG:UM
Your focus becomes a magical cannon that fires on its own. PRG:UC
You temporarily suppress the most powerful qualities of a magical item. PPC:AA
This spell causes tall grass, weeds, and other plants to swell into Gargantuan vines and tendrils that
erupt from the ground, reaching for any structure or any creature of evil alignment, functioning
like black tentacles except as noted. PPC:AA
Take control of a construct. PRG:UM
Changes weather in local area. PRG:CRB
Turns you into a Huge elemental. PRG:CRB
You become ethereal for 1 round/level. PRG:CRB
Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack. PRG:APG
One creature/level gains ability to fly. PRG:APG
As form of the alien dragon I, except it also allows you to assume the form of a Large esoteric or outer
dragon. PPC:LoD
As form of the exotic dragon I, except it also allows you to assume the form of a Large imperial or
primal dragon. PPC:LoD
Turns you into a Large dragon. PRG:CRB
Turns you into a Large giant. PRG:CRB
Your body becomes living ice. PRG:UM
You call upon the primordial power of ancient megafauna to boost the size of your target. The
creature’s height doubles and its weight increases by a factor of 8. PPC:AA
You imbue all manufactured weapons carried by allies within range with magic, granting each weapon
a +1 enhancement bonus on attack rolls and damage rolls per 5 caster levels (maximum +4). PPC:AA
You restore a broken object or damaged construct to a functional state, as if it were new and intact. TG
Targets' physical forms undergo a bizarre transformation becoming composed of countless particles
that separate and reconnect to remain whole. PPC:MaTT
As planar adaptation, but affects multiple creatures. PRG:APG
Turns you into a Huge plant. PRG:CRB
Gives one willing subject a new, more powerful form. PRG:CRB
Target is damaged, staggered, and stunned. PRG:UM
Objects and creatures fall upward. PRG:CRB
Subject can become a statue at will. PRG:CRB
Protects a ship and all aboard from drowning and pressure, but not from damage from outside
obstacles or creatures. AP56
Alters reality (within limits). PRG:CRB
Teleportation and interplanar travel blocked for 1 day/level. PRG:CRB
Subject is protected from mental/emotional magic and scrying. PRG:CRB
Wall's colors have array of effects. PRG:CRB
Confers +8 resistance bonus. PRG:CRB
Counterspell a 6rd-level or lower-level spell to regain some spellcasting power. PCS:ISM
Infuse area with primal magic. PCS:ISM
As symbol of death, except that all creatures within 40 feet are effect by greater dispel magic. PCS:ISG
Summon your construct to you. PRG:UM
As lesser create demiplane, but larger and with planar traits. PRG:UM
Cloud deals 6d6 fire damage/round. PRG:CRB
As instant summons, but for multiple objects and creatures. PRG:UI
Traps subject in extradimensional maze. PRG:CRB
As lesser planar binding, but up to 18 HD. PRG:CRB
You conjure a cloud of magical arrows that rain down on any creatures and objects in an area. PPC:RTT
Tears a rift in reality, creating an extra-dimensional hole with a depth of 60 feet. BotD2
Sheathes you in protective water/ PRG:APG
Target loses a 7th-level prepared spell or spell slot. PRG:ACG
Summons extraplanar creature to fight for you. PRG:CRB
Imprisons subject within gem. PRG:CRB
Wall damages foes that try to enter, periodically launches lava at nearby targets. PRG:APG
Reveals exact location of creature or object. PRG:CRB
You gain +1/level insight bonus on single attack roll, check, or save. PRG:CRB
Target is permanently shaken and sickened, and may gain a spellblight. PRG:UM
As prying eyes, but eyes have true seeing. PRG:CRB
Object or location affected by spell repels certain creatures. PRG:CRB
Utilizes an array of techniques to imprison a creature. PRG:CRB
As charm monster, but all within 30 ft. PRG:CRB
As sending, plus you can send suggestion. PRG:CRB
Makes a creature friendly. PRG:APG
Forces subject to dance. PRG:CRB
Permanently turn someone into a crazed criminal. PRG:UI
Stuns creature with 150 hp or less. PRG:CRB
Triggered rune renders nearby creatures insane. PRG:CRB
Object or location attracts certain creatures. PRG:CRB
Large hand provides cover, pushes, or attacks your foes. PRG:CRB
Curse an area with eternal night. PRG:HA
Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. PRG:CRB
Devastating yell deals 10d6 sonic damage; stuns creatures. PRG:CRB
1d8 damage/level (max 20d8) to targets. PRG:APG
Blinds all within 10 ft., deals 6d6 damage. PRG:CRB
As resilient sphere, but you move the sphere telekinetically. PRG:CRB
Twisting colors confuse, stun, or render unconscious. PRG:CRB
Illusion hides area from vision and scrying. PRG:CRB
As shadow evocation, but up to 7th level and 60% real. PRG:CRB
Duplicate awakens when original dies. PRG:CRB
Creates shadows, wraiths, spectres, or devourers. PRG:CRB
Curse an area with seven deadly hazards. PRG:HA
Rip out someone’s heart. PRG:HA
Deals 1d6/level damage within 30 ft. PRG:CRB
Sphere inflicts negative levels. PRG:UM
Triggered rune kills nearby creatures. PRG:CRB
As umbral infusion, except it can affect multiple mindless undead creatures. PPC:BoS
As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification;
resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and
truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability). PPC:Champions
This spell functions as per form of the alien dragon II, except it also allows you to take the form of a
Huge esoteric or outer dragon. PPC:LoD
As form of the exotic dragon II except that it also allows you to take the form of a Huge imperial or
primal dragon. PPC:LoD
Turns you into a Huge dragon. PRG:CRB
You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to
become shaken or frightened. PRG:UC
Turns you into a Huge giant. PRG:CRB
Your body becomes living iron. PRG:CRB
Target one enemy and one willing ally. Both targets remain visible and audible, and can see and hear
other creatures, but cannot physically interact with any creature save one another. PPC:MaTT
Changes a subject into anything else. PRG:CRB
Puts subject into suspended animation. PRG:CRB
As undead anatomy III, but with more abilities. PRG:UM
Releases creature from imprisonment. PRG:CRB
Enchant a target so it is nearly impossible to detect by both magical and mundane means, granting it
multiple benefits. PPC:MaTT
Entombs subject beneath the earth. PRG:CRB
Dispels magic, disenchants magic items. PRG:CRB
You make an impenetrable barrier of force that negates all magic within it. PCS:RG
As mind blank, but you may divide the duration among creatures touched. PRG:UC
As prismatic wall, but surrounds on all sides. PRG:CRB
Prevent 1 spell per 5 levels from working in a 10-foot emanation. PCS:ISM
Triggered rune gives penalties. PRG:UM
Creates wall that disables magic. PRG:APG
20d6 damage to target creature. PRG:APG
As create demiplane, but larger and with more planar traits. PRG:UM
Connects two planes for travel or summoning. PRG:CRB
Teleport to another planet. PRG:UM
Send a target into a dangerous extradimensional maze. PRG:HA
Alters item to transport its possessor to your abode. PRG:CRB
Conjure an opulent mansion several stories tall. PRG:UI
Summons extraplanar creature to fight for you. PRG:CRB
Teleports creatures inside circle. PRG:CRB
Huge wave damages and sweeps up all in its path. PRG:APG
Creates 1d4+2 temporary wood golems to fight for you. PRG:UM
“Sixth sense” warns of impending danger. PRG:CRB
As dominate person, but any creature. PRG:CRB
Grants a number of creatures bonuses on attacks and damage, temporary hit points,
and immunity to fearand charm effects. PRG:UC
As hold monster, but all within 30 ft. PRG:CRB
Creatures bow before you as if you were divine. PRG:UM
Kills one creature with 100 hp or less. PRG:CRB
Triggered rune makes creatures attack. PRG:UM
Large hand provides cover, pushes, or crushes your foes. PRG:CRB
This spell functions as defending sword, except you can create one sword per 5 caster levels, each of
which must defend a different creature within range. PPC:AA
As icy prison, but it affects 1 creature/level. PRG:UM
Four exploding spheres each deal 6d6 fire damage. PRG:CRB
Transform into electricity. PRG:UM
Gives you the ability to fly and attack with wind. PRG:APG
As shadow conjuration, but up to 8th level and 80% real. PRG:CRB
As shadow transmutation, except it can mimic greater polymorph instead of polymorph. The illusory
attacks and special abilities of any shape assumed using greater shadow transmutation deal three-
fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against
nonbelievers. PPC:BoS
As phantasmal killer, but affects all within 30 ft. PRG:CRB
Projects you and companions onto Astral Plane. PRG:CRB
Eviscerates target, inflicting 1d6 dmg/caster level (maximum 20d6). If kills target, spell seals his organs
in jars; creating a dune mummy 1d4 rounds later. PC:OLoP
Plants die, living creatures catch diseases, or dead creatures rise as zombies. PRG:UM
Subject gains 2d4 negative levels. PRG:CRB
Slaughter creatures in a line. PRG:HA
Traps newly dead soul to prevent resurrection. PRG:CRB
One creature/level suffocates to death. PRG:APG
Deals 10 damage/level to 1 creature/level. PRG:CRB
Curse an area’s weather. PRG:HA
Travel to Ethereal Plane with companions. PRG:CRB
You gain various fire-related powers. PRG:APG
Raise and repair a sunken ship. PPC:Pirates
This spell binds a single creature into a prepared book, sustaining it in suspended animation and filling
the book with its experience and knowledge. PPC:SpyHB
Transforms you into certain creatures, and lets you change forms once per round. PRG:CRB
You act freely for 1d4+1 rounds. PRG:CRB
Target takes acid damage each round, and its attackers take acid damage. PRG:UM
You turn one type of golem into another. PPC:AA
Earth moves you across distances. PRG:APG
As limited wish, but with fewer limits. PRG:CRB
You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target. RP:101-2
Place target into the Ethereal Plane for 1 round. RP:101-2
Summon your arcane bond object. SGG:V
Summons horrific creature to fight for you. AG:PS
You instantly conjure a cluster of pillars that temporarily supports a collapsing ceiling. RP:101-2
Allows the caster to probe the contents of a sealed coffin. RP:101-2
Permanently store a memory in a crystal or gem. RP:101-2
Willing participants immediately gain awareness that another party has violated the terms of a written
contract. RP:101-2
You communicate telepathically with manufactured objects. RP:101-2
The save DC of your spells improve consecutively until your target fails a save. RP:101-2
Forces subject to bite itself. 4W:S&T
TO:FF
Subject can't tell the truth. RP:101-2
Force target to attack its ally. RP:101-2
TO:FF
TO:FF
One subject per level goes last in the initiative order and does not take its first attack of
opportunity each round. RP:101-2
Subject is unable to sleep, suffers from fatigue and is unable to heal naturally. RP:101-2
4W:BoDM
TO:FF
TO:FF
TO:FF
As touch of idiocy but it reduces Strength, Dexterity, and Constitution. SGG:110SV
Target takes -20 on next attack roll, automatically misses concealed targets. RP:101-2
Fills a 30 ft./level wide and 100 ft. high cylinder with acidic salt, dealing 1d3+1 acid damage to those
within. SGG:AH1
Grants total concealment against blindsight and tremorsense. RP:101-2
Curtain of airborne dust grants soft cover, blinds living creatures. RP:101-2
You create and can proficiently wield a club made of force energy. RP:101-2
Creates a field of frost that extinguishes normal fires, damages creatures with the fire subtype, and can
be used to counter spells with the fire descriptor. SGG:IM
Mimic the sensation of a limb. 4W:S&T
You significantly damage another, but take half of that damage yourself. RP:101-2
Boulder knocking creatures prone, dealing 3d6 bludgeoning damage. RP:101-2
Hovering ball of darkness deals 3d6 cold damage. AG:PS
Create a shimmering sail of pure magical energy that performs like a standard sail. NG:DMC
Shockwaves from your staff deal bludgeoning and sonic damage and deafen creatures when you slam
your staff. RP:101-2
Stony shell encases your hand, grants bonuses on unarmed strikes. RP:101-2
You shoot up to 3 rays of nonlethal force causing 5d6 nonlethal damage each. RP:101-2
Make unarmed attacks at range. SGG:AM
TO:FF
High-pressure water extinguishes fires, deals 1d6/level damage (max. 5D6), can knock creatures back. RP:101-2
Traps a book to create illusory sounds of an approaching wizard when touched. BP:I&Q
Subjects are unable to leave dimly lit areas. AG:PS
Divination attempts against target may fail and produce random results. RP:101-2
You cause the subject to appear resilient to various forms of damage. RP:101-2
Shadow forms into shield that deflects ranged attacks, blocks magic missiles. AG:PS
Magical or mundane writing appears illegible. RP:101-2
Fearsome illusion inflicts cowering or shaken condition on subject. RP:101-2
Fearsome illusion inflicts prone and/or stunned condition on subject. RP:101-2
Fearsome illusion inflicts nauseated or sickened condition on subject. RP:101-2
You alter the appearance of your familiar. RP:101-2
Target's shadow restricts it, entangling and causing attacks to miss. AG:PS
As shadow conjuration, but up to 1st level and 20% real. AG:PS
As shadow necromancy, but up to 1st level and 20% real. AG:PS
Ranged touch attack inflicts entangled condition, + 1 ray/four levels (max 3). RP:101-2
A shadowy warrior guards, patrols or attacks on your command. RP:101-2
Allows you to mask the presence of poisons. RP:101-1
You cause creatures to become dizzy to the point of being sickened and perhaps fall prone. RP:101-2
Wall blocks line of sight, grants concealment, and total concealment; passing through the wall
entangles subjects. RP:101-2
Touch deals 1d6 damage each round. RP:101-2
Subject suffers a permanent -4 or -2 circumstance penalty to Con. RP:101-2
Subject suffers a permanent -4 or -2 circumstance penalty to Str. RP:101-2
Subject suffers a permanent -4 or -2 circumstance penalty to Dex. RP:101-2
Target takes 1d6 damage/2 levels, moves at half speed, becomes sickened for 1d4 rounds. RP:101-2
Subject suffers a permanent -4 or -2 circumstance penalty to Cha. RP:101-2
Target becomes exhausted. RP:101-2
Subject suffers a permanent -4 or -2 circumstance penalty to Int. RP:101-2
Causes 1d4/level points of cold damage (max 10d4) and the target is slowed. RP:101-2
Target suffers a random curse every round. RP:101-2
Touch attack inflicts one temporary negative level. RP:101-2
Subject cannot produce sounds from its mouth. RP:101-2
Pale yellow slime devours the flesh of an undead target. RP:101-2
TO:FF
Subject suffers a permanent -4 or -2 circumstance penalty to Wis. RP:101-2
One living creature is flat-footed, cannot run, and suffers a -4 penalty to attacks, skills and ability
checks. RP:101-2
As bull's strength, but it grants a +6 bonus to Strength for all purposes except the target's attack and
damage bonuses. SGG:110SV
Changes a poison's DC, adds +1 to ability damage, and adds 1 round to its duration. RP:101-2
Target's movement is aided by friendly winds. SGG:AM
Inflicts damage and broken condition on a single object or damages a construct creature. RP:101-2
SGG:AH1
Create a warm wind that raised the temperature and can dispel cold effects. SGG:AM
Gives a construct ranks in a single skill. RP:101-2
Animals or magical beasts become feral and more powerful. RP:101-2
Gaping maw in the ground bites to grapple and swallow any creature in its space. RP:101-2
Create a hoop that gives energy resistance to creatures that pass through it PFU:W1
The caster's skin becomes mottled with poison-filled pustules that can burst in a 5-ft. radius. RP:101-2
You temporarily are faster and more agile. RP:101-2
A weapon's criticals deal additional force damage. RP:101-2
As eyes of eventide, but you may divide the duration among creatures touched. AG:PS
You reverse gravity for yourself. RP:101-2
You reduce the armor check penalty and arcane spell failure chance for a single set of armor or a
shield. RP:101-2
Touched creature is briefly luckier against traps, hazards, poisons and diseases. RP:101-2
Magical stones are hurled and strike targets as boulders. RP:101-2
Create a cold wind that lowers the temperature and can dispel fire effects. SGG:AM
Creatures that perch on your arm can launch a special flying charge attack. PFU:W1
Double the range of your vision LPJ:NEM
Gives one construct the benefits of a single feat. RP:101-2
Fall safely, levitate, or fly by floating on the air. RP:101-2
Sorcerer Only. Gain +10 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
Target receives +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet. RP:101-2
You turn your familiar into a creature from the summon monster I chart. SGG:110SV
As magic weapon but your staff makes 1 attack/round as a free action. SGG:110SV
An immobile, crystalline, globe provides you with improved cover but does not block line of sight or
line of effect. PPC:Humans
This spell creates an invisible magic field that does not stop weapons (whether manufactured or
natural) from moving toward you, but impedes their motion when they are retracted. PCS:ISG
Creates a screen of wind around you. PRG:APG
Cancels one magical spell or effect. PRG:CRB
Deals 6d6 damage when read. PRG:CRB
An unattended, non-magical object you touch emanates a shimmering aura that protects humans in
the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is
suppressed but resumes if the object is put back or when no longer touched. If the touched object is a
monument to human achievement, the area increases to a 60-foot radius. PPC:AA
As protection spells, but 10-ft. radius and 10 min./level. PRG:CRB
Hides subject from divination, scrying. PRG:CRB
As protection from arrows, but you may divide the duration among creatures touched. PRG:UC
Absorbs 12 points/level of damage from one kind of energy. PRG:CRB
You reduce the target creature's ability to tap into a single energy type (acid, cold, electricity, fire, or
sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-
like abilities, and supernatural abilities by 10 points. PPC:OO
As resist energy, but you may divide the duration among creatures touched. PRG:UC
Brilliant draconic iconography matching your draconic heritage. PPC:LoD
As alarm, but only against selected creatures. PRG:UI
As shield other, but affecting your companion creature. PRG:ACG
Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. PRG:ACG
Surrounds the target with layers of force. PRG:UC
Creates rolling sphere of water. PRG:APG
Hamper vision and movement. PRG:UM
Create a fine carriage. PRG:UI
Ranged touch attack deals a target 1d4 points of force damage per 2 caster levels (max 5d4) and
becomes lodged in the target limiting it's movement. PPC:USH
Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3). PRG:ARG
Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down. PCS:ISM
This spell summons a bearded devil, causing it to appear where you designate. PPC:PotH
Summon a swarm of mischievous monkeys. PRG:UM
Creature leaves a trail of stinking cloud squares. PRG:ACG
Creates an explosion of conjured metal pellets. PRG:UC
You mask your features with shadowy illumination. PPC:BoS
Conjures a phantom to drive vehicles. PRG:UC
Magic horse appears for 1 hour/level. PRG:CRB
This spell calls a creature from another plane to your precise location, functioning like lesser planar
allyexcept as noted. PPC:AA
Summon a swarm of poisonous frogs. PRG:UM
As returning weapon, but you may divide the duration among weapons touched. PRG:UC
Creates text symbol that immobilizes reader. PRG:CRB
Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. PRG:ACG
Hampers vision and movement. PRG:CRB
As create pit, but filled with spikes. PRG:APG
Nauseating vapors, 1 round/level. PRG:CRB
You are able to transport yourself a short distance by taking the form of a furious, sizzling bolt of
elemental electricity. PPC:BoE
Summons extraplanar creature to fight for you. PRG:CRB
As summon nature's ally III except for different creatures as options. PPC:Humans
As black tentacles, except it creates a Large decapitated snake, which erupts from the ground and
grapples a creature you specify within its 5-foot reach. As a standard action, you can command the
snake to release its grappled target and direct it to attack a different creature. PRG:MC
You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. PRG:MC
Step into one doorway and out another. PRG:UI
A cone of blood pushes creatures, sickens them, and makes the ground slick. PRG:HA
You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell
occupying only the creature's space. PRG:ARG
Magical auras become visible to you. PRG:CRB
Alignment auras become visible to you. PRG:ACG
Learn about a creature with its blood. PRG:APG
Hear or see at a distance for 1 min./level. PRG:CRB
Learn what makes creatures anxious. PRG:UI
Learn what creatures desire. PRG:UI
You can quickly analyze the monetary value of objects and identify which are most valuable to an
average trader. PPC:DHB
You instantly learn many of the target’s weaknesses. PPC:AA
You use a Harrow deck to tell a fortune for yourself or someone else. PCS:ISWG
This spell summons one or more vermin to investigate a single location or building you can see. Your
scouts must spend 1d6 hours investigating the target location, but need no oversight. PPC:SpyHB
You roll damage twice when you roll damage for a critical hit and take the best damage. PRG:UC
Create an empathic bond with allies. PRG:UI
Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. PPC:AA
See through low-level magical disguises. PRG:ACG
You attune your mind and your sight to the hidden world of spirits. PPC:DA
Detects thinking creatures’ thoughts. PRG:APG
As share language, but you may divide the duration among creatures touched. PRG:UC
Remotely view through spheres that have consumed some portion of the caster's body. PCh:CTR
You know the direction, relative distance to, and condition of target creatures or objects. PPC:DA
Speak and understand any language. PRG:CRB
A target suffers penalties to checks depending on how many hero points it has, and takes damage if it
uses them. PRG:APG
Grant ability to speak, read, and write one or more languages for 8 hours. PRG:UI
Target creature gains heavy encumbrance and is cannot fly. PCS:GHH
Affected creature practices nonviolent combat behaviors according to a list of priorities. PCS:Righteous
Puts 10 HD of creatures to sleep. PRG:CRB
Blame someone else for your action. PRG:UI
You surround yourself with a palpable aura of draconic fear and dread. PPC:LoD
Gives +2 bonus on attack rolls, saves, skill checks. PRG:CRB
Paralyzes one humanoid for 1 round/level. PRG:CRB
You inspire yourself or a lover to a vengeful rage against a chosen enemy. PCS:ISWG
Cause two creatures to fall in love. PRG:UI
Target gains a message that can be given only to its intended recipient. PRG:ACG
Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them. PRG:ARG
Make it permanently easier to learn more about a target. PRG:UI
The target experiences feelings of ennui and lethargy, becoming fatigued for the spell's duration. While
the target is fatigued and is within the spell's range, you gain a +2 enhancement
bonus to Strength and Dexterity. PPC:OO
One creature rolls 2d20 whenever it needs to roll a d20, and must take the lower result. PCS:ISM
Gives +2 to Str and Con, +1 on Will saves, –2 to AC. PRG:CRB
Target is compelled to stay near another. PRG:UM
You use material from the Shadow Plane to cast a quasi-real, illusory version of a psychic, sorcerer,
or wizardenchantment spell of 2nd level or lower. PCS:OR
You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4
penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell
in difficult circumstances or operating a complex device). PPC:AA
Compels a subject to follow stated course of action. PRG:CRB
Target is compelled to avoid another creature. PRG:UM
Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. PRG:ACG
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. PCS:Dungeons
You create an area of darkness impenetrable even to darkvision, but you can see normally within it. PCh:CS
An aura of nothingness damages and suffocates creatures adjacent to you. PPC:DEP
Creates a shelter around a campfire. PRG:APG
Creates a floating chain of force. PRG:UC
Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target
casts does not expend a spell slot; instead you use your spell slot to power their spell. PCh:Gods
Ask more powerful eldritch entities to find and converse with you. PRG:HA
Set the condition for triggering a target's readied standard, move, or swift action. PRG:ACG
60-ft. radius of bright light. PRG:CRB
A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched
fingers at tremendous speed. PAP:LoF
Noise makes it difficult to cast. PRG:UM
Subject can absorb energy damage and enhance melee attacks with it. PRG:APG
Creates an aura of energy around you. PRG:APG
You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the
target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take
1d4 points of damage per spell level of the summoning spell that conjured the target PPC:MSH
1d6 damage per level, 20-ft. radius. PRG:CRB
2d6 points of fire damage in a 20-ft. line, that can change each round. PRG:ARG
Target takes force damage and is pushed away. PRG:UM
As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any
sort take a –4 penalty on their saves. PC:SLC
Creates torrent of water that bull rushes any creature in its path. PRG:APG
Electricity deals 1d6/level damage. PRG:CRB
When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius,
increasing or decreasing the illumination level by up to two categories. You decide whether each
individual mote sheds light or darkness when the spell is cast. PPC:BoS
Inflicts 1d6 nonlethal damage 1 round/level. PRG:APG
Deal electricity damage and daze creatures in a 20-foot spread. PCS:RG
You create a mobile area of bright light centered on one target while simultaneously suppressing other
light sources surrounding it. PPC:BoS
Trip multiple creatures within range. PRG:ACG
Creates shelter for 10 creatures. PRG:CRB
The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of
fire damage each round. PRG:MC
Floating knife attacks with you. PRG:APG
Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes. PCS:ISM
An immobile curtain of illumination springs into existence. PPC:BoS
Deflects arrows, smaller creatures, and gases. PRG:CRB
As disguise self, but you can change the disguise as a swift action. PRG:ACG
Undead appear to be alive. PRG:HA
Create a phantasm with auditory and visual effects. PRG:UI
Multiple weapons become shiny, granting bonuses to combat maneuvers. PCS:RG
Attacks miss subject 50% of the time. PRG:CRB
Make a monstrously distorted duplicate of you and control it. PRG:ARG
Coat a weapon with phantasmal poison. PC:Gnomes
Only select creatures can read text. PRG:CRB
Makes everyone within 10 ft. invisible. PRG:CRB
You cause the target to become invisible and silent, but only to his allies. PRG:MC
Nauseate and/or sicken weak creatures. PRG:UM
As silent image, plus sound, smell and thermal effects. PRG:CRB
As dream but messenger is you or a gnome, and the message cannot be longer than 20 words. PRG:ARG
Convince a target that it contracted an affliction. PRG:UI
Create a memory loop of a successful attack made against the target, forcing its conscious mind to
recall the details of the attack in such excruciating detail that its physical body is racked by the
recollection. PPC:MaTT
You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark. PPC:BoS
Illusory hellscape makes creatures shaken. PRG:UM
Creatures that pass through the wall are nauseated and might fall prone. PRG:ACG
Cause one creature to reroll attacks and saving throws, taking the worse result PPC:BotM
Create one skeleton or zombie. PRG:UM
You emanate an aura that saps the strength of others of your kind and channels their energy into you. PRG:MC
Fog obscures the vision of others and extends the range of your hexes. PRG:ACG
Turn a healing potion into a pool of necromantic energy that does not heal but instead increases
the caster level of the next necromancy spell you cast in the next minute. PAP:RotR
Target gains the eldritch ague spellblight. PRG:UM
Preserves one corpse. PRG:CRB
Immobilizes undead for 1 round/level. PRG:CRB
You siphon half of all magical healing that the targeted creature receives. PRG:UC
Screaming pain limits the target's actions. PRG:UM
Targets in the area must succeed at a Will save or become deathly afraid of drowning. PPC:MM
Add to your ki pool when you critically hit. PRG:UM
Touch to kill an unconscious creature and gain a number of temporary hero points depending on how
powerful it was. PRG:APG
As magic jar, but limited to line of sight. PRG:UM
Ray makes subject exhausted. PRG:CRB
Target temporarily ages. PRG:UM
Triggered rune causes nearby creatures to bleed. PRG:HA
Target suffers the effect of the poison in you. PRG:UM
As rage, except affecting only undead. PRG:ACG
Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. PRG:CRB
The transmuted creatures can breathe air freely. PRG:MC
Transform a drow into a surface elf. PRG:ARG
Vines beneath your feet stabilize you but slow you down. PRG:ACG
Animal becomes bipedal. PRG:UM
Target gains climb 30 and +8 racial bonus on Climb skill checks. PC:SLC
Temporarily curse a creature so its touch lessens the value of coins it touches. PPC:MaTT
You lock up an opponent in their own armor, entangling or staggering them. KoIS
Use a creature’s corpse to adopt its form. PRG:HA
You take the form and some of the powers of a Small or Medium animal. PRG:CRB
Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3
levels. PCS:ISM
You randomly vanish and reappear for 1 round per level. PRG:CRB
Gain scent ability against injured creatures. PRG:ARG
Animate an animal sculpture to be your temporary familiar. PRG:ACG
Ruins writing. PPC:Goblins
Target gains a burrow speed of 15. PRG:UM
You and a number of allies less than or equal to your caster level designated upon casting can
use Handle Animal and Ride checks to influence or control the targeted vermin as if they
were animals and had animal-level intelligence. PRG:MC
Extra eyes give all-around vision. PRG:UM
As darkvision, but you may divide the duration among creatures touched. PRG:UC
You animate a glove with your own hand from a distance moving as you direct it with a fly speed of 30
feet and average maneuverability. PPC:AA
Target eidolon temporarily loses 1 evolution +1/five levels. PRG:APG
Touch attack makes a construct helpless for 1 round/level. PRG:ACG
Transfers your consciousness to an object bearing your likeness. PRG:APG
Acid boils burst when you are attacked. PRG:UM
Target takes Dex and Con damage. PRG:UM
Transform the target's fins, flippers, or tail into legs and feet. PRG:ARG
Trail of flame that follows your movements and deal 1d6+1 per CL (max +10). PRG:ARG
As ancestral regression, except as noted. PPC:BoS
Arrows deal +1d6 fire damage. PRG:CRB
Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s
bearer and those around him. PRG:UC
Subject flies at speed of 60 ft. PRG:CRB
You become a Medium esoteric or outer dragon. PPC:LoD
You become a Medium imperial or primal dragon. PPC:LoD
Heal yourself when you cast your next damaging spell. PAP:SS
Subject becomes insubstantial and can fly slowly. PRG:CRB
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. PRG:CRB
Enable weapons to overcome DR like adamantine, cold iron, or silver. PRG:ACG
Target creature's melee and natural attacks deal damage as if it were one size category smaller. PCS:GHH
Levitates the targeted creature up off the ground. PRG:UC
Target becomes addicted to drug used in casting; if target was addicted to the drug in the past, it takes
a –4 penalty on its saving throw. PPC:MM
Improve one specific element of a trap. PRG:ARG
Doubles normal weapon's threat range. PRG:CRB
Weapon gains +1 bonus/four levels (max +5). PRG:CRB
You change one of the extremities of the creature touched—arms or legs only—into another shape of
approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. PCS:ISG
Take the form and some of the powers of a Small or Medium monstrous humanoid. PRG:UM
Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites. PRG:ARG
Give your familiar the shape of another animal. PRG:ACG
Use tail to make a dirty trick or steal combat maneuver as a swift action when making full-attack
action. PRG:ARG
Transforms a single animal or magical beast into a younger and cuter version of itself for a short period
of time. PRG:UC
Swarm of stones damaging (1d6) and distracting anything within it. PRG:ARG
You gain DR 5/piercing and +4 to CMD against disarm attempts. PRG:UC
As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack
and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the
spikes to bypass damage reduction aside from magic. PRG:MC
Changes one page to hide its real content. PRG:CRB
Creates difficult terrain and erases tracks, can carry along some creatures and objects. PRG:APG
Object shrinks to one-sixteenth size. PRG:CRB
One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. PRG:CRB
You can hide a rod or staff in an extradimensional space within a target weapon. PPC:AA
As spider climb, but you may divide the duration among creatures touched. PRG:UC
Your hair animates and grapples. PRG:UM
You grow a draconic tail (clothing and armor adjust as necessary), or if you already have a tail, it takes
on a draconic appearance. PPC:LoD
You can deliver an infusion, elixir, poison, or potion as a touch attack. PRG:UC
Take the form and some of the powers of a Small or Medium undead. PRG:UM
Weapon bypasses some DR. PRG:APG
Subjects can breathe underwater. PRG:CRB
Creates a shimmering armor that grants a +1 deflection bonus, dazzles attackers, and causes attacks to
miss 20% of the time. RP:101-3
Blocks darkvision. RP:101-3
You make a free melee attack when threatened by an opponent. RP:101-3
The subject gains damage reduction 5/cold iron and good. RP:101-3
Barrier keeps out fey creatures. RP:101-3
You create a protective cube of magical glass. RP:101-3
Bolt of energy inflicts a -2 penalty to spell, spell-like ability and supernatural DCs. RP:101-3
Caster transfers natural armor to subject. RP:101-3
As true form, but it applies to illusions concealing appearance, including invisibility, rather than the
normal benefit. SGG:110SV
An obsidian ray deals 1d6 physical damage per caster level BP:VR
Obscure vision and cause 2d6 fire damage per round. RP:101-3
Create a crystal bridge that extends over a large gap. RP:101-3
Icy vapor grants concealment, deals 1d6/round nonlethal damage. RP:101-3
Continually blows away or knocks down creatures and objects. RP:101-3
A band of water crushes subject, dealing damage and disrupting spells with verbal components. RP:101-3
Teleport one unattended object anywhere within range. RP:101-3
Invisible spheres of force impede movement and increase strength of any surface. RP:101-3
Slippery liquid reduces movement cause creatures to fall prone. RP:101-3
As obscuring mist, but creatures take 2d6 fire damage each turn they are in area. SGG:110SV
You conjure a sturdy merchant's shop. RP:101-3
Trap a spellbook to conjure a river of nasueating blood BP:I&Q
Cloud of sulfurous gas nauseates victims. RP:101-3
You summon a loaded firearm or crossbow directly to your hand. RP:101-3
Summons horrific creature to fight for you. AG:PS
Searing globe deals 1d8 fire damage/level (max. 10d8) plus blinds targets, as melee touch
attack or splash weapon. RP:101-3
Temporarily teleport a short distance. 4W:S&T
Summon favorable winds to increase a ship's speed or a creature's flight. SGG:AM
You gain a +2 insight bonus to AC and on Reflex saves. RP:101-3
Gain a bonus to one skill check. RP:101-3
Use a bard's knowledge. RP:101-3
Your firearm or crossbow attack is an automatic critical threat. RP:101-3
Grant +20 bonus to your attack roll and potential critical. RP:101-3
Turn a plant into a recording device. RP:101-3
You and target share skill ranks, neither can be surprised nor flanked unless both are. RP:101-3
You instantly recall something specific from your past that you want to remember. RP:101-3
PFU:W4
Know the location and direction of an object. RP:101-3
Subject believes it's a specific kind of animal. RP:101-3
Creatures near caster have combat penalties. RP:101-3
Target is incapable of speaking falsehoods. RP:101-3
Subject feels good despite danger or pain. RP:101-3
Target's speech becomes random and inappropriate. RP:101-3
Target delays action and must succeed on a Will save to take any actions. RP:101-3
the subject believes something you tell them to believe. RP:101-3
Subject moves at half speed in a random direction each round. RP:101-3
TO:FF
Subjects become terrified of darkness. AG:PS
Target creature gains +20 to initiative. RP:101-3
Target gains rage bonuses and penalties but must attack nearest creature; attacks can cause targets
to rageas well. RP:101-3
Spit deals 1d6 points of acid damage and blinds target. RP:101-3
Creates a 20 ft. radius sphere of cold air that damages. SGG:IM
You entangle and squeeze a single opponent. RP:101-3
Imbue ammunition with a to deal fire damage LPJ:NEM
Spikes of force deal 1d6 points of damage and entangle, grapple, or pin targets in place. RP:101-3
Melts metal object and deals damage to creatures in contact with molten metal object. RP:101-3
Thrown object explodes inflicting 1d4/level piercing damage in a 20-foot radius burst. RP:101-3
Bolt of force destroys abjurations and force protections and inflicts 1d8 points of damage/two levels. RP:101-3
Whirlwind of shadowy energy deals 1d6/level in 15-ft. radius, dazzles creatures. AG:PS
Temporarily enchant a weapon. AE:ToS
Wall of shadows grants concealment, fatigues those passing through. AG:PS
Create a thick curtain of water that provides concealment and can damage fire-based creatures. RP:101-3
Burst of water deals 1d6 points of nonlethal damage per level and may knock down targets. RP:101-3
You create force duplicates of your weapon that hit what you hit. RP:101-3
Harass and distract a target with a flock of illusionary birds PFU:W1
Target creature takes 1d6 nonlethal damage per round and suffers a –2 penalty on attack rolls, skill
checks and ability checks. RP:101-3
Affected creatures believe the pages of a spellbook are glued together. BP:I&Q
Convinces the subject they have lost a limb. 4W:S&T
Trap a book so that affected creatures believe the ink is trying to eat them. BP:I&Q
Subject believes it is always flanked by illusory opponent. AG:PS
You cause the target creature to instantly believe that a cloud of fog has suddenly enveloped her. RP:101-3
You create a disembodied voice that repeats a message continuously for the spell's duration. RP:101-3
Makes casters believe spells were effective when they were not. RP:101-3
Target creatures become harder to detect. RP:101-3
You and creatures you select conceal hidden messages in your normal speech. RP:101-3
As shadow evocation, but up to 2nd level spells and 20% real. AG:PS
Illusion of cure moderate wounds grants 2d8 temp hp plus 1 temp hp/level (max +10); target has
attitude improved by one-step, takes –2 a penalty on saves against your enchantment spells. RP:101-3
A shadowy warrior guards, patrols or attacks on your command. RP:101-3
Illusory structure supports or impedes creatures. AG:PS
You infuse a dagger with energy that delivers horrid visions that deal +1d8/level nonlethal damage and
renders the victim unconscious. RP:101-3
Target suffers 1d6 hit points/level and suffers 1 point of Charisma damage/2 levels. RP:101-3
Target is incessantly hounded by animals. RP:101-3
Grants spell resistance of 10 + level against cold, polymorph , and mind- affecting attacks. RP:101-3
TO:FF
Target inflicts only nonlethal damage and conditions. RP:101-3
Target suffers random changes each day to appearance, abilities, etc. RP:101-3
A single item acts as if cursed. RP:101-3
Cone-shaped area filled with wind that sickens those within. SGG:AM
Target's wounds bleed profusely, suffering Con damage. RP:101-3
Deals nonliving creatures and objects 1d6 points of damage/level. RP:101-3
Receive the effects of a 2nd level or lower touch spell as though your target cast it on you. 4W:S&T
You can see through the eyes of an enchanted skull. RP:101-3
As gravity bow, but the effect is to gain the arcane archer's imbue arrow power. SGG:110SV
One melee attack per round knocks back foes. RP:101-3
TO:FF
Subject's blood crystallizes and rips through veins causing 4d6 points of damage. RP:101-3
Piercing and slashing weapons take acid damage. RP:101-3
Extend darkvision by 60 ft. RP:101-3
4W:BoDM
Cause an ooze to become vulnerable to critical hits and precision damage. SGG:AH1
Magic item DC increases by +2. RP:101-3
Hand detaches and moves independently. RP:101-3
As spider climb, but you don't need any free limbs to move, and you ignore difficult terrain rather than
climb up walls. SGG:110SV
Render up to three constructs immobile. RP:101-3
Transforms weapon into Medium viper. RP:101-3
Target object cannot move. RP:101-3
Item gains semblance of intelligence. RP:101-3
As the “overgrowth†option of plant growth but no plants are needed. SGG:110SV
TO:FF
Sorcerer Only. Gain +4 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
As greater magic weapon, but it turns containers into bags of holding rather than the normal benefit. SGG:110SV
Creature has its extraordinary senses negated. AG:PS
All creatures and objects within a 5 ft. square are instantly transferred to a temporary extradimensional
space in which time does not pass. AP:RR
You are weightless for a flying creature that is carrying you. PFU:W1
Temporarily turns subject into a small, harmless animal. RP:101-3
Creature gains increased Strength and reach. RP:101-3
Vermin creatures are drawn to and nest in and upon the cursed subject. RP:101-3
Cannot track with scent, odor-based special attacks are negated. JBE: BoM: SS1
As dispel magic except maximum +5. RP:101-1
Deal acid damage with a touch SMG:IOB
As mount, but you summon 1 mount/level, and summoned mounts serve anyone you designate. SGG:110SV
Create an exploding boulder. SGG:AH1
As king's castle, except you don't move, and the target arrives in a space adjacent to you. SGG:110SV
Summons four small ice elementals to fight for you. SGG:IM
Creates an ice weapon with reach attached to one of your arms that deals 2d6 damage and can attack
adjacent foes or can be used once as a ranged attack. SGG:IM
Trap a spellbook to conjure multiple tentacles to drive away creatures other than the caster. BP:I&Q
Summon a sandstorm that grants concealment, blows around small items, and deals 1d3 points of
damage a round. SGG:AM
Summons horrific creature to fight for you. AG:PS
As true strike, but the effect is the arcane archer's ‘hail of arrows ' power rather than the normal
benefit. SGG:110SV
Functions like scrying but requires a sheet of ice as a focus. SGG:IM
4W:BoDM
TO:FF
As scorching ray, but bolts deal 4d4 damage, and you get 1 bolt/3 caster levels. In the next round, if
you miss, you can redirect the bolt at a new target within range. SGG:110SV
Create a whirling blade of air to harm and trip your foes. SGG:AM
Light becomes darkness and darkness becomes light within 60 ft. of object. AG:PS
TO:FF
Hovering ball of darkness deals 6d6 cold damage and hampers vision. AG:PS
Temporarily enchant a weapon. AE:ToS
Make unarmed attacks and related special attacks at range. SGG:AM
As greater magic weapon, but with quasi-real special weapon abilities. AG:PS
Illusion spell you control attacks as if it were real. AG:PS
As magic vestment, but with quasi-real special armor abilities. AG:PS
As silence, but effecting a single target. SGG:110SV
Shadow forms into armor that grants DR 5/silver and deflects ranged attacks. AG:PS
Cause a flying creature to emit pulses of light that fascinate observers PFU:W1
Turn an object into shadowstuff to meld it into a creature's shadow. AG:PS
Mimics necromancy spells below 4th level, but only 20% real. AG:PS
Learn details about one thing from target disembodied brain AP:RR
Necrotic touch attack deals 1d4+1 Strength damage. AG:PS
Triggered rune permanently blinds creatures. AG:PS
Trap a spellbook with a contact poison that affects creatures other than the caster BP:I&Q
As greater magic weapon, but you can forgo some of the enhancement bonus granted for special
weapon abilities for which you meet the prerequisites to craft. SGG:110SV
As aspect of the wolf, but you take on a draconic appearance and the bonuses granted are +4
to Constitutionand Charisma, and +2 tocaster level checks. SGG:110SV
Deals 1d6/level cold damage to one target and 1d6/level fire damage to another. 4W:S&T
Turn mundane tattoo ink in a target into acid RP:WY
Create a localized rush of air that fills the sails of one ship. NG:DMC
Severs target's hand or foot. 4W:S&T
Sorcerer Only. Temporarily swap spell known with written source. SGG:SOBB
As polymorph any object, but you can polymorph weapons into other weapons with the same magic
abilities only. SGG:110SV
As reduce animal, but targets one living creature. SGG:110SV
Subject becomes a natural shadow. AG:PS
Holds plant creatures immobile. RP:101-3
You gain the cold subtype, snow falls where you walk, and enemies may become frozen if they strike
you in melee combat. SGG:IM
TO:FF
As nondetection, but failed divinations also create random false detection of target elsewhere within
the divination spell's range. SGG:110SV
As freedom of movement, except it does not grant the benefits of that spell's first paragraph, and it
does grant the power to breath underwater for the spell's duration. SGG:110SV
As sepia snake sigil, except it is cast on a shield and targets a creature that knocks-out or kills the
shield-bearer with a sepia snake sigil. SGG:110SV
As summon monster I but it summons a lantern archon with 10 hp/caster level. SGG:110SV
Conceal your spellbook on the Ethereal Plane. BP:I&Q
Summon your arcane bond object. SGG:V
Summons horrific creature to fight for you. AG:PS
Launches a foe 10 ft. per caster level straight up. 4W:S&T
PFU:W4
Target must make a Will save or attempt to coup-de-grace itself BP:VR
As flame blade, but it deals 1d4 damage per 3 levels. SGG:110SV
Magical darts target creatures in an area. 4W:S&T
Control a massive blast of damaging air. SGG:AM
Temporarily enchant a weapon. AE:ToS
As wall of darkness, but exhausts creatures that pass through and cannot be seen through with
darkvision. AG:PS
Teleport multiple creatures within your stretched-out shadow. AG:PS
Shadowy wings can be used to attack or create burst of negative energy. AG:PS
Area of shadows and negative energy deals 1d4 Strength damage each round. AG:PS
Create a spreading tattoo that kills its bearer when it covers their entire body. RP:WY
Severs target's arm or leg. 4W:S&T
As break, but effecting multiple targets. SGG:110SV
Make minor changes to wind direction and speed. SGG:AM
Animate a flag to guide creatures untiringly to a destination. PFU:W1
TO:FF
Shapeshift into an ooze SMG:QN13
Sorcerer Only. Bloodline spells become harder to suppress, dispel, or counter. SGG:SOBB
As alarm, but when the alarm goes off it automatically shows you a vision of the area alarmed, as the
scry spell. SGG:110SV
Teleport as an immediate action. 4W:S&T
As acid arrow but it deals 5d6 fire/round and target is slowed. SGG:110SV
Summons horrific creature to fight for you. AG:PS
As aqueous orb, but colossal, deals 6d6, passes 30-foot walls, and affects gargantuan targets. SGG:110SV
Summons an ice elemental to aid you in combat. SGG:IM
TO:FF
A cone of bloody fire sprays from your wound JBE: BoM: IoS
As telekinetic sphere, but the sphere is only as tough as a wall of stone, and it takes a move action to
direct it to fly. SGG:110SV
As the 'circle option' of wall of fire. SGG:110SV
Powerful blast of shadowy energy deals 1d6/level in 60-ft. cone, blinds creatures. AG:PS
Temporarily enchant a weapon. AE:ToS
Subject believes it has been transformed into something else. AG:PS
As shadow binding, but affects 1 creature/level. AG:PS
Target no longer casts a shadow, becomes vulnerable to light like a vampire. AG:PS
As mass suggestion, but effects undead. SGG:110SV
Receive the effects of a 5th level or lower touch spell as though your target cast it on you. 4W:S&T
The target becomes encased in magical crystal and petrified. AP:RR
Imbue glass with farvision, allowing those who look through it to see as with darkvision NG:DMC
As beast shape IV, except it allows you to become a small, medium, or large aberration. SGG:110SV
Shapeshift into an ooze SMG:QN13
Sorcerer Only. Cast 0th, 1st, or 2nd level as swift action when casting bloodline spells. SGG:SOBB
As sensory deprivation, but also negates magical and supernatural senses. AG:PS
Creates total darkness within 30 ft., negates light and fire magic. AG:PS
Creates brilliant light within 30 ft., negates darkness and shadow magic. AG:PS
Create an avalanche anywhere you can see that deals 1d8 cold damage per 2 caster levels and bull
rushesthose it strikes. SGG:IM
Conjure a magical guardian to protect a spellbook. BP:I&Q
As transport via plants, except travel is from doorway to doorway rather than plant to plant. SGG:110SV
Summons horrific creature to fight for you. AG:PS
As summon monster VI, except you summon one succubus who has pied piper as if you cast it. SGG:110SV
You teleport a target creature or object into a solid surface or object to deal Constitution damage RP:101-MWP
TO:FF
Sorcerer Only. As symbol of death, but the symbol triggers a bloodline spell. SGG:SOBB
As shadow necromancy, but up to 6th level and 60% real. AG:PS
Overlap real world with Plane of Shadow, causing area to distort randomly. AG:PS
As mirage arcana, but created structures are quasi-real. AG:PS
As reincarnate, except dead creature is brought back in a specific dead body you have, which acts as
the focus. SGG:110SV
This spell grants any ordinary, non-magical glass the strong, indestructible qualities of iron. NG:DMC
As gaseous form. SGG:110SV
Shapeshift into an ooze SMG:QN13
4W:BoDM
As shield, but foes striking you with a melee attack are hit by one ray from the prismatic ray table. SGG:110SV
Giant shark's jaws tear at enemies and inflict negative levels. AG:PS
As summon swarm but any creature damaged by the swarm is targeted by a contagion spell cast at
your caster level. SGG:110SV
Summons horrific creature to fight for you. AG:PS
SGG:IM
Dominate multiple creatures as per the dominate monster spell, with the effect passing from one
creature to the next NG:DMC
Create a Medium cyclone that attacks your foes. SGG:AM
As limited wish, but it creates effects that could exist without magic only. SGG:110SV
Sorcerer Only. Curse target with penalties against your spells known and bloodline powers. SGG:SOBB
As secure shelter, except the area is 100-square-feet/level, and the structure has a 60-foot fly speed
and moves as you direct. SGG:110SV
Summon 1d4+1 behemoth puddings SMG:QN13
Fire a ray that erases a target from existence. BP:VR
Summons horrific creature to fight for you. AG:PS
As charm monster, but the target is also affected by share senses and telepathic bond. SGG:110SV
Create a wall of hurricane-force winds. SGG:AM
Creates a truly massive glacier that can be used for many purposes. SGG:IM
As flame blade, except each successful attack produces one effect from the prismatic ray table instead
of the normal damage. SGG:110SV
Fire a prismatic ray at a target BP:VR
TO:FF
As shadow necromancy, but up to 8th level and 80% real. AG:PS
As clone, but you can create a duplicate of yourself only and the clone acts as a simulacrum (as the
spell) until used to resurrect you. SGG:110SV
Entropic energies rapidly decay creatures and objects in the area. AG:PS
Receive the effects of a 8th level or lower touch spell as though your target cast it on you. 4W:S&T
Turn into a powerful giant SMG:IOB
Sorcerer Only. Temporarily gain the spell list from another class. SGG:SOBB
Create a supercyclone over a radius of several miles. SGG:AM
Table: Firearms
Early Firearms
(Early) One-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire
(Early) Two-Handed Firearms Cost Dmg (S) Dmg (M) Critical Range Misfire
2 6 lbs. B and P — UC
6 5 lbs. B and P — UC
1 4 lbs. B and P — UC
1 1 lb. B and P — UC
1 1 lb. B and P — UC
2 5 lbs. B and P — UC
1 3 lbs. B and P scatter UC
1 1 lb. B and P — UC