You can channel your arcane knowledge to enhance the impact of your attacks with your bonded staff.
Prerequisites: Staff Mastery feat, Wizard class, must have a bonded staff
Benefit: You may use your Intelligence modifier in place of your Strength modifier for damage rolls when using your bonded staff. This represents your ability to infuse your physical attacks with arcane energy, increasing their potency.
You have trained in the use of Crystalline Shields to defend yourself from spell casters.
Prerequisite: DEX 15, Shield Focus, Combat Reflexes, BAB +5
Benefit: When wielding a shield made of Crystalline Glass that you have Shield Focus for and subject to an attack by a magical ray spell that misses you by your total shield bonus or less, you may spend a use of an AoO to make a touch attack on a target within 30 ft. On a successful hit the spell deals half damage to the target.
You have been trained in the use of foreign Armor.
Prerequisites: BAB +4.
Benefit: All foreign armors are no longer treated as exotic.
You have been trained in the use of foreign weapons.
Prerequisites: BAB +4.
Benefit: All foreign weapons are no longer treated as exotic.
You have been trained in the use of a Gamut Clausum.
Prerequisites: Martial Weapon Proficiency, BAB +4.
Benefit: You can extend and contract a Gamut Clausum as a swift action that does not provoke Attacks of Opportunities.
You can temporarily blind your opponent by using your weapon or shield to flash light into its eyes.
Prerequisite: DEX 15, Combat Expertise, Blinding Flash, BAB +6
Benefit: As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent’s eyes, Blinding your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 + 1/2 your character level + your DEX modifier) to resist the effect. This is a sight-dependent effect, and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of normal light or brighter to use this feat.
Additionally the use of Blinding Flash to Dazzle is reduced to a swift action.
You have improved your ability to swiftly activate magically enchanted weapons.
Prerequisites: 5 Ranks in Use Magic Device, Base Attack Bonus +5
Benefit: You can activate a weapon's magical enchantment like Frost or Flaming as a Move Action instead of as a Standard Action. You can activate a weapon or armors Minor Enchantment as a Swift action instead of a Move Action.
You have learned to use the haft of your reach weapons to strike adjacent targets..
Prerequisites: Base attack bonus +1, Weapon Focus with selected weapon.
Benefit: You can use the haft of your reach weapon to attack adjacent targets. These attacks deal damage as a quarterstaff and cannot benefit from any enchantments or special properties of the weapon, such as flaming, keen, etc... However, if the weapon is masterwork, the +1 enhancement bonus to attack rolls still applies. Your reach weapon still does not threaten those adjacent squares for attacks of opportunity. This type of attack can be combined with other attacks during a full attack action if you have multiple attacks.
Normal: Reach weapons cannot be used to attack adjacent opponents.
You have mastered the ability to adjust your reach weapon for close-quarters combat.
Prerequisites: Base attack bonus +6, Haft Strike.
Benefit: As a swift action, you can adjust your grip on a reach weapon, enabling it to attack adjacent squares as though it did not have the reach property. While in this adjusted grip, the weapon loses its reach property, does not threaten squares at reach distance, and imposes a -2 penalty on all attack rolls made with it. You can use another swift action to readjust your grip, restoring the weapon's reach property.
Normal: Reach weapons cannot be used to attack adjacent opponents.
You are trained in using your agility to deliver spells through precise, nimble movements instead of relying on brute strength.
Prerequisites: The ability to cast spell.
Benefit: When making a melee touch attack as part of casting a spell, you may use your Dexterity modifier instead of your Strength modifier for the attack roll.
Special: This feat only applies to melee touch attacks made as part of a spell, not regular unarmed strikes or natural attacks. If you are carrying a shield, its armor check penalty applies to your attack rolls.
You have honed your ability to use your intelligence in wielding your bonded staff.
Prerequisites: Wizard class, must have a bonded item staff.
Benefit: This feat allows a wizard to use their Intelligence modifier instead of their Strength modifier for attack rolls when using their bonded staff. This represents the wizard's deep understanding and connection with their staff, enabling them to wield it effectively in combat through precise knowledge rather than physical prowess.