User:JosephBlackly/3e/Feats
From ResourceWiki
Ability Mastery [General]
You have chosen to master one power you possess. Regardless of your future path, this ability is one you will always be able to rely on.
Prerequisites: Ability Focus with selected ability.
Benefit: When determining the damage and saving throw DC of an ability granted by a base class or race, use your total character level in place of class levels or racial hit dice.
When determining the damage and saving throw DC of an ability granted by a prestige class, add 1/3 of your other class levels and racial hit dice (rounded down) to the prestige class. If multiple prestige classes grant the same ability, those levels stack and 1/3 of class levels and racial hit dice that do not grant this ability (rounded down) are added.
For spell-like abilities, the saving throw DC increases by 1 (stacks with Ability Focus) and the caster level equals your character level or its normal caster level, whichever is higher. If applied to a warlock's eldritch blast or other spell-like abilities with effects based on class levels rather than caster level, use the rules listed above.
- Example 1: A 3rd-level hexblade/3rd-level ranger applies this feat to his hexblade's curse. The save DC is 15 + Charisma modifier. (12 + 1/2 HD + Cha mod)
- Example 2: A 3rd-level warlock/9th-level rogue applies this feat to his eldritch blast. The attack deals 6d6 damage (as a 12th-level warlock), its caster level of 12th, and its save DC is 13 + spell level + Cha mod.
- Example 3: A 4th-level dragon shaman/3rd-level cleric/2nd-level fighter applies this feat to his breath weapon. The attack deals 4d6 damage (as a 9th-level dragon shaman) and its save DC is 16 + Constitution modifier. (12 + 1/2 HD + Con mod)
- Example 4: A 6th-level rogue/5th-level chaotician applies this feat to his chaotic contagion. The save DC is 19 + Charisma modifier. (12 + chaotician level + 1/3 other class levels + Cha mod.)
- Example 5: A 6th-level ranger/5th-level assassin/5th-level dark hunter applies this feat to his death attack. The save DC is 24 + Intelligence modifier. (12 + assassin level + dark hunter level + 1/3 other class levels + Int mod.)
Normal: The damage, saving throw DC, and caster level of abilities are determined by class levels, racial hit dice, or spell level.
Ascetic Soulblade [General]
The monastic training combines with psionic talent to create a dervish of ki and psychic power. Your unique fighting style exemplifies mind and body working in tandem.
Prerequisites: Ability generate a mind blade, Still Mind.
Benefit: If you have monk and soulknife levels, those levels stack for the purpose of determining your AC bonus. For example, a 3rd-level monk/3rd-level soulknife would have a +1 bonus to AC as if he were a 6th-level monk.
Your monk and soulknife levels also stack for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities). For example, a 3rd-level monk/3rd-level soulknife would function as a 6th-level soulknife and so could manifest a +1 mind blade with a +1 special ability equivalent. You may use your mind blade during a flurry of blows, as if it were a special monk weapon. You can add ki focus to the list of weapon special abilities you can choose for your mind blade.
In addition, you can multiclass freely between the monk and soulknife. You must still remain lawful in order to take monk levels. You still face the normal XP penalty for having multiple classes more than one level apart.
Special: A monk may select Ascetic Soulblade as his 6th-level monk bonus feat.
Better Beast [Racial]
Rarely can it be said that a half-orc has the best qualities of both parents. You are an example of what happens when they do. Whether you are stronger, smarter, or sociable, you show a superiority to others of your kind that sometimes goes to your head.
Prerequisites: Half-orc.
Benefit: In addition to your normal ability score modifiers and racial abilities, you possess one of the following traits.
- Half-Breed's Tongue: You do not suffer the normal -2 to your Charisma score. You also gain a +2 racial bonus on Gather Information and Intimidate checks.
- Human's Versatility: You do not suffer the normal -2 to your Intelligence score. Your favored class changes to 'Any'.
- Orc's Power: You gain an additional +2 to your Strength score. You may treat the orc double axe as a martial weapon instead of an exotic weapon.
Special: This feat may only be taken at 1st level. Even if you are entitled to multiple feats at 1st level (such as if you possess a flaw), this feat may only be taken once.
Commanding Cursebringer [General]
You possess morally questionable powers, and so others tend to follow you out of fear rather than respect. Even your foes are subject to your will, awed by your presence and crippled by your powers.
Prerequisites: Ability to project a major aura, Hexblade's Curse.
Benefit: If you have hexblade and marshal levels, those levels stack for the purpose of determining the saving throw of your hexblade's curse, and the intensity of the curses you bestow. For example, a 4th-level hexblade/3rd-level marshal would be able to bestow a greater hexblade's curse as if he were a 7th-level hexblade, and the save DC of his curses would be 13 + his Charisma modifier. This feat does not allow additional daily uses of hexblade's curse beyond what your class levels would normally allow.
Your hexblade and marshal levels also stack for the purpose of determining the circumstance bonus granted by your major auras. For example, a 4th-level hexblade/3rd-level marshal would grant a +2 bonus when using any of his major auras as if he were a 7th-level marshal.
While you are projecting the force of will minor aura, add your major aura bonus to your Charisma modifier to determine the bonus granted. Also, if you spend a standard action rather than a free action to bestow a hexblade's curse while projecting the force of will minor aura, you increase the save DC of your curse by one-half your major aura bonus (minimum +1).
Commanding Mage [General]
Innate magic and a constant companion has aided in your ability to command. You are most proficient at bringing out the best in fellow spellcasters, and rending the protections of your foes.
Prerequisites: Ability to project a major aura, ability to spontaneously cast 2nd-level arcane spells.
Benefit: If you have levels in marshal and sorcerer, those levels stack for the purpose of determining the circumstance bonus granted by your major auras. For example, a 3rd-level marshal/4th-level sorcerer would grant a +2 bonus when using any of his major auras as if he were a 7th-level marshal.
Your marshal and sorcerer levels also stack for the purpose of determining the powers granted to your familiar. For example, a 3rd-level marshal/4th-level sorcerer would possess the familiar of a 7th-level sorcerer. If you also have the Improved Familiar feat, you may select any familiar that would be available to a caster of your combined marshal and sorcerer levels.
While projecting the determined caster minor aura, add your major aura bonus to your Charisma modifier to determine the bonus granted. Also, if you overcome the spell resistance of a target while projecting the determined caster minor aura, that target's spell resistance is lowered by an amount equal to your major aura bonus until the start of your next turn. If the spell you used affects multiple targets, you may select only one to take this penalty.
Commanding Knight [General]
You are both a champion to your patron and to your followers. Your holy mission inspires those around you to incredible feats.
Prerequisites: Ability to project a major aura, Smite Evil.
Benefit: If you have levels in marshal and paladin, those levels stack for the purpose of determining the circumstance bonus granted by your major auras. For example, a 3rd-level marshal/4th-level paladin would grant a +2 bonus when using any of his major auras as if he were a 7th-level marshal.
Your marshal and paladin levels also stack for the purpose of determining the bonus damage dealt by your smite evil. This feat does not allow additional daily uses of smite evil beyond what your class levels would normally allow.
While projecting the over the top minor aura, add your major aura bonus to your Charisma modifier to determine the bonus granted. Also, whenever you use smite evil at the end of a charge while projecting the over the top minor aura, all allies who gain the benefit of your aura gain a circumstance bonus to attack rolls when charging equal to one-half your major aura bonus (minimum +1) until the start of your next turn.
In addition, you can multiclass freely between the marshal and paladin. You must still remain lawful good in order to take paladin levels. You still face the normal XP penalty for having multiple classes more than one level apart.
Commanding Outlaw [General]
Mercenary groups have leaders, too. Your cunning mind often rubs off on others at the best possible times.
Prerequisites: Ability to project a major aura, sneak attack +2d6.
Benefit: If you have levels in marshal and rogue, those levels stack for the purpose of determining the circumstance bonus granted by your major auras. For example, a 3rd-level marshal/4th-level rogue would grant a +2 bonus when using any of his major auras as if he were a 7th-level marshal.
Your marshal and rogue levels also stack for the purpose of determining your sneak attack damage. For example, a 3rd-level marshal/4th-level rogue would deal an extra 4d6 points of damage with his sneak attack, as if he were a 7th-level rogue.
While projecting the master of tactics minor aura, add your major aura bonus to your Charisma modifier to determine the bonus granted. Also, all allies (including yourself) who gain the benefit of your master of tactics minor aura add your major aura bonus to their effective rogue level for determining whether or not they can sneak attack a target with improved uncanny dodge or similar abilities.
Commanding Warrior [General]
While most marshals are front-line combatants, you personally take it further with a mastery of weaponry as well as your powerful presence.
Prerequisites: Ability to project a major aura, Weapon Specialization.
Benefit: If you have levels in fighter and marshal, those levels stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.
Your fighter and marshal levels also stack for the purpose of determining the circumstance bonus granted by your major auras. For example, a 4th-level fighter/3rd-level marshal would grant a +2 bonus when using any of his major auras as if he were a 7th-level marshal.
While projecting the accurate strike minor aura, add your major aura bonus to your Charisma modifier to determine the bonus granted. Also, any critical hit confirmed by any ally (including yourself) under the effect of your accurate strike minor aura deals extra damage equal to your major aura bonus. This bonus damage is not multiplied. This bonus damage even applies to targets immune to critical hits; such critical hits must still be confirmed as normal in order to gain this bonus damage.
Special: A fighter may select Commanding Warrior as one of his fighter bonus feats.
Divine Breath [Metabreath]
You can imbue your breath with the raw power of your deity.
Prerequisites: Con 13, Wis 13, must be within one step of your god's alignment, breath weapon that deals energy damage.
Benefit: You can call forth your deity's favor when you breathe. Half of your breath weapon's damage (rounded down) results directly from divine power and is therefore not subject to be reduced by resistance or immunity to energy-based attacks. For example, a divine fire breath of a 12th-level red dragon shaman deals 6d6 points of damage, half of which is fire damage and half of which is sheer divine power. Thus, creatures immune to fire still take damage.
In addition, anyone within your breath weapon's area of effect that warships the same deity as you take no damage at all. Anyone in the area of effect that does not warship the same deity as you but shares the same alignment takes only half damage, or one-quarter with a successful saving throw.
When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.
Divine Dilettante [General]
Not only have you figured out the workings of the arcane, but you can manifest divine power by sheer force of will. Whether a deity or other powerful being is aiding you in some way is still the subject of some debate.
Prerequisites: Arcane Dilettante, Opportunistic Piety.
Benefit: You can mimic divine spells from the cleric spell list using arcane dilettante, in addition to arcane spells from the sorcerer/wizard spell list. Mimicked divine spells function as spell-like abilities, as normal for the arcane dilettante ability, and require you to follow the normal limitations for that ability. Such spells require 2 inspiration points to cast. The Difficulty Class for a saving throw against your divine spells is 10 + the spell level + your Wis modifier. You cannot prepare domain spells in this way.
Normal: Arcane dilettante allows you to mimic spells from the sorcerer/wizard spell list.
Experienced Expert [General]
Experience is the best teacher. Even though you may learn slower than others, your intuition and insight allows you to be just as skilled as others, if not more so.
Prerequisites: Wis 13.
Benefit: You may use your Wisdom modifier -1 instead of your Intelligence modifier to determine the number of skill points gained at each level. Choose a single Wisdom-based skill (such as Survival). This skill is always a class skill for you.
Special: This feat may only be taken at 1st level.
Furious Smite [General]
Some smite with conviction. Some smite with magic. You smite with anger. Pure, unbridled anger.
Prerequisites: Rage.
Benefit: Once per rage, you can burn two remaining rounds of the rage's duration in order to make a smite attack. You add your Constitution bonus (if any, modified by rage) to your attack roll and your rage-granting class level to your damage roll for this attack. After your smite is resolved, if you have no rounds of rage remaining, you suffer the normal penalties for ending your rage (if any).
Special: Similar abilities, such as the sohei's frenzy ability, can be used to meet the prerequisites to this feat. You cannot use this feat when under the effects of the rage spell.
If you take the Extra Smiting feat, you may use that feat to attempt additional furious smites. If you do, you must be raging in order to attempt your extra smite attempts. Not all additional furious smites need be made during a single rage, and you may only make a single furious smite per round.
Grab'n'Strike [General]
Using hands and feet (and possibly other limbs, if you have them), you have become adept at quickly grabbing items off of the ground and attacking with them. Sometimes it looks as if you are more proficient with this tactic than normal combat...
Prerequisites: Quick Draw.
Benefit: Once per round, as a swift action, you can pick up an item off of the ground without provoking an attack of opportunity. If the object is a weapon and you attack with it, you suffer a -2 penalty to AC until your next turn as you unbalance yourself. If you are not proficient with the weapon (including improvised weapons), you may attack with that weapon this turn as if you were proficient with it. You must have at least one hand free to use this feat, and both hands must be free to attack with a retrieved two-handed weapon.
Normal: Picking up an item off of the ground is a move action that provokes an attack of opportunity.
Special: A fighter may select Grab'n'Strike as one of his fighter bonus feats. You cannot use this feat to pick up an item that you intentionally drop on the same turn.
Honorable Cursebringer [General]
The ability to bestow curses may be evil, but it is not necessarily dishonorable. Your convictions combine with fell powers to horrific effect.
Prerequisites: Hexblade's Curse, Kiai Smite.
Benefit: If you have levels in hexblade and samurai, those levels stack for the purpose of determining the saving throw of your hexblade's curse, and the intensity of the curses you bestow. For example, a 4th-level hexblade/3rd-level samurai would be able to bestow a greater hexblade's curse as if he were a 7th-level hexblade, and the save DC of his curses would be 13 + his Charisma modifier. This feat does not allow additional daily uses of hexblade's curse beyond what your class levels would normally allow.
Your hexblade and samurai levels also stack for the purpose of determining your daily uses of kiai smite.
When using your kiai smite ability against a foe under the effects of your hexblade's curse, your smite deals an additional +1d4 damage per point of Charisma modifier (minimum +1d4). This bonus damage is in addition to the normal bonus damage granted by your kiai smite.
In addition, you can multiclass freely between the hexblade and the samurai classes. You must still remain non-good in order to take hexblade levels and lawful in order to take samurai levels. You still face the normal XP penalty for having multiple classes more than one level apart.
Honorable Outlaw [General]
Some might call your methods underhanded. You prefer the term unorthodox. You blur the line between honor and dishonor to strike down and terrorize your foes.
Prerequisites: Kiai Smite, Sneak Attack +2d6.
Benefit: If you have levels in rogue and samurai, those levels stack for the purpose of determining your sneak attack bonus damage. For example, a 3rd-level rogue/4th-level samurai would deal an extra 4d6 points of damage with his sneak attack, as if he were a 7th-level rogue.
Your rogue and samurai levels also stack for the purpose of determining your daily uses of kiai smite.
When you successfully use your sneak attack ability and your kiai smite ability against the same target in a single attack, you can potentially terrify your foe. You may make an Intimidate check to demoralize an opponent struck by both abilities as a free action, gaining a bonus to the Intimidate check equal to the number of sneak attack dice you possess.
In addition, you can multiclass freely between the rogue and the samurai classes. You must still remain lawful in order to take samurai levels. You still face the normal XP penalty for having multiple classes more than one level apart.
Honorable Soulblade [General]
Mixing psychic energies with ki is not something just anyone can do. You may possess a traditional daisho, but you have no need of it in battle.
Prerequisites: Ability to generate a mind blade, Kiai Smite.
Benefit: If you have levels in samurai and soulknife, those levels stack for the purpose of determining your daily uses of kiai smite.
Your samurai and soulknife levels also stack for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities). For example, a 3rd-level samural/3rd-level soulknife would function as a 6th-level soulknife and so could manifest a +1 mind blade with a +1 special ability equivalent.
If you have the shape mind blade class feature, you may choose to split your mind blade into a short sword and a bastard sword in order to utilize the samurai's two swords as one ability. Both mind blades have an enhancement bonus 1 lower than you would otherwise create, as usual for splitting your mind blade.
In addition, you can multiclass freely between the samurai and the soulknife classes. You must still remain lawful in order to take samurai levels. You still face the normal XP penalty for having multiple classes more than one level apart.
Kiai Critical [General]
Telling blows you make are often accompanied by a cry of victory. Those struck by such a blow are often frozen with fear. More often, they fall and their allies are the fearful ones.
Prerequisites: Kiai Shout, Improved Critical.
Benefit: Once per round, you may spend a Kiai Shout attempt when you threaten a critical hit. You gain your Charisma modifier as a competence bonus on the critical conformation roll. If the critical hit is confirmed, your target must make a Will save as if affected by your Kiai Shout. If your target drops, all opponents within 30 feet must save, as if you used a normal Kiai Shout.
You gain one additional daily use of Kiai Shout.
Special: This feat functions with Greater Kiai Shout as well.
Kiai Onslaught [General]
Some maneuvers are more effective if you scream first. At the very least, it seems to work for you.
Prerequisites: Kiai Shout.
Benefit: Once per round, you may spend a Kiai Shout attempt when making a disarm, trip, bull rush, or sunder attempt. You gain your Charisma modifier as a competence bonus on any opposed rolls you make with this attempt. If the special attack is successful, your target must make a Will save as if affected by your Kiai Shout.
You gain one additional daily use of Kiai Shout.
Special: This feat functions with Greater Kiai Shout as well.
Kiai Overpower [General]
Shouting furiously while making your attack has proved to be quite effective. Some would claim it is due to the distracting nature of the act, rather than ki. Whatever the case, your overpowering blows often strike true.
Prerequisites: Kiai Shout, Power Attack.
Benefit: Once per round, you may spend a Kiai Shout attempt when making an attack with the Power Attack feat. You gain your Charisma modifier as a competence bonus on the attack roll, to a maximum of the penalty your receive from Power Attack. If the attack is successful, your target must make a Will save as if affected by your Kiai Shout.
You gain one additional daily use of Kiai Shout.
Special: This feat functions with Greater Kiai Shout as well.
Magic Crafter's Edge [Item Creation]
Because of your intimate knowledge of magical craft, you can coax more power out of certain magical weapons.
Prerequisites: Craft Magic Arms and Armor, base attack bonus +5.
Benefit: When wielding magic weapons with certain special abilities, you gain additional benefits over others wielding similar weapons. If the magic weapon in question has multiple effects, you gain the special benefits of all of them (but see 'special').
If the weapon's special ability deal extra damage (such as flaming or merciful), you deal an additional point of damage of that weapon's extra damage type on hit. The weapon's special ability needs to be activated to deal this extra damage.
If the weapon's special ability has an effect that occurs on a critical hit (such as icy burst or thundering), then the weapon's critical multiplier is considered 1 higher than normal for determining the extra effect. (A thundering longsword would deal extra sonic damage as if it had a critical multiplier of x3, for example.)
If the weapon's special ability increases the weapon's critical threat range or multiplier (such as impact or keen), you gain a +1 bonus on attack rolls to confirm critical hits with that weapon.
If the weapon's special ability grants additional attacks (such as speed or mighty cleaving), you gain a +1 bonus on attack rolls with those extra attacks.
If the weapon's special ability harms the wielder in some way (such as vicious), any hit point or ability damage taken is reduced by 1 (minimum 1) and you gain a +1 bonus on any required saving throws.
If the weapon's special ability requires a saving throw (such as disrupting), increase the saving throw DC by 1. This effect does not apply if you are the one that must make a saving throw.
Special: To gain the benefits of this feat for a particular magic item, your caster level must equal or exceed the caster level required to add the enhancement(s) in question to the item. For example, to gain the listed benefits with a shocking burst weapon, you must be caster level 10th or higher. Whenever a magic item's effects would be suppressed (such as within an antimagic field), you lose the benefit of this feat for that item. You must have knowledge of the weapon's effects before you can gain these benefits; activating an item blindly is not sufficient experience with an item to be able to draw out this extra power.
Martial Soulblade [General]
You have augmented your immense combat training with psionic talent. Your combat ability with the mind blade is unparalleled.
Prerequisites: Ability to generate a mind blade, Weapon Specialization (mind blade).
Benefit: If you have levels in fighter and soulknife, those levels stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus. Add all mind blade feats to your list of fighter bonus feats. (A mind blade feat is any feat that has "the ability to generate a mind blade" as a prerequisite.)
Your fighter and soulknife levels also stack for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities). For example, a 5th-level fighter/3rd-level soulknife would function as an 8th-level soulknife and so could manifest a +2 mind blade with a +1 special ability equivalent.
Special: A fighter may select Martial Soulblade as one of his fighter bonus feats.
Miniscule Menace [General]
Despite your incredibly small size, you are capable of keeping your foes at bay with surprising efficiency. Your erratic movements make others misjudge your reach.
Prerequisites: Tiny size.
Benefit: You threaten one space adjacent to your own, allowing you to flank and make attacks (including attacks of opportunity) without entering a target's space. At the start of your turn, you select which adjacent space you threaten. If you are in an opponent's space, you cannot use this feat until you occupy your own space or share a space with an ally.
If you share a space with allies who also have this feat, you each threaten all selected spaces.
If you wield a reach weapon, you instead threaten all spaces adjacent to your own, as if you had a reach of 5 feet. You may still select an adjacent space, for the benefit of allies with this feat that you share a space with.
This feat only affects attacks with a normal reach of 0 feet. Natural attacks with reach (such as a pseudodragon's sting) function at their normal reach. This feat would allow, however, for the pseudodragon to make a full attack with both its bite and sting without entering an opponent's space.
Normal: Tiny and smaller creatures do not threaten spaces, and must enter an opponent's space in order to attack. Tiny creatures gain no benefits from reach weapons.
Special: A fighter may select Miniscule Menace as one of his fighter bonus feats.
Multi-Crafting [Item Creation]
You are capable of working on two magic items simultaneously, and creating multiple minor items per day.
Prerequisites: Caster level 10th, any item creation feat.
Benefit: You can work on two magic items at a time, spending 8 hours per day working on either one and tracking their daily progress separately. The combined caster level of the two items cannot exceed your own caster level. If you begin work on a third magic item, all materials used and XP spent on the under-construction item you have worked on the least (in days) are wasted. If you have worked on both items for the same amount of time, the item requiring the least amount of materials and XP is the item lost.
You can also create numerous minor magic items in a single day, so long as their combined market price does not exceed 1,000 gp. Like creating multiple items at one time, the combined caster level of all of the items made in a single day cannot exceed your own caster level. Multiple potions cannot be made in this way because potions always take 1 day to brew, regardless of market price.
In all cases, creating multiple magic items requires the normal amount of gold worth of materials and spent XP for each item.
Normal: You can only work on a single magic item at one time. Crafting magic items takes a minimum of one day.
Overkill [General]
It is rare that someone struck by your deadly blows survives.
Prerequisites: Death Blow, Improved Initiative, base attack bonus +5.
Benefit: When you perform a coup de grace attack or cause massive damage, the saving throw DC to resist death is increased by 2.
If you possess the skirmish, sneak attack, or sudden strike abilities, you may instead increase the saving throw DC by one-half the number of damage dice you possess.
Normal: The saving throw DC against a coup de grace is 10 + damage dealt. The saving throw DC against massive damage is 15.
Oversized Finesse [General]
Despite the size and shape of your preferred weapon, you have adapted your combat style to allow you to use it with irregular grace.
Prerequisites: Str 13, Dex 13, Weapon Finesse, Weapon Focus with weapon.
Benefit: Choose a weapon with which you are proficient and apply the Weapon Focus feat. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with your chosen weapon.
Normal: Weapon Finesse only applies to light weapons and weapons that specifically mention the feat in their description.
Special: A fighter may select Oversized Finesse as one of his fighter bonus feats.
Oversized Mind Blade [General]
Pushing your physical and mental prowess to the limit, you have learned to create and use mind blades that are considerably larger than normal.
Prerequisites: Ability to generate a mind blade, Monkey Grip.
Benefit: You can create mind blades that are of a size appropriate to a creature one size category larger than you. (A Medium soulknife would create Large mind blades, for example.) When wielding an oversized mind blade, you suffer only a -1 penalty on attack rolls.
If you have the shape mind blade class feature, you can split your mind blades into two oversized mind blades. Both mind blades have an enhancement bonus 1 lower than you would otherwise create, as usual for splitting your mind blade. You may use the Monkey Grip feat to wield an oversized mind blade in your offhand.
Normal: Mind blades are of a size appropriate to its wielder. You receive a -2 penalty on attack rolls per size category when using an inappropriately-sized weapon. You cannot wield an oversized weapon in your offhand with the Monkey Grip feat.
Potent Bloodline [Racial]
Despite an indeterminate lineage, you do possess one bloodline that has come to the surface more than any other.
Prerequisites: Mongrelfolk
Benefits: Choose a single humanoid race from the following list: human, halfling, dwarf, elf, gnome, goblin, or orc. For the purposes of feats, prestige classes, special abilities, and magic items, you count as a member of that race. You also gain an additional benefit depending on the selected race.
- Human: You gain 3 additional skill points.
- Halfling: Select two of Climb, Jump, Listen, and Move Silently. Your racial bonus to those two skills increases to +2.
- Dwarf: Your racial bonus to Appraise checks and on saving throws against poison increases to +2.
- Elf: Select two of Listen, Search, Spot, and saving throws against enchantment spells or effects. Your racial bonus to those two skills or saves increases to +2.
- Gnome: Your racial bonus to Listen checks and on saving throws against illusion spells or effects increases to +2.
- Goblin: Your racial bonus to Move Silently increases to +2, and you gain a +1 racial bonus on Ride checks.
- Orc: You gain darkvision out to 30 feet.
Because of your more pervading bloodline, you lose the emulate race and diffuse blood abilities, but gain a +4 racial bonus to Disguise checks to disguise yourself as your chosen race, and do not suffer the normal -2 penalty for doing so.
Special: This feat may only be taken at 1st level.
Primal Cursebringer [General]
Your dark powers are augmented by your monstrous presence. Your curses are particularly difficult to shrug off, despite your lack of training.
Prerequisites: Two or more racial hit dice, Hexblade's Curse.
Benefit: If you have hexblade levels and racial hit dice, those levels stack for the purpose of determining the saving throw of your hexblade's curse, and the intensity of the curses you bestow. For example, a fire mephit 4th-level hexblade would be able to bestow a greater hexblade's curse as if he were a 7th-level hexblade, and the save DC of his curses would be 13 + his Charisma modifier. This feat does not allow additional daily uses of hexblade's curse beyond what your class levels would normally allow.
Your hexblade levels and racial hit dice also stack for the purpose of determining damage, saving throws, and caster level (when applicable) to any special attacks you have with effects are normally based only on racial hit dice. For example, the Reflex save DC of the fire mephit 4th-level hexblade's breath weapon would be 14 (10 + one-half his hexblade levels and racial hit dice combined + 1 racial bonus) + its Constitution modifier, but the caster level for its spell-like abilities would stay the same since they are static.
Primal Mage [General]
Many monsters possess some innate spellcasting ability. Whether or not you are among them, you can still coax extra arcane energy from your monstrous heritage.
Prerequisites: Two or more racial hit dice, ability to spontaneously cast 1st-level arcane spells.
Benefit: If you have racial hit dice and sorcerer levels, add one-half your racial hit dice (rounded down) to your sorcerer level to determine the highest level of spell you can cast, spells known, and your caster level for sorcerer spells. For example, a chimera 1st-level sorcerer would have the spells known, spells per day, and caster level of an 5th level sorcerer, enabling him to cast 2nd-level spells. You must still possess the necessary Charisma to cast higher-level spells, as normal.
Your racial hit dice and sorcerer levels also stack for the purpose of determining damage, saving throws, and caster level (when applicable) to any special attacks you have with effects are normally based only on racial hit dice. For example, the Reflex save DC of the chimera 1st-level sorcerer's breath weapon would be 15 (10 + one-half his racial hit dice and sorcerer levels combined) + its Constitution modifier.
Special: If your racial hit dice already grants sorcerer spellcasting, such as with a Sylph or most true dragons, you gain either the your innate spellcasting ability or the improved spellcasting granted from this feat, whichever is better.
Primal Soulblade [General]
Psychic monsters are few and far between, especially those that manifest in this rather specific way. You are among those that channel your innate psionic talents into blades of deadly energy.
Prerequisites: Two or more racial hit dice, ability to generate a mind blade.
Benefit: If you have racial hit dice and soulknife levels, those levels stack for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities). For example, a troglodyte 4th-level soulknife would function as a 6th-level soulknife and so could manifest a +1 mind blade with a +1 special ability equivalent.
Your racial hit dice and soulknife levels also stack for the purpose of determining damage, saving throws, and caster level (when applicable) to any special attacks you have with effects are normally based only on racial hit dice. For example, the Fortitude save DC of the troglodyte 4th-level soulknife's stench would be 13 (10 + one-half his racial hit dice and soulknife levels combined) + its Constitution modifier.
Primal Stalker [General]
You are among a more disciplined breed of monstrous hunter. You combine natural grace and focused ki in order to find and defeat your foes.
Prerequisites: Two or more racial hit dice, ki power class feature.
Benefit: If you have ninja levels and racial hit dice, those levels stack for the purpose of determining the size of your ki pool, as well as your AC bonus. For example, a medusa 2nd-level ninja could use her ki powers a number of times per day equal to 4 (one-half her ninja levels and racial hit dice combined) + her Wisdom modifier (if any), and would have a +1 bonus to AC (as if she were a 8th-level ninja).
Your ninja levels and racial hit dice also stack for the purpose of determining damage, saving throws, and caster level (when applicable) to any special attacks you have with effects are normally based only on racial hit dice. For example, the Fortitude save DC of the medusa 2nd-level ninja's poison would be 14 (10 + one-half her ninja levels and racial hit dice combined) + its Constitution modifier, and likewise the Fortitude save DC of her petrifying gaze would be 14 + Charisma modifier.
Primal Warrior [General]
Monstrous beings are often strong enough to go toe-to-toe with seasoned warriors. Your formal training married with your powerful form makes you even more of a threat to those that would underestimate you.
Prerequisites: Two or more racial hit dice, proficiency with all martial weapons.
Benefit: If you have fighter levels and racial hit dice, those levels stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus. Add all monstrous feats to the fighter bonus feat list. You must meet all the prerequisites for the bonus feat, as normal. For example, a wyvern 1st-level fighter with this feat could choose Endure Blows as one of his later fighter bonus feat, so long as he meets the prerequisites for that feat.
Your fighter levels and racial hit dice also stack for the purpose of determining damage, saving throws, and caster level (when applicable) to any special attacks you have with effects are normally based only on racial hit dice. For example, the Fortitude save DC of the wyvern 1st-level fighter's poison would be 14 (10 + one-half his fighter levels and racial hit dice combined) + its Constitution modifier.
Special: A fighter may select Primal Warrior as one of his fighter bonus feats.
Psionic Bladeweave [General]
Some other psychics look down on your mental powers. However, you have adapted a unique way to manipulate your mind (and mind blade) which allows you to gain powers outside the abilities of "standard" soulknives.
Prerequisites: Ability to generate a mind blade, shape mind blade class feature.
Benefit: For the purpose of meeting the prerequisites of feats and prestige classes, you count as having a manifester level of one-half your soulknife level and the ability to manifest 1st-level powers. You do not actually learn any psionic powers, nor do you count as being able to manifest specific powers regardless of the power's level. These simulated manifester levels do not stack with any manifester level you may also have from other class levels. Whenever a prestige class grants "+1 level of existing manifester class", you may apply that increase to your soulknife level instead for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities), as well as the simulated manifester level granted by this feat.
For example, a 9th-level soulknife gains this as his 9th-level feat. At 10th level, he uses this simulated manifesting to gain a level in elocator, which grants a +1 to his manifester level. This effectively raises his soulknife level to 10th for the purpose of manifesting his mind blade, granting him the mind blade enhancement +2 ability. At 12th level, he could use this feat's simulated manifester level to choose Psicrystal Affinity as his feat. His psicrystal would have the abilities available to a manifester of his simulated manifester level.
Special: A soulknife may choose to take this feat at 9th level in place of Greater Weapon Focus (mind blade), if he so chooses.
Sacred Soulblade [General]
God-granted powers are common to those of your profession. However, you possess more exotic talents that you mix with your clerical powers to battle the foes of your deity.
Prerequisites: Ability to generate a mind blade, ability to turn or rebuke undead.
Benefit: If you have levels in cleric and soulknife, those levels stack for the purpose of determining your turning check and turning damage. For example, a 3rd-level cleric/3rd-level soulknife turns or rebukes undead as a 6th-level cleric.
Your cleric and soulknife levels also stack for the purpose of manifesting your mind blade (increasing its enhancement bonus and its special abilities). For example, a 3rd-level cleric/3rd-level soulknife would function as a 6th-level soulknife and so could manifest a +1 mind blade with a +1 special ability equivalent.
If you have the shape mind blade class feature and are proficient with your deity's favored weapon, you may shape your mind blade into that weapon. For example, a cleric of Olidammara/soulknife could form his mind blade into a rapier, as long as he had the shape mind blade class feature and proficiency with rapiers. Double weapons shaped in this way function as if you split your mind blade into two weapons.
Superior Command [General]
Your ability to command your fellows is the stuff of legend.
Prerequisites: Ability to project two different major marshal auras.
Benefit: Instead of projecting one major aura and one minor aura, you can instead project two major auras. You must activate or dismiss your auras separately, as normal.
Normal: You can project one major aura and one minor aura.
Unbound Ethics [General]
Some might find your personal code disgraceful, but your loose morals lets you maintain certain perks of your profession without limiting yourself to the strict codes therein. Your god still likes you, your masters still allow you to study, or you can use your aligned powers to oppose itself.
Benefit: When you gain this feat, select a base class with an alignment restriction (such as monk or paladin). Then, select one alignment normally not permitted by that class that is within one step to a permitted alignment. You may gain levels in your chosen class if you are of the chosen alignment.
For example, a character gaining this feat selects paladin as his chosen class. He then chooses an alignment that is within one step of the allowed alignments of paladin. (In this case, neutral good or lawful neutral.) After choosing neutral good, he is able to gain levels in paladin and maintain his paladin abilities so long as he remains either lawful good or neutral good.
Special: You may take this feat multiple times. Each time, it applies to a different base class. You need not possess class levels in the chosen class; a lawful neutral fighter could take this feat preemptively for warlock in order to later gain levels in that class without changing his alignment. This feat does not affect the alignment restrictions of prestige classes, but can allow normally incompatible class combinations to enter them and maintain their abilities.
Unusual Weapon Familiarity [Racial]
You've shown great skill with weapons that only a few would consider standard. It must be in your blood.
Prerequisites: Mongrelfolk, base attack bonus +1.
Benefit: Select two exotic weapons, at least one of which that is associated with a race (such as the orc double axe). You can treat these two weapons as martial weapons rather than exotic weapons.
Normal: Without this feat, you must select the Exotic Weapon Proficiency feat (or have the appropriate familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon.
Special: A fighter may select Unusual Weapon Familiarity as one of his fighter bonus feats.
Vampiric Resilience [Racial]
Though not nearly as resistant to blows as your less-living parent, you are still able to ignore a considerable amount of damage. Only very specific types of weapons harm you.
Prerequisites: Half-vampire, character level 9th.
Benefit: Your racial damage reduction is overcome by magic silver weapons.
Normal: A half-vampire's damage reduction is overcome by magic weapons or silver weapons.
Visions of a Past Life [General]
Within your mind lie memories that you have not experienced in your lifetime. The knowledge those visions hold allows you to work outside your normal expertise, if only briefly.
Benefit: Choose an archetype from either arcane spellcaster, divine spellcaster, expert, or warrior. You were one of these in your past life, and those lingering memories grant you various minor benefits.
- Arcane Spellcaster: Choose between Knowledge (Arcana) or Knowledge (the Planes). That skill is always considered a class skill for you, and you gain a +1 Insight bonus on all skill checks made with that skill. Choose a single 0-level spell from the Bard or Sorcerer/Wizard spell list. You may cast this spell as a spell-like ability once per day at caster level 1st. You may use the Craft (Alchemy) skill without levels in a spellcasting class.
- Divine Spellcaster: Choose between Knowledge (Nature) or Knowledge (Religion). That skill is always considered a class skill for you, and you gain a +1 Insight bonus on all skill checks made with that skill. Choose a single 0-level spell from the Cleric or Druid spell list. You may cast this spell as a spell-like ability once per day at caster level 1st. You may use the Craft (Alchemy) skill without levels in a spellcasting class.
- Expert: Choose any two skills. Those skills are always considered class skills for you, and you gain a +1 Insight bonus on all skill checks made with those skills. You also gain 1 extra skill point per level which must be used to increase one of your two chosen skills. Once per day, you may gain an Insight bonus on a single skill check equal to your Intelligence modifier (minimum +1). These Insight bonuses stack with each other, but not other Insight bonuses.
- Warrior: Choose a single Strength- or Dexterity-based skill. You gain a +1 Insight bonus on all skill checks made with that skill, as well as all Strength and Constitution ability checks you make. You gain proficiency with a martial weapon of your choice. (If you are already proficient with all martial weapons, you do not gain any additional benefit.) Once per day, you may gain a +1 Insight bonus on a single attack roll.
Special: This feat may only be taken at 1st level. You may select this feat multiple times if you are entitled to multiple feats at 1st level, choosing a different archetype each time. In this case, you see visions of many past lives, and can take equally from them.
Whirling Mace [General]
Your choice of weapon leaves most who wield it unbalanced and vulnerable. You are adept at flawlessly carrying through your strikes and using the built momentum to power your next swing.
Prerequisites: Proficiency with the Warmace, Weapon Focus (Warmace).
Benefit: You do not suffer the normal -1 penalty to AC for wielding a warmace.
Whenever you miss a melee attack made with a warmace, you deal one additional point of damage on the next melee attack made with it, so long as you make that attack by the end of your next turn. If you move more than 5 feet before making the attack, the bonus damage is lost.
Normal: Wielding a warmace bestows a -1 penalty to AC.
