Base Attack Bonus +6
When you take this feat, choose chaos, good, evil, or law. This choice cannot conflict with your current alignment.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as a good, evil, chaotic, or lawful attack (based on your original choice) for the purposes of overcoming damage reduction.
If your opponent has an alignment that is opposed to your choice (e.g. an evil creature struck by a good aligned attack), you deal 2d6 extra damage instead of 1d6.
Tags: Combat, Psionic Focus
When you wear a type of armor with which you are proficient, the armor check penalty for that armor only applies to skills which are normally affected, and does not apply to attack rolls.
You may select light, medium, or heavy armor. You cannot choose medium armor unless you are proficient in light armor, and you cannot choose heavy armor unless you are proficient in medium and light armors.
You may select this feat multiple times, each time selecting a new type of armor.
Craft(Alchemy) 12 ranks, Journeyman Alchemist
You may create Artisan level alchemical items.
Tags: Alchemy
Spell Focus (conjuration)
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.
Tags: Arcane, Divine, Spellcasting, Magic
You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure.
For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.
In melee, every time you miss because of concealment, you may 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 still apply for ranged attacks, however.
Additionally, you take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Tags: Combat, Defense, Melee, Perception
Base attack bonus +4, Blind Fight, Wisdom 19
Using senses such as acute hearing and sensitivity to vibrations, you can detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern incorporeal beings. (Except for the decreased range, this feat is identical to the blindsight special ability.)
Tags: Perception
Constitution 13, Improved Shield Bash
You must have a heavy shield or tower shield equipped to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged touch attacks can't be deflected.
If you have an item or ability that allows you to apply your shield's AC bonus to your touch AC, you may use this feat to deflect ranged touch attacks. Tags: Combat, Defense
You may recover power points by burning out your physical body. You can recover 2 power points by taking 1 point of ability burn to Strength, Dexterity, or Constitution. You may recover additional power points by taking a proportional amount of ability burn.
You do not gain the benefits of this feat if you are immune to ability damage. You may only use this feat while within your own body. Tags: Manifesting
When creating an astral construct, you may give it one additional special ability from any menu the construct already has an ability from.
Tags: Manifesting
Caster level 3rd
You can create a potion of any 3rd level or lower spell that you have prepared and that targets one or more creatures. Brewing a potion takes one hour per spell level. 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 caster level. The base price of a potion is its spell level × its caster level × 30 gp. To brew a potion, you must use up raw materials costing one-half this base price and expend the spell's spell slot.
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.
Any potion that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when creating the potion.
Tags: Arcane, Divine, Item Creation
To use this feat, you must expend your psionic focus. You can attempt to manifest a power that bypasses any barriers or cover by skipping it briefly through the astral plane.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.
A power that requires line of sight still requires line of sight when manifested as a burrowing power, and thus cannot be used through an opaque barrier unless line of sight is established through some other means. Using this feat increases the power point cost of the power by 2.
Tags: Manifesting, Psionic Focus
To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6.
Tags: Manifesting, Psionic Focus
Strength 13, Power Attack
If you deal enough damage to a creature to make it drop (typically by reducing it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making the extra attack. The extra attack is made with the same weapon and at the same bonus as the attack that dropped the previous creature. If this extra attack drops the creature it hits, it cannot trigger another extra attack.
Intelligence 13
When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Tags: Combat, Defense, Melee, Armor Class
Manifester level 5th
You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Tags: Manifesting
Caster level 5th
You can create any magic weapon, armor, or shield whose prerequisites you meet. Enchanting a weapon, suit of armor, or shield takes one 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 one-half this total price.
The weapon, armor, or shield must be a masterwork item that your provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs one-quarter the raw materials and half the time it would take to craft the item from scratch.
Tags: Arcane, Divine, Item Creation
Manifester level 5th
You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must use up raw materials costing one-half of this total price.
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 psionic 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 enhance that item in the first place.
Tags: Manifesting
Craft Psionic Arms and Armor, Craft Universal Item
You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.
Tags: Manifesting
Caster level 9th
You can create any rod or staff whose prerequisites you meet. Crafting a rod or staff takes one day for each 1,000 gp in its base price. To craft a rod or staff, you must use up raw materials costing one-half of the item's base price. Newly created staves have 50 charges.
Some rods or staves incur extra costs as noted in their descriptions. These costs are in addition to those derived from the base price given.
Tags: Arcane, Divine, Item Creation
Manifester level 3rd
You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must use up raw materials costing one-half of this price.
You can also mend a broken universal 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 in the first place.
Tags: Manifesting
Caster level 3rd
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must use up raw materials costing one-half this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component.
Tags: Arcane, Divine, Item Creation
Caster level 3rd
You can create any ring or wondrous item whose prerequisites you meet. Enchanting a wondrous item or ring takes one day for each 1,000 gp in its base price. To enchant a wondrous item, you must use up raw materials costing one-half this base price.
You can also mend a broken ring or wondrous item if it is one that you could make. Doing so costs one-quarter the raw materials and takes half the time that it would to craft the item from scratch.
Some rings and wondrous items incur extra costs as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay this additional cost to repair an item.
Tags: Arcane, Divine, Item Creation
Dexterity 15, Sneak Attack +3d6
Your incredible focus increases the consistency of your sneak attacks. Any roll of 1 or 2 on a sneak attack bonus damage die is treated as a 3.
Tags: Combat, Sneak Attack
Strength 13, Psionic Weapon, base attack bonus +5
To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack, thus bypassing an opponent's armor bonus, shield bonus, and natural armor bonus to Armor Class. You must decide whether or not to use this feat prior to making an attack.
Tags: Combat, Melee, Psionic Focus
Dexterity 13, Improved Unarmed Strike
You must have one hand empty (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged touch attacks can't be deflected.
If you have an item or ability that allows you to treat your unarmed strikes as magical weapons for the purpose of bypassing damage reduction, you may use this feat to deflect ranged touch attacks. Tags: Combat, Defense, Unarmed
To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms:
If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2.
Tags: Manifesting, Psionic Focus
15 Constitution, Endurance
When reduced to negative hit points but not killed, you automatically become stable. Additionally, you may choose to act as though you were disabled rather than unconscious and dying. You must make this decision as soon as you are reduced to negative hit points.
Additionally, if you are reduced from at least 1 hit point to less than -9 hit points by a single attack, you are instead reduced to -9 hit points. If you were at 0 hit points or less before the damage, you are reduced below -10 hit points and die as normal.
You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can’t be identified through Spellcraft. Your performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn’t. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don’t know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell’s actual level.
Tags: Arcane, Divine, Spellcasting
Dexterity 13
You gain a +1 dodge bonus to Armor Class.
A condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Tags: Defense, Combat, Armor Class
To use this feat, you must expend your psionic focus.
You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2.
Tags: Manifesting, Psionic Focus
All variable, numeric effects of an empowered spell are increased by one-half.
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 normal.
Tags: Arcane, Divine, Spellcasting
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, hold your breath, or avoid nonlethal damage from thirst, starvation, a forced march, or damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and any saving throw made to resist a spell or effect that causes fatigue or exhaustion. Also, you may sleep in any armor without becoming fatigued.
Additionally, you gain a +2 bonus on all other Fortitude saving throws.
Tags: Defense, Saving Throws
Any other metamagic feat, Knowledge(Arcana) 5 ranks
You choose one type of damage: acid, cold, electricity, fire, sonic, or nonlethal. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of damage instead. The altered spell uses a spell slot of the spell’s normal level.
The altered spell works normally in all respects except the type of damage dealt.
You can gain this feat multiple times. Each time the feat applies to a different type of energy. Tags: Arcane, Divine, Spellcasting
To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to double its range. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.
Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.
Using this feat does not increase the power point cost of the power.
Tags: Manifesting, Psionic Focus
You can alter a spell with a range of close, medium, or long to double its range. 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.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Tags: Arcane, Divine, Spellcasting
You may cast any spell that has a material component costing 1 gp or less without needing that component. If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Tags: Arcane, Divine, Spellcasting
Base attack bonus +1, plus Strength 13 for the bastard sword, dwarven waraxe, and fullblade.
Choose a type of exotic weapon. You become proficient with the weapon and may make attack rolls with the weapon without penalty./r/nThis feat may be taken multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword, dwarven waraxe, or fullblade additionally requires a Strength score of 13 or higher.
Tags: Combat
Manifester level 3rd
Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list.
A soulknife who selects this feat may instead choose a power whose level is up to one-third his class level, rounded down.
You can gain this feat multiple times. Each time, you select a new power to learn. Tags: Manifesting
Truespeak 3 ranks
You learn a single Utterance of your choosing. You may only learn an utterance if you have enough ranks in Truespeak to learn it; see the Truenaming overview.
Tags: Truespeak
To use this feat, you must expend your psionic focus.
You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Using this feat does not increase the power point cost of the power.
Tags: Manifesting, Psionic Focus
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 normal.
Tags: Arcane, Divine, Spellcasting
Ability to turn or rebuke creatures
Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have multiple class features that grant the ability to turn or rebuke creatures that each have different numbers of uses per day, the four additional uses from this feat are distributed as you choose among the abilities when this feat is taken.
Tags: Divine
When you use a projectile weapon, such as a bow, its range increment increases by one-half. When you use a thrown weapon, its range increment is doubled.
Dexterity 13, Point Blank Shot, Psionic Shot, base attack bonus +5
To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack, thus bypassing an opponent's armor bonus, shield bonus, and natural armor bonus to Armor Class. You must decide whether or not to use this feat prior to making an attack.
Tags: Combat, Ranged, Psionic Focus
Dexterity 15, Run
When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load. If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.
Strength 13, Power Attack, Improved Sunder
To use this feat, you must expend your psionic focus. When you strike at an object, you may ignore the object's hardness. You must decide whether or not to use this feat prior to making an attack.
Charisma 13
You add your Charisma modifier (instead of your Wisdom modifier) to Will saves.
Tags: Defense, Saving Throws
Base Attack Bonus +3
You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.
Tags: Psionic Focus, Combat
Strength 13, Cleave, Power Attack
This feat works like Cleave, except that you may move up to 5 feet as a free action before making each bonus attack, and any bonus attack that drops an enemy allows you to make another bonus attack. This movement does not provoke attacks of opportunity. Creatures who are not opposing you in combat (such as animals who have not attacked you or friendly creatures summoned by allies) do not grant this extra movement.
Once per day, you may re-roll a Fortitude saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Fortitude saving throws.
Tags: Defense, Saving Throws
Dexterity 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6
When using the Manyshot feat, you may target different opponents with each arrow and may attack targets at your weapon's normal range. When attacking seperate targets, you make seperate attack rolls for each target.
Additionally, the attack penalty for using Manyshot is halved (to -2 for two arrows, -3 for three arrows, and -4 for four arrows).
Choose a school of magic to which you have already applied the Spell Focus feat. Add +1 to the Difficulty Class for all saving throws against spells from this school.
You may gain this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different school of magic.
Tags: Arcane, Divine, Spellcasting
You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with the bonus from Spell Penetration.
Tags: Arcane, Divine, Spellcasting
Dexterity 19, Improved Two Weapon Fighting, Two Weapon Fighting, base attack bonus +11
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Proficiency with selected weapon, Weapon Focus, fighter level 8th
Choose a weapon that you have applied Weapon Focus to. Your bonus to attack rolls from Weapon Focus with that weapon increases from +1 to +3. Additionally, any time you roll a natural 1 on an attack roll with that weapon, you may re-roll it. You must take the new result, even if it is a 1. This does not count as a use of the re-roll granted by Weapon Focus.
This feat may be selected multiple times. Its effects do not stack. Each time you select this feat, it applies to a new type of weapon.
Tags: Combat
Proficiency with selected weapon, Greater Weapon Focus, Weapon Focus, Weapon Specialization, fighter level 10th
Choose a weapon type that you have applied Greater Weapon Focus and Weapon Specialization to. Your bonus to damage rolls from Weapon Specialization with that weapon increases from one-half your BAB to your full BAB. Additionally, you may re-roll a damage roll with your selected weapon once per combat. You must re-roll all dice rolled, and you must take the result of the new roll, even if it is lower.
This feat may be selected multiple times. Its effects do not stack. Each time you select this feat, it applies to a new type of weapon.
Tags: Combat
Your experience with chugging down alchemical brews has altered your metabolism. You may drink one philter every half hour.
Since most philters last 1 hour, this can allow you to benefit from two philters at once. Tags: Alchemy
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.
Tags: Arcane, Divine, Spellcasting
Combat Reflextes, Base Attack Bonus +2
Whenever an opponent performing a charge enters a space you threaten, you may make an attack of opportunity against that opponent. Your attack of opportunity resolves before the charge attack.
Manifester level 1st
You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you must use up raw materials costing one-half of this base price.
Tags: Manifesting
Strength 13, Power Attack
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Tags: Arcane, Divine, Spellcasting
Proficient with selected weapon, base attack bonus +8
When using the weapon you selected, your threat range is doubled.
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. Tags: Combat
Intelligence 13, Combat Expertise
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Intelligence 13, Combat Expertise
You can make a Bluff check to feint in combat as a move action.
Tags: Combat, Melee, Sneak Attack
Dexterity 13, Improved Unarmed Strike
You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Strength 13, Power Attack
When you attempt to overrun an opponent, you may force your target to not avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Dexterity 19, Point Blank Shot, Precise Shot, base attack bonus +11
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.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you do not risk striking a different opponent.
[Psicrystal Affinity(feats/psicrystal-affinity)
You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments.
Additionally, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level.
You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal’s abilities. Tags: Manifesting
When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Strength 13, Power Attack
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Tags: Combat
Intelligence 13, Combat Expertise
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent at the same base attack bonus as the trip attempt.
Ability to turn or rebuke creatures
You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.
Tags: Divine
Dexterity 17, Two Weapon Fighting, base attack bonus +6
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 —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Intelligence 13
You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves.
Tags: Defense, Saving Throws
Once per day, you may re-roll a Will saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Will saving throws.
Tags: Combat, Defense, Saving Throws
Character level 6
You may use any skill untrained, even those you have no ranks in.
Tags: Skill
Base Attack Bonus +2, Improved Trip, Strength 15
Whenever you deal 10 or more points of damage to an opponent in melee, you may attempt an opposed Strength check to trip that opponent, applying all the same bonuses and penalties as normal for a trip attempt. If this attempt succeeds, you are entitled to the bonus attack granted by your Improved Trip feat.
Jump 8 ranks, Power Attack
You can combine a jump with a charge against an opponent.
If you cover at least 10 feet of horizontal distance with your jump (a DC 10 check with a 20 foot running start, or a DC 20 check otherwise), and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat.
This stacks with the benefit from using a two-handed weapon, allowing you to triple the extra damage from Power Attack.
Once per day, you may re-roll a Reflex saving throw. You must take the result of the new roll, even if it is worse.
You get a +2 bonus on all Reflex saving throws.
Tags: Combat, Defense, Saving Throws
Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally.
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired. In the event of a critical hit, each arrow must be confirmed separately.
Choose a type of martial weapon. You become proficient in the use of that weapon and make attack rolls with it normally.
Fighters are already proficient with all martial weapons. This feat is listed as a fighter bonus feat so that class variants that get access to fighter bonus feats may take it. Tags: Combat
Craft(Alchemy) 18 ranks, Journeyman Alchemist, Master Alchemist
You may create Master level alchemical items.
Tags: Alchemy
To use this feat, you must expend your psionic focus.
You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.
Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power.
Using this feat increases the power point cost of the power by 4.
Tags: Manifesting, Psionic Focus
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.
Tags: Arcane, Divine, Spellcasting
Wisdom 13, manifester level 5th
Each time you change your form, such as through the metamorphosis power, you gain one of the new form’s supernatural abilities, if it has any.
You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice.
No matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of three supernatural ability transfers per day.
You can gain this feat multiple times. Each time, you can gain one additional supernatural ability. Tags: Manifesting
Dexterity 13, Dodge
You get a +4 dodge bonus to Armor Class against attacks of opportunity and attacks made as readied actions.
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.
Tags: Combat, Defense, Armor Class
Strength 13
You may use a melee weapon that is one size category too large for you without the regular -2 penalty on attack rolls. Additionally, using such a weapon requires no extra effort, meaning that you may wield an oversized one-handed weapon as a one-handed weapon instead of as a two-handed weapon.
You may also wield a melee weapon two size categories too large for you. This imposes the same penalties a normal character would incur for wielding aweapon one size category too large (such as treating a light weapon as a one-handed wepaon or a one-handed weapon as a two-handed weapon, and imposing a -2 penalty on attack rolls).
Ride 1 rank, Mounted Combat
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.
Ride 1 rank
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Tags: Combat
Wisdom 13, wild shape ability
You can complete the verbal and somatic components of spells while in a 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 in a wild shape.
Tags: Divine, Spellcasting
You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.
You can gain this feat multiple times. Each time, you immediately gain another 5 skill points. Tags: Skill
To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 4.
Tags: Combat, Manifesting, Psionic Focus, Melee
You may recklessly unleash your psionic powers at the cost of your own health.
While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Tags: Manifesting
A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level.
Tags: Arcane, Divine, Spellcasting
Ability to cast Detect Animals or Plants and Speak with Plants.
You can turn (but not destroy) plant creatures as a good cleric turns undead, or you may rebuke or command plant creatures as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier. Use your total character level to determine the level at which you turn or rebuke plants.
Tags: Spellcasting, Divine
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Before making a ranged weapon attack against an opponent within 30 feet, you may choose to forego your Dexterity bonus (if any) to your attack roll. If the attack hits, you may add your Dexterity bonus to the damage roll. This extra damage is precision damage and is not multiplied on a critical hit.
Strength 13
On your turn, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Strength 13, Brutal Throw, Power Attack
On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.
You may attack with ranged weapons against an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
If you choose instead to take the -4 penalty, a successful hit against an opponent engaged in melee grants a +2 circumstance bonus to melee attack rolls against that opponent for any creatures currently threatening the opponent in melee. This bonus lasts until the beginning of your next turn.
Manifester level 1st
You gain a psicrystal, a living crystal that carries a small part of your consciousness.
Psicrystal Affinity, manifester level 3rd
You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself - only the owner can spend the time to focus the crystal.
Tags: Psionic Focus
While you are psionically focused, you gain a +1 dodge bonus to Armor Class.
You may expend your psionic focus to increase the dodge bonus to +4 against one attack.
Tags: Combat, Psionic Focus, Defense, Armor Class
To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest, and you gain a +4 bonus on manifester level checks to bypass spell resistance with that power.
Tags: Combat, Manifesting, Psionic Focus
Strength 13
To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Unarmed
Constitution 15, no power point reserve or ability to manifest psionic powers
Your very soul is incompatible with psionic powers and techniques, to the extent that psionic power is drained by your presence.
When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Tags: Defense
Wisdom 13, Concentration 7 ranks
You can take a move action to become psionically focused.
Tags: Psionic Focus
To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Ranged
Your latent psionic talents surge forth, causing you to become a psionic creature. You gain a power point reserve of 2 power points and you may take psionic and metapsionic feats.
When you take this feat, you learn one 1st-level power from any psionic class list. You can manifest this power with the power points provided by this feat if you have a Charisma score of 11 or higher. If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. If you have psionic class levels, you can manifest the power at the highest manifester level you have attained. (This is not a manifester level, and it does not add to any manifester levels gained by taking psionic classes.) If you have no psionic class levels, use Charisma to determine how powerful a power you can manifest and how hard those powers are to resist.
Tags: Manifesting
Strength 13
To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Melee
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).
To use this feat, you must expend your psionic focus. You can quicken a power, manifesting it as a swift action. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. Using this feat increases the power point cost of the power by 6. Manifesting a quickened power does not provoke attacks of opportunity.
Tags: Manifesting, Psionic Focus
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. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round 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.
This feat usually can’t be applied to spells cast spontaneously (including sorcerer spells and bard spells), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action. Tags: Arcane, Divine, Spellcasting
Constitution 15
You heal far more rapidly than normal. You heal ability damage and ability burn at a rate of 1 + your Constitution modifier, and you heal hit points at the standard rate plus double your Constitution modifier.
Tags: Defense
The time required for you to reload a crossbow is reduced to a free action (for a hand or light crossbow), a move action (for a heavy crossbow), or a standard action (for refilling the magazine of a repeating crossbow). Reloading a heavy or repeating crossbow still provokes an attack of opportunity.
In the case of a hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Dexterity 13, Point Blank Shot
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Tags: Arcane, Divine, Spellcasting
Truespeak 12 ranks, one other recitation feat, you must know your truename
While this recitation is active, you may ignore the effects of being blinded, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, or stunned, all poisons active on you are neutralized as if by a Neutralize Poison spell, and you may ignore the effects of ability damage, ability drain, and negative levels. Additionally, while this recitation is active, you recover one point of ability damage per round from any ability score.
This does not prevent or remove any conditions, it just allows you to act normally in spite of them. If the recitation ends while one or more ignored conditions are still present, they take effect again immediately.
Tags: Truespeak
Truespeak 9 ranks, you must know your truename
Perfect calm washes over you and clears your mind.
While this recitation is active, all mind-affecting spells and effects on you are neutralized. You are not considered immune to mind-affecting effects; this means you can still be targeted by mind-affecting abilities, though they will have no effect on you for the duration of the recitation. This ability does not remove any mind-affecting effects, though it can allow you to safely wait out any remaining duration of such an effect.
You also gain a bonus on Will saving throws equal to your Intelligence modifier while this recitation is active.
Tags: Truespeak
Truespeak 6 ranks, you must know your truename
While this recitation is active, you gain an Insight bonus equal to your Intelligence modifier on all skill checks.
Because using a recitation prevents any other speech for the duration, some skill checks (such as Diplomacy) may not be possible. Tags: Truespeak
Truespeak 9 ranks, you must know your truename
While this recitation is active, you may force any creature who targets you with a spell, attack, or ability to make a Will saving throw against fear. On a failed save, the creature takes 2d4 damage and is shaken for 1 round. The saving throw DC is equal to your Utterance save DC.
Tags: Truespeak
Truespeak 12 ranks, one other recitation feat, you must know your truename
Your body becomes nearly weightless as you temporarily detach your truename from the concept of gravity.
While this recitation is active, you gain a fly speed of 40 feet with perfect maneuverability. If you already have a fly speed, it increases by +5 for each point of Intelligence bonus you posess, up to a bonus of +25 at 20 Intelligence.
As part of activating this recitation, you may fly a distance equal to your fly speed.
If this recitation ends or you otherwise lose the fly speed granted by this recitation while airborne, you ignore any fall damage from the resulting fall.
If you are underwater while this recitation is active, you are propelled towards the surface of the water at a rate of 120 feet per round.
Tags: Truespeak
Any other metamagic feat
A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.
Tags: Arcane, Divine, Spellcasting
Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3
To use this feat, you must expend your psionic focus. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is reflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.
If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus. Tags: Combat, Defense, Ranged
Ride 1 rank, Mounted Combat
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 using this feat, the way you make mounted charges changes slightly. You are no longer required to charge to the nearest space in range of your opponent, and may instead choose to charge in any straight line that allows you to reach your opponent. Tags: Combat, Melee
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, you gain a +8 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell’s actual level. Only divine spells can be cast as sacred spells.
Tags: Divine, Spellcasting
Caster level 1st
You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when scribing the scroll.
Tags: Arcane, Divine, Spellcasting
Manifester level 3rd
You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.
When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power.
When its wearer physically activates the tattoo, the wearer is the target of the power.
Tags: Manifesting
Base attack bonus +1
You can use a shield and take only the standard penalties.
Fighters are already proficient with shields. This feat is listed as a fighter bonus feat so that class variants that get access to fighter bonus feats may take it. Tags: Combat, Defense
Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Additionally, when using the attack action with a ranged weapon, you gain a +2 bonus to the attack and damage rolls. This bonus does not apply when using the full attack action.
Dexterity 13, Dodge
You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
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.
Tags: Arcane, Divine, Spellcasting
Choose a type of simple weapon. You become proficient in the use of that weapon and make attack rolls with it normally.
Fighters are already proficient with all simple weapons. This feat is listed as a fighter bonus feat so that class variants that get access to fighter bonus feats may take it. Tags: Combat
Choose a skill. You get a +3 bonus on all checks involving that skill.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Tags: Skill
Dexterity 15, Deflect Arrows, Improved Unarmed Strike
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. The projectile can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. Immediately returning a projectile in this way does not incur any attack roll penalties for nonproficiency or (in the case of ammunition) being an improvised weapon. Ammunition that has been enchanted by its weapon remains enchanted as you throw it.
This feat also allows you to grab splash weapons (such as alchemist's fire) thrown at a square you threaten with your unarmed strikes. This counts as your once per round use of Deflect Arrows.
You must have at least one hand free (holding nothing) to use this feat.
Wisdom 13
As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.
You may expend your psionic focus to gain a +10 bonus on a single Jump check.
Tags: Psionic Focus
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Tags: Arcane, Divine, Spellcasting
Wizard level 1st
Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Tags: Arcane, Spellcasting
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Tags: Arcane, Divine, Spellcasting
Ride 1 rank, Mounted Combat, Ride-By Attack
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
One other metapsionic feat
To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.
Using this feat increases the power point cost of the power by 2.
Tags: Manifesting, Psionic Focus
Dexterity 13, Dodge, Mobility, base attack bonus +4.
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.
Base attack bonus +6, sneak attack
If you deal damage with a melee sneak attack, your opponent must make a Fortitude save (DC = damage dealt) or be staggered for 1 round. The staggered condition ends if the opponent receives a DC 15 heal check or any magical healing that restores at least 1 hit point.
Tags: Combat, Melee, Sneak Attack
Strength 13
When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
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.
Tags: Arcane, Divine, Spellcasting
Dexterity 13, Wisdom 13, Improved Unarmed Strike, base attack bonus +8.
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 + ½ 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 action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus 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.
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. Tags: Combat, Melee
Overchannel or Wild Surge class ability.
To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling or risk psychic enervation from a wild surge.
Tags: Manifesting, Psionic Focus
You gain +1 hit point per hit die, as if from having a high Constitution score.
A character may gain this feat multiple times. Its effects stack. Tags: Defense
You may use the Survival skill to find and follow tracks, even when the DC is higher than 10.
Tags: Perception
Ride 1 rank, Mounted Combat
When you attempt to overrun an opponent while mounted, you may force your target to not avoid you. Additionally, your mount may make one attack against any target you knock down (if your mount has a gore, slam, or claw attack, it must use one of these in preference to other attack options).
To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
Using this feat increases the power point cost of the power by 6.
Tags: Manifesting, Psionic Focus
Dexterity 15, Two Weapon Fighting
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC. See the Two-Weapon Fighting special attack.
When you are fighting defensively, using the total defense action, or using Combat Expertise, this shield bonus increases to +3.
The shield bonus from this feat stacks with the shield bonus granted from using two sai.
Dexterity 15
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.
Tags: Combat
Strength 13, Psionic Fist, base attack bonus +5
To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Melee, Unarmed, Psionic Focus
To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8.
Tags: Manifesting, Psionic Focus, Defense
Wisdom 13
While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground.
Tags: Psionic Focus
Dexterity 13
With a light weapon, 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.
Tags: Combat
Proficiency with selected weapon, base attack bonus +1
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls made using the selected weapon. Additionally, you may re-roll an attack roll made with the chosen weapon once per combat. You must take the result of the new roll, even if it is lower.
Tags: Combat
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th
Choose a weapon type that you have applied Weapon Focus to. You gain a bonus to all damage rolls made with the selected weapon equal to one-half your Base Attack Bonus.
Tags: Combat
Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility, Spring Attack
When you use the full attack action, you may give up your regular attacks to perform a whirlwind attack. During this attack, you may move up to 10 feet without provoking attacks of opportunity. While moving, you may make a single melee attack at your highest base attack bonus against any number of targets within reach. These attacks may be made at any point before, during, or after the movement, and you may move between attacks.
If you cannot move at least 10 feet, you cannot move during this attack. While using this feat, you forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Tags: Combat
To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area are doubled.
Using this feat increases the power point cost of the power by 4.
Tags: Manifesting, Psionic Focus
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area are doubled. 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.
Tags: Arcane, Divine, Spellcasting
Base attack bonus +8
To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
Tags: Combat, Psionic Focus, Melee, Ranged, Unarmed
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