General Feats (A-C)

ABILITY FOCUS [GENERAL]

Choose one of your special attacks. This attack becomes more potent than normal.

Prerequisite: Special attack

Benefit: Add +2 to the DC for all saving throws against the special attack on which you focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new special attack.

ABILITY ENHANCER [GENERAL]

Your helpful transmutation spells aid you more than normal.

Prerequisite: Spell Focus (transmutation)

Benefit: Any transmutation spell you cast that enhances ability scores increases the ability scores by +1 more than it normally does.

ABLE SNIPER [GENERAL]

You are accomplished at remaining unseen when you're sniping with a ranged weapon.

Prerequisite: Hide 5 ranks, Dex 13

Benefit: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding.

ACROBATIC [GENERAL]

You have excellent body awareness and coordination.

Prerequisite: None

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

ACROBATIC BACKSTAB [GENERAL] [Skill Trick]

You dart past your opponent's attacks, ending up perfectly positioned for a devastating counterattack.

Prerequisite: Tumble 12 ranks

Benefit: If you succeed on a Tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn.

Your enemy must be standing on the ground or floor in order for you to use this trick.

ADDITIONAL FAVORED CLASS [GENERAL]

You are more adept at combining different talents than most members of your race.

Prerequisite: None

Benefit: Choose a character class, such as ranger. The chosen class is treated as a favored class for the purpose of determining whether your character takes an experience point penalty for multiclassing.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new class.

Normal: Without this feat, if any class other than your race's favored class is two or more levels lower than your highest-level class, you take a -20% penalty to XP earned for each class that is not within one level of your highest-level class.

ADVANTAGEOUS AVOIDANCE [GENERAL] [LUCK]

You have a knack for ducking at just the right moment.

Prerequisite: None

Benefit: You can expend one luck reroll as an immediate action to force a foe to reroll a critical hit confirmation roll made when attacking you. You can expend two luck rerolls as an immediate action to force a foe to reroll an attack roll made against you. You gain one luck reroll per day.

Special: Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.

AGILE [GENERAL]

You are particularly flexible and poised.

Prerequisite: None

Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

AGILE ATHLETE [GENERAL]

You rely on your agility to perform athletic feats, rather than brute strength.

Prerequisites: Climb 1 rank, Jump 1 rank

Benefit: When making a Climb or Jump check, you use your Dexterity modifier for the check.

Normal: Without this feat, you use your Strength modifier for Climb and Jump checks.

ALACRITOUS COGITATION [GENERAL]

You can leave a prepared spell slot open to spontaneously cast a spell.

Prerequisite: Must prepare arcane spells

Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open.

Special: A wizard can select this feat as a wizard bonus feat.

ALERTNESS [GENERAL]

You have finely tuned senses.

Prerequisite: None

Benefit: You get a +2 bonus on all Listen checks and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

ALLIED DEFENSE [GENERAL]

You are good at protecting nearby allies.

Prerequisite: Combat Expertise

Benefit: Whenever you use combat expertise to gain a bonus to Armor Class, any adjacent ally gains the same bonus.

Normal: Combat expertise normally only grants the bonus to you.

ALLURING [GENERAL]

Others have an inexplicable urge to believe your every word.

Prerequisite: Persuasive, Trustworthy

Benefit: You get a +2 bonus on Diplomacy checks and add +2 to the save DCs of all your mind-affecting, language-dependent spells.

ALTITUDE ADAPTATION [GENERAL]

Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.

Prerequisite: Base Fortitude save bonus +2

Benefit: You gain a +4 bonus on all Fortitude saving throws to avoid the effects of altitude. Additionally, when you determine what effect the altitude has on you, you apply the effect for the next lower category of altitude than the category you are actually in. After you spend a week at a specific altitude, you become acclimated to that altitude and all lower altitudes, and no longer have to make Fortitude saving throws for each 6-hour period to avoid altitude sickness. If you travel to a lower altitude and remain there for a week, you lose your acclimation to the higher altitude and must reacclimatize, although you always retain the other benefits granted by this feat.

Special: This feat grants a +2 bonus on all Survival checks made in high altitude (above 5,000 feet) areas.

AMBIDEXTERITY [GENERAL]

You are equally adept at using either hand.

Prerequisite: Dex 15

Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.

Normal: Without this feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks.

Special: This feat helps offset the penalty for fighting with two weapons.

ANCESTRAL RELIC [GENERAL]

You own an ancestral heirloom and can invest it with increasing power.

Prerequisites: Any good alignment, Character level 3rd

Benefit: Choose an item you own. The item must be of masterwork quality, and it must be an item that once belonged to a member of your family. Alternatively, the item may have belonged to another person to whom you are somehow connected, such as another member of your religious order.

At any time, you may retreat to a consecrated or hallowed location and spend time in prayer in order to awaken the spirits in your ancestral relic. This requires a sacrifice of valuable items worth the difference between the market price of the magic item your relic will become and the market price of your current relic. This sacrifice does not have to be gold-you can sacrifice magic items or other goods worth the required amount, rather than selling your goods (at half value) to pay for the sacrifice. You must spend 1 day per 1,000 gp value you sacrifice. During this time, you must spend at least 8 hours each day in prayer or meditation, not stopping to eat or rest.

A character’s level dictates the maximum value of his or her ancestral relic.

No character may have more than one ancestral relic.

ANIMAL AFFINITY [GENERAL]

You are good with animals.

Prerequisite: None

Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

ANIMAL CONTROL [GENERAL]

You can channel the power of nature to gain mastery over animal creatures.

Prerequisite: Animal Defiance, Ability to cast speak with animals and animal friendship

Benefit: You can rebuke or command animals as an evil cleric rebukes undead. To command an animal, you must be able to speak with it via a speak with animals effect, though you may issue your commands mentally if desired. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you rebuke animals.

Special: Animals you command through this ability count against the HD limit of animals you can befriend through animal friendship.

ANIMAL DEFIANCE [GENERAL]

You can channel the power of nature to drive off animals.

Prerequisite: Ability to cast detect animals or plants

Benefit: You can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn animals.

ANIMAL FRIEND [GENERAL]

Animals respond favorably to the aura of goodness that exudes from you.

Prerequisite: Cha 15, Wild empathy class feature

Benefit: You receive a +4 exalted bonus on wild empathy checks to sway the attitudes of animals and good-aligned magical beasts (including, but not limited to, blink dogs, unicorns, pegasi, and animals with the celestial template). In the case of good magical beasts, this bonus simply eliminates the penalty you normally take when trying to deal with magical beasts rather than animals.

APPRAISE MAGIC VALUE [GENERAL]

Your ability to determine an item’s worth and your knowledge of magic allow you to determine the exact properties of a magic item without the use of the identify spell or similar magic.

Prerequisites: Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks

Benefit: If you know that an item is magical, you can use the Appraise skill to identify the item’s properties. This use of the Appraise skill requires 8 hours of uninterrupted work and consumes 25 gp worth of special materials. The DC of the Appraise check is 10 + the caster level of the item.

AQUATIC SHOT [GENERAL]

You have developed the technique of firing a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.

Prerequisite: Point Blank Shot

Benefit: You can employ ranged weapons underwater at a reduced range increment. You do not take the normal penalty for making a ranged attack through water.

Thrown Weapons: You can use thrown piercing weapons underwater with a –2 penalty for every 5 feet of water passed through, in addition to any range increment penalties.

Missile Weapons: You can use bows and crossbows underwater with a –2 penalty for every 10 feet of water passed through, in addition to any range increment penalties.

Aquatic Longbow: You can fire an aquatic longbow underwater with a range increment of 30 feet In addition, water does not provide any cover against your ranged attacks if you are out of the water and firing at a target in the water. If your weapon’s range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.

Normal: Thrown weapons are not usable underwater. Ranged attacks through water normally receive a penalty of –2 for every 5 feet of water they pass through. An aquatic longbow has a range increment of 10 feet underwater. A target in water has improved cover or total cover against attacks from out of the water.

ARCANE CONSUMPTION [GENERAL]

You can sacrifice your physical health to strengthen a spell. This process leaves you wracked with pain, but the enhanced energy you draw from the spell might provide the margin between victory and defeat.

Prerequisites: Arcane Toughness, Toughness, Arcane caster level 6th

Benefit: Once per day as a swift action, you can grant the next spell you cast a +4 bonus on its save DC. You must cast and complete this spell on the same turn that you use a swift action to activate this feat. In return, you take a –4 penalty to Constitution for 12 hours and are fatigued.

ARCANE DEFENSE [GENERAL]

Choose a school of magic, such as illusion. You can resist spells from that school better than normal.

Prerequisite: Spell Focus in the chosen school

Benefit: You get a +3 bonus on your saving throws against spells from the chosen school.

Special: You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, it applies to a new school of magic.

ARCANE FLOURISH [GENERAL]

You use your magical abilities to improve your performance talents. By bleeding magical energy into your singing, oratory, or other abilities, you enhance the pitch and sound, project your voice with a more commanding tone, and so forth.

Prerequisites: Perform 4 ranks, Arcane caster level 1st

Benefit: As a swift action, you can expend a prepared spell or spell slot to grant your next Perform check a competence bonus equal to 1 + the level of the spell or slot. You must make a check within 1 minute of using this feat, or the energy you expend dissipates with no effect.

ARCANE GRACE [GENERAL]

You can convert some of your arcane spell energy into a saving throw bonus.

Prerequisite: sorcerer level 1st

Benefit: As an immediate action, you can give up an arcane spell slot to gain a bonus on all saving throws until the start of your next turn. The bonus equals the level of the spell slot used. You can declare that you are using this ability after you have rolled a save, but you must do so before it is revealed whether the saving throw succeeded or failed.

ARCANE MASTERY [GENERAL]

You are quick and certain in your efforts to defeat the arcane defenses and spells of others.

Prerequisite: Ability to cast arcane spells or use spell-like abilities (including invocations)

Benefits: You can take 10 on caster level checks (as if the caster level check was a skill check).

ARCANE PREPARATION [GENERAL]

You can prepare an arcane spell ahead of time, just as a wizard does.

Prerequisite: Ability to cast arcane spells without preparation

Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell-but without an increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast.

Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply a metamagic feat to a spell must cast it as a full-round action instead of a standard action.

ARCANE STRIKE [GENERAL]

You can channel arcane energy into your melee attacks.

Prerequisites: Ability to cast 3rd-level arcane spells, Base attack bonus +4

Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points × the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus.

ARCANE THESIS [GENERAL]

You have studied a single spell in-depth. Your expertise grants you formidable though narrowly focused arcane mastery.

Prerequisites: Knowledge (arcana) 9 ranks, Ability to cast arcane spells

Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that spell, you do so at +2 caster level. When you apply a metamagic feat other than Heighten Spell to that spell, the enhanced spell uses up a spell slot one level lower than normal. For example, an empowered thesis spell uses up a spell slot one level higher than the spell’s actual slot (rather than the normal two levels higher).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.

ARCANE TOUGHNESS [GENERAL]

You draw upon the power of your magic to sustain yourself, allowing you to continue fighting long after your physical body has failed you.

Prerequisites: Toughness, Arcane caster level 3rd

Benefit: You can expend a prepared spell or spell slot as an immediate action when you are reduced to 0 or fewer hit points. You heal a number of points of damage equal to the level of the spell or spell slot used in this manner. You cannot use this ability to negate effects that disable you without causing hit point damage, such as a medusa’s ability to turn you to stone. Even if this healing does not bring you above negative hit points, it still stabilizes you.

Using a 0-level spell with this feat grants no benefit.

ARCANE TRANSFIGURATION [GENERAL]

Drawing upon forgotten lore, you broaden your arcane studies and master a school of magic previously prohibited to you.

Prerequisite: Item Reprieve, Spell Reprieve, Specialist wizard level 10th

Benefit: Choose a school of magic that was previously prohibited to you because of your arcane specialization. You can now learn and cast spells from that school normally, as if you were not a specialist wizard.

Special: You can select this feat only once. The school you choose must be one for which you have already taken both the Spell Reprieve and the Item Reprieve feats.

ARCHIVIST OF NATURE [GENERAL]

In addition to your studies of the darkness, you have spent time studying giants and fey.

Prerequisite: Knowledge (Dark) 2 ranks

Benefit: You can use your Knowledge (Dark) on giants and fey. You use Knowledge (nature) for Knowledge (Dark) checks regarding these two creature types.

Normal: Without this feat, a character with dark knowledge can only use that class feature on aberrations, elementals, magical beasts, outsiders, and undead.

AREA ATTACK [GENERAL]

You can wield improvised weapons to attack several spaces at once.

Prerequisite: Power Attack, Str 19, Huge size

Benefit: You can use your great size and strength to pick up a heavy object and attack an area as a standard action. Such an attack may consist of swinging a large log or smashing a door down on opponents' heads. The area affected is a half-circle with a radius equal to your reach. You deal damage to all creatures two or more size categories smaller than you within the area. The base damage dealt depends on your size category, as given on the table below. Add 1 1/2 times your Strength bonus to this base damage to determine the total damage for the attack.

Size/Category Damage

Huge - 1d8

Gargantuan - 2d6

Colossal - 2d8

Though it can deal significant damage, this form of attack is awkward and unbalancing. You incur a -2 penalty to your Armor Class and on Reflex saves until your next action.

ARMOR PROFICIENCY (HEAVY) [GENERAL]

You are proficient with heavy armor.

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium)

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light)

Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (LIGHT) [GENERAL]

You are proficient with light armor.

Prerequisite: None

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (MEDIUM) [GENERAL]

You are proficient with medium armor.

Prerequisite: Armor Proficiency (light)

Benefit: See Armor Proficiency (light)

Normal: See Armor Proficiency (light)

Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

ARMOR SKIN [GENERAL]

Your skin becomes like armor.

Prerequisite: None

Benefit: You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by +1.

Special: A character can gain this feat multiple times. Its effects stack.

ASSUME QUIRK [GENERAL] [Trick]

You can perfectly imitate a small habit or idiosyncrasy of a person you impersonate in order to throw off suspicion.

Prerequisite: Disguise 5 ranks

Benefit: When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual. The effect extends to all viewers.

Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.

ATHLETIC [GENERAL]

You have a knack for athletic endeavors.

Prerequisite: None

Benefit: You get a +2 bonus on all Climb checks and Swim checks.

AUGMENT ELEMENTAL [GENERAL]

Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat prowess and durability.

Prerequisite: Knowledge (the planes) 2 ranks

Benefit: Each elemental you conjure with a summon spell gains a +2 enhancement bonus on attack rolls and damage rolls, and temporary hit points equal to twice its Hit Dice.

AUGMENT HEALING [GENERAL]

Your Conjuration [Healing] spells are more effective.

Prerequisite: Heal 4 ranks

Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hps. (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hps. (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell).

AUGMENT SUMMONING [GENERAL]

Your summoned creatures are more powerful than normal.

Prerequisite: Spell Focus (conjuration)

Benefit: 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.

AVENGING STRIKE [GENERAL]

Your strength of will and strong sense of justice allow you to smite your foes.

Prerequisite: Any good alignment

Benefit: As a swift action, you can channel the power of your faith and energy to enhance a single attack you make. You gain a bonus equal to your Charisma bonus (if any) on the attack roll and damage roll for the next melee attack you make against an outsider with the evil subtype. You can use this ability a number of times per day equal to your Charisma bonus (minimum l).

AWESOME BLOW [GENERAL]

A creature with this feat can choose to deliver blows that send its smaller opponents flying like bowling pins.

Prerequisite: Power Attack, Improved Bull Rush, Str 22, size Large or larger

Benefit: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Special: A fighter can select Awesome Blow as one of his fighter bonus feats.

BACK ON YOUR FEET [GENERAL] [Trick]

You can hop back to your feet instantly if you fall.

Prerequisite: Tumble 12 ranks

Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.

BANE MAGIC [GENERAL]

Your spells deal extra damage to a particular type of creature.

Prerequisite: None

Benefit: When you cast a spell that deals damage against a specific creature type, you deal an extra 2d6 points of damage. For example, a giant bane lightning bolt cast by an 8th-level caster would deal the usual 8d6 points of damage to any nongiant in its path but would deal 10d6 points of damage against giants. This feat has no effect on spells that do not deal hit point damage, and the source and type of the damage remains the same. This feat cannot be used to increase the amount of healing dealt to undead by inflict light wounds and similar spells, but it can add to the damage dealt by casting cure light wounds on an undead creature.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, you must apply its effects to a different type of creature: aberrations, animals, constructs, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, undead, or vermin. If you choose humanoids, you must select a particular type of humanoid, such as dwarf or orc. An aberration-specific version of this feat first appeared in Lords of Madness: The Book of Aberrations.

BATTLE CASTER [GENERAL]

Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal.

Prerequisite: Ability to ignore arcane spell failure chance from armor

Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. 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.

BATTLE CASTING [GENERAL]

You have a knack for staying out of harm’s way when casting spells.

Prerequisites: Dex 13, Concentration 5 ranks, Combat Casting

Benefit: While casting a spell, you gain a +2 dodge bonus to your Armor Class. The bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.

BATTLE JUMP [GENERAL] L5R

You know how to launch a devastating attack from above by dropping onto your opponent.

Prerequisite: None

Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. You can't jump from more than 30 feet above your opponent, nor can you effectively battle jump while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe. If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the battle jump. After you attack, you take falling damage as normal for the distance you jumped. You are entitled to a Jump check (DC 15) to take less damage, as if you had fallen 10 feet less than you actually did. If you fail this Jump check, you fall prone 5 feet from your opponent. You can also use Battle Jump to begin a grapple attempt instead of making a normal attack. If you do, you are treated as one size category larger than normal for the first grapple check following the battle jump.

Normal: Anybody can try to jump down on an enemy, but it is not considered a charge, and they do not gain double damage or the size bonus for the ensuing attack.

BATTLEBRED [GENERAL]

Due to traumatic experiences in past battles, war seems never far from you.

Prerequisite: Base attack bonus +6

Benefit: When you are subject to an effect that grants a morale bonus, the duration is extended by 2 rounds. If you have the rage class feature, the duration of your rage is extended by 2 rounds.

BATTLEFIELD INSPIRATION [GENERAL]

You inspire courage in your allies.

Prerequisite: Cha 13

Benefit: As a free action, you can inspire courage in your allies. Each ally within 30 feet of you (not including you) that can hear you and has an Intelligence of 3 or higher gains a +2 circumstance bonus on saving throws against fear effects.

Special: You may select this feat multiple times. Its effects stack. Each time you take the feat, your bonus increases by +2.

BECKON THE FROZEN [GENERAL]

Creatures you summon are infused with cold energy and have the cold subtype.

Prerequisite: Augment Summoning, Spell Focus (conjuration)

Benefit: When you summon a creature or creatures using any summon spell, you can opt to summon a version of the creature from an extraplanar frostfell. If you do so, the summoned creature gains the cold subtype, and its natural attacks deal an additional 1d6 points of cold damage. Creatures with the fire subtype can never be enhanced with the cold subtype in this manner.

BLIND-SIGHT [GENERAL]

You sense opponents in the darkness.

Prerequisite: Blind-Fight, Base attack bonus +4, Wis 18

Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though you cannot discern noncorporeal beings.

BOLSTER RESISTANCE [GENERAL]

Undead you raise or create are more resistant to turning than normal.

Prerequisite: Corpsecrater

Benefit: Each undead you raise or create with any necromancy spell gains +4 turn resistance.

BOOMERANG DAZE [GENERAL]

You can daze the targets of your boomerang attacks.

Prerequisite: Base attack bonus +4, Proficiency with a boomerang

Benefit: When you attack with a, any target creature that takes damage must succeed on a Fortitude save (DC 10 + damage dealt) or be dazed for 1 round (until just before your next action). If you have the Boomerang Ricochet feat, you can daze both targets.

Special: A halfling fighter or a drow fighter can select Boomerang Daze as one of his fighter bonus feats.

BOOMERANG RICOCHE [GENERAL]

You can strike up to two foes with a single boomerang throw.

Prerequisite: Dex 13, Base attack bonus +4, Proficiency with a boomerang

Benefit: You can hurl a boomerang in such a way that it ricochets off one target to strike a second target of your choice. If your initial attack hits, you immediately make a second attack roll at a -2 penalty against any target adjacent to the original target. If the first target is hit by a sneak attack with a boomerang under the effect of this feat, the second target is not also vulnerable to a sneak attack on the ricochet.

Special: A halfling fighter or a drow fighter can select Boomerang Ricochet as one of his fighter bonus feats.

BOUNDING ASSAULT [GENERAL]

You can move and attack with superior speed and power.

Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, Base attack bonus +12

Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a –5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.

BRACHIATION [GENERAL]

You can swing through trees like a monkey.

Prerequisites: Climb 4 ranks, Jump 4 ranks

Benefit: You can move through wooded areas at your base land speed, ignoring any effects on movement due to terrain. You must be at least 20 feet from the ground to use this ability. This ability works only in medium and dense forests.

BUSINESS SAVVY [GENERAL]

You are particularly gifted when it comes to setting up and maintaining profitable businesses.

Prerequisite: Negotiator

Benefit: You gain a +2 bonus on all profit checks. In addition, you get a +1 luck bonus on all attack rolls, saving throws, and checks when resolving any business-related events.

CARAVANNER [GENERAL]

You are skilled at leading caravans along established trade routes.

Prerequisite: None

Benefit: You receive a +2 bonus on all Handle Animal and Knowledge (geography) checks.

CAUTIOUS ATTACK [GENERAL]

When you take your time in combat, you quickly assess the flow of battle to respond rapidly to threats.

Prerequisite: Dodge, Wis 13

Benefit: Whenever you ready a standard action to attack, you gain a +1 dodge bonus to AC. This bonus lasts until you take the readied action, or until the start of your next turn, whichever comes first.

CAVER [GENERAL]

The Underdark's cave systems stretch for thousands of miles below the surface. You are knowledgeable about the secrets of the subterranean world and wise in its ways.

Prerequisite: None

Benefit : You gain a +2 bonus on Heal checks and Survival checks made in the Underdark.

CELESTIAL MOUNT [GENERAL]

Your special mount is a true creature of the heavens.

Prerequisite: 4th level Paladin

Benefit: Your special mount is a celestial creature. It gains the ability to smite evil once per day, darkvision 60 feet.

CELESTIAL SORCERER AURA [GENERAL]

The power of your sorcerous heritage shines through, allowing you to infuse the area around you with a menacing aura.

Prerequisite: 1st level sorcerer, Celestial Sorcerer Heritage

Benefit: As a standard action, you can expend a spell slot to generate a righteous aura of menace that affects all hostile creatures in a 20-foot radius around you. All your opponents within this area must make a Will save (DC 10 + the level of the spell slot expended + your Cha modifier). On a failed save, a creature takes a -2 penalty on attack rolls, checks, and saves for 24 hours or until it successfully hits you. A creature that resists or breaks this effect cannot be affected by it again for 24 hours. This is a supernatural ability.

CELESTIAL SORCERER HERITAGE [GENERAL]

Your ancestry manifests in the form of several special abilities.

Prerequisite: 1st level Sorcerer

Benefit: You gain a bonus on saves against electricity and petrification equal to the number of celestial sorcerer feats you possess. You also add protection from evil to your list of 1st-level sorcerer spells known. This spell is in addition to the spells you gain normally based on your sorcerer level.

CHARMING [GENERAL]

You are particularly convincing when attempting to command targets of your mind-affecting spells.

Prerequisites: Cha 13, Negotiator

Benefit: When you make a Charisma check to exert control over the target of a mind-affecting spell you cast, you gain a +3 bonus on this roll. This applies to checks to convince the target of a spell from the charm person spell chain to take an action it normally wouldn't, as well as to opposed Charisma checks made by two casters whose spells affect the same target and who give it conflicting orders.

CHAKRAM RICOCHET [GENERAL]

You can hurl a chakram so that it strikes two enemies instead of one.

Prerequisite: Dex 13, Base attack bonus +1, Proficient with chakram

Benefit: If you hit a creature with a thrown chakram, you can cause it to ricochet and strike a secondary target in an adjacent square (within 5 feet of the primary target). You immediately make an attack roll against the secondary target, at a -2 penalty. If the attack hits, you deal damage normally.

CHANNEL CHARGE [GENERAL]

You can power a charged magic item with your own magical ability.

Prerequisite: Use Magic Device 5 ranks, Ability to cast 4th level spells

Benefit: When you use a spell trigger magic item with charges (such as a wand or a staff), you can make a Use Magic Device check (DC 15 + the item's caster level). If you succeed, you can sacrifice a spell slot or prepared spell instead of using a charge. The spell slot or spell sacrificed must be one level higher than the level of the desired effect from the item. If the check fails, both your spell slot (or prepared spell) and 1 charge from the item are expended.

CHAOS DEVOTION [GENERAL]

The forces of chaos assist you in combat.

Prerequisite: Chaotic alignment

Benefit: Once per day as a swift action, you can summon the force of chaos to aid you. When you activate this ability, roll ld6. If the result is odd, add that number as a sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls until your next action. If the result is even, add that number as a sacred or profane bonus to your AC. At the beginning of each action thereafter, roll the die again and apply the designated bonus. This effect lasts for 1 round per character level. When you attain 8th level, the die you roll increases to a d8. When you attain 16th level, the die increases to a d10.

Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke uses you expend.

CHARIOT ARCHERY [GENERAL]

You are skilled at using ranged weapons from a chariot.

Prerequisite: Chariot Combat, Handle Animal 2 ranks

Benefit: The penalty you suffer when using a ranged weapon from the chariot is halved: -2 rather than -4 if your chariot is taking a double move, and -4 instead of -8 if your mounts are running

CHARIOT CHARGE [GENERAL]

You are skilled at charging with you chariot.

Prerequisite: Chariot Combat, Chariot Sideswipe, Handle Animal 3 ranks

Benefit: When aboard a chariot and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance or longspear).

CHARIOT COMBAT [GENERAL]

You are skilled in chariot combat.

Prerequisite: Handle Animal skill

Benefit: Once per round when either of your steeds is hit, you may make a Handle Animal check to negate the hit. The hit is negated if your Handle Animal check is greater than the attack roll (essentially, the Handle Animal check becomes the steed's Armor Class if it is higher than the steed's regular AC).

CHARIOT SIDESWIPE [GENERAL]

You are skilled at using your chariot's scythe blades against foes.

Prerequisite: Chariot Combat, Handle Animal 2 ranks

Benefit: With a charge action, you may maneuver your chariot close to a foe, attack, sideswipe with the chariot's scythes (assuming it has any), and move away again. You must continue the straight line of the charge with your movement, and your total movement in the round cannot exceed double the chariot 's speed. Neither you nor your steeds provoke an attack of opportunity from the opponent you are sideswiping.

CHARIOT TRAMPLE [GENERAL]

You are trained in using your chariot to knock down opponents.

Prerequisite: Chariot Combat, Handle Animal 2 ranks

Benefit: When you attempt to overrun an opponent with your chariot, the target may not choose to avoid you. If you knock down the target, your steeds each may make one hoof attack against the opponent, gaining the standard +4 bonus on attack rolls against prone targets. The wheels of the chariot do a further 2d6 points of damage automatically, but you must succeed in Handle Animal check (DC varies depending on the size of the opponent) or upend the chariot. See the chart below for sample DCs.

CHARLATAN [GENERAL]

You're adept at fooling people. You know how to tell them just what they want to hear.

Prerequisite: None

Benefit: You get a +2 bonus on Bluff and Disguise checks.

CHARM IMMUNITY [GENERAL]

You are immune to charm effects.

Prerequisite: Charm Resistance, Racial bonus on saving throws against charm effects,

Benefit: You are immune to all charm effects.

CHARM RESISTANCE [GENERAL]

You can resist charm effects better than you otherwise could.

Prerequisite: Racial bonus on saving throws against charm effects

Benefit: You gain a +3 bonus on saving throws against charm effects.

CHARMING [GENERAL]

You are particularly convincing when attempting to command targets of your mind-affecting spells.

Prerequisite: Negotiator, Cha 13

Benefit: When you make a Charisma check to exert control over the target of a mind-affecting spell you cast, you gain a +3 bonus on this roll. This applies to checks to convince the target of a spell from the charm person spell chain to take an action it normally wouldn't, as well as to opposed Charisma checks made by two casters whose spells affect the same target and who give it conflicting orders.

CHINK IN THE ARMOR [GENERAL]

You are an expert at slipping a weapon between armor plates or into seams.

Prerequisite: Combat Expertise

Benefit: If you take a standard action to study an opponent, you can ignore half of his or her armor bonus (rounded down) during your next single attack. Only bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.

CIRCLE KICK [GENERAL]

You kick multiple opponents with the same attack action.

Prerequisite: Improved Unarmed Strike, Base attack bonus +3, Dex 15

Benefit: A successful unarmed attack roll allows you to make a second attack roll against a different opponent that is within the area that you threaten. This feat requires the full attack action.

CITY SLICKER

You are very familiar with city life and the inner workings of your hometown.

Prerequisites: None

Benefit: Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.

Special: This feat may only be taken at 1st level.

CLARITY OF VISION [GENERAL] [Skill Trick]

You can briefly see invisible opponents.

Prerequisite: Spot 12 ranks

Benefit: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.

CLEVER IMPROVISER [GENERAL] [Skill Trick]

Tools? Why would you need tools? It's just a combination lock with a poison needle trap, after all.

Prerequisite: Disable Device 5 ranks, Open Lock 5 ranks

Benefit: When making a Disable Device or Open Lock check without using thieves' tools, you ignore the normal —2 penalty.

You can use this trick any number of times per day until you fail a Disable Device or Open Lock check made without using thieves' tools. After a failure, you can't use Clever Improviser again until after you have rested for 8 hours.

CLEVER WRESTLING [GENERAL]

You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin.

Prerequisites: Small or Medium size, Improved Unarmed Strike

Benefit: When your opponent is Large or larger, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent’s size.

Opponent / Size Bonus

Large +2

Huge +4

Gargantuan +6

Colossal +8

CLIFFWALKER [GENERAL]

You are alive and comfortable climbing cliffs and mountainous terrain.

Prerequisite: Climb 5 ranks

Benefit: While using the climb skill in mountainous terrain you gains a +1 bonus to Dexterity and have a climb speed of 20 feet.

CLIFFWALKER ELITE

Your skill at cliff climbing and mountaineering, comes natural to you.

Prerequisite: Cliffwalker

Benefit: While using the climb skill in mountainous terrain your climb speed improves by an additional 10 feet.

CLOAK DANCE [GENERAL] L5R

You are skilled at using optical tricks to make yourself seem to be where you are not.

Prerequisite: Hide 10 ranks, Perform (dance) 2 ranks

Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

CLOSE-QUARTERS FIGHTING [GENERAL]

You are skilled at fighting at close range and resisting grapple attempts.

Prerequisites: Base attack bonus +3

Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.

Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple.

Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats.

CLOSED MIND [GENERAL]

Your mind is better able to resist psionics than normal.

Prerequisite: None

Benefit: You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

Special: You cannot take or use this feat if you have the ability to use powers.

CLOUDY CONJURATION [GENERAL]

Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.

Prerequisite: Spell Focus (conjuration) or 1st level conjurer

Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.

Special: A conjurer can select this feat as a wizard bonus feat.

COLD ENDURANCE [GENERAL]

Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments.

Prerequisite: Base Fortitude save bonus +2

Benefit: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves. You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resistance to cold damage.

COLD FOCUS [GENERAL]

Your cold spells are more potent than normal.

Prerequisite: None

Benefit: Add +1 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.

COLD SPELL SPECIALIZATION [GENERAL]

You do additional damage with cold spells.

Prerequisite: Con 13, Snowcasting, Frozen Magic

Benefit: In cold areas (temperature at or below 40° F), you gain a +1 bonus per die to any dice rolled to determine damage caused by cold spells you cast. In areas of extreme cold (below–20° F), the damage bonus increases to +2 per die.

COLLECTOR OF STORIES [GENERAL] [Skill Trick]

You've heard so many tales of legendary monsters that you remember all sorts of gory details.

Prerequisite: Knowledge (any) 5 ranks

Benefit: When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check.

COLLEGIATE WIZARD [GENERAL]

You have undergone extensive training in a formal school for wizards.

Prerequisite: Int 13, 1st level Wizard

Benefit: You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks.

Normal: 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks.

Special: You can take this feat only as a 1st-level character.

COMBAT CASTING [GENERAL]

You are adept at casting spells in combat.

Prerequisite: None

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

COMBAT CHARM [GENERAL]

Your charm spells are equally effective in combat and noncombat situations.

Prerequisites: Wis 13

Benefit: When casting a charm spell (such as charm animal, charm person, or charm monster) on a creature being threatened by you or your allies, it does not gain the usual +5 bonus on its save against the spell.

You excel at approaching an opponent from an unexpected direction to deliver deadly attacks. As you approach your foe, you duck and weave to confuse his defenses. Alternatively, you draw a weapon and make a quick attack that surprises your foe.

Prerequisites: Dex 13, Dodge, base attack bonus +12

Benefit: You can designate one specific foe as the target of this feat as a free action. If neither you nor the target threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn.

COMBAT TINKERING [GENERAL]

You can disarm traps or pick locks quickly and efficiently, even under the pressure of combat.

Prerequisites: None

Benefit: You gain a +4 bonus on Concentration checks to avoid being distracted in combat while making Disable Device or Open Lock checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check.

Normal: You must make a Concentration check whenever you are damaged or otherwise distracted while attempting to use the Disable Device or Open Lock skills. The DC to open a lock or disable a device is increased by 20 if you attempt to complete the task in a shorter amount of time.

Special: This feat is particularly useful against encounter traps.

COMMANDING [GENERAL]

The targets of your compulsion spells find them difficult to resist.

Prerequisites: Cha 15, Persuasive

Benefit: Add +1 to the Difficulty Class for all saving throws against your enchantment (compulsion) spells. This bonus stacks with the bonuses from Spell Focus (enchantment) and Greater Spell Focus (enchantment).

COMMUNICATOR [GENERAL]

You possess a magical understanding of the essence of language.

Prerequisites: None

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—arcane mark, comprehend languages, message.

COMPANION SPELLBOND [GENERAL]

You form a special magical link with your animal companion, allowing you to share spells with it over a greater distance.

Prerequisite: Animal companion

Benefit: You use your companion’s share spells ability out to a range of 30 feet, rather than the standard 5 feet. You can cast touch spells to affect your companion at a greater range than normal. You can change a spell’s range from touch to short (range of 25 feet + 5 feet per two caster levels) if the spell targets only your companion.

CONCEAL SPELLCASTING [GENERAL] [Skill Trick]

You can cast spells without others noticing.

Prerequisite: Concentration 1 ranks, Sleight of Hand 5 ranks, Spellcraft 1 ranks

Benefit: You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

CONSECRATE SPELL-LIKE ABILITY [GENERAL]

You can channel holy power into your spell-like abilities.

Prerequisites: Any good alignment

Benefit: This feat adds the good descriptor to a spell-like ability. Furthermore, if the ability deals damage, half that damage (rounded down) results from divine power and can’t be reduced by resistance or immunity to energy-based attacks.

Each of your spell-like abilities can be consecrated three times per day, though this feat does not allow you to exceed your normal usage limit for any ability. Thus, if a tulani eladrin chooses to consecrate its chain lightning ability, it can use a consecrated chain lightning up to three times that day. Thereafter, it could use its chain lightning ability again normally (since it can use chain lightning at will), or it could consecrate another of its spell-like abilities, such as meteor swarm.

COOL HEAD [GENERAL]

Your mental acuity serves you better than most.

Prerequisite: Any two mental skill tricks

Benefit: You immediately learn up to two mental skill tricks at no cost, and your limit on skill tricks known increases by one.

Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.

COORDINATED STRIKE

You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.

Prerequisites: Handle Animal 5 ranks, animal companion class feature or special mount class feature

Benefit: During any round in which your animal companion or special mount makes a melee attack, you gain a +1 competence bonus on your attack rolls against the same target.

CORNER PERCH [GENERAL] [Skill Trick]

You can brace yourself against walls to leave your hands free.

Prerequisite: Climb 8 ranks

Benefit: If you succeed on a Climb check to ascend or descend either a "chimney," where you can brace against opposite walls, or a corner where you can brace against perpendicular walls, you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 (made as a move action) or you have succeeded on another Climb check to move up or down the wall as normal.

CORPSECRAFTER [GENERAL]

Undead you raise or create are tougher than normal.

Prerequisites: None

Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

COVER YOUR TRACKS [GENERAL]

You are good at masking your route, making it difficult for others to track you.

Prerequisite: Track

Benefit: Add +5 to the DC to follow your tracks, or +10 if you move at half speed, and hide your trail. You gain a +2 on hide checks.

Normal: Characters without this feat can move at half speed and hide their trail, adding +5 to the DC to follow their tracks.

CRUSHING STRIKE [GENERAL]

You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent’s defenses.

Prerequisites: Proficiency with a bludgeoning weapon, Weapon Focus with a bludgeoning weapon, Weapon Mastery (bludgeoning), Weapon Specialization with a bludgeoning weapon, base attack bonus +14.

Benefit: When you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe’s defenses, granting a cumulative +1 bonus on attack rolls until the end of your current turn.

CULL WAND ESSENCE [GENERAL]

You can focus the raw magical energy of a wand or staff into a beam of energy.

Prerequisite: Use Magic Device 4 ranks

Benefit: When using a spell trigger device, such as a wand or staff, you can expend a charge from the device and produce a ray of magical energy that you can fire at a single target within 60 feet. With a successful ranged touch attack, the ray deals damage based on the level of the spell normally produced by the magic item, according to the table below.

Spell Level / Damage

1st - 1d6

2nd - 3d6

3rd - 6d6

4th - 10d6

This attack benefits from Weapon Focus (ranged spells) and similar feats and effects. The ray is treated as a spell of the same level as the spell normally produced by the magic item. Spell resistance applies to the damage, using the caster level of the spell trigger item.

CUMBROUS DODGE [GENERAL]

You have a chance to dodge attacks that hit you, but at a cost.

Prerequisites: Dodge, Tumble 4 ranks

Benefit: You may activate this feat as a free action. You gain a +2 bonus to your Armor Class for the rest of the current encounter. At the end of the encounter, you are fatigued.

CUMBROUS FORTITUDE [GENERAL]

You have a greater chance than normal to resist attacks against your vitality, but at a cost.

Prerequisites: Great Fortitude

Benefit: Before rolling a Fortitude save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are staggered until the end of the encounter. A staggered character can take only a partial action when he or she would normally be able to take a standard action.

CUMBROUS REFLEXES [GENERAL]

You have a greater chance to resist attacks against your agility, but at a cost.

Prerequisites: Lightning Reflexes

Benefit: Before rolling a Reflex save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are prone and dazed.

CUMBROUS WILL [GENERAL]

You have a greater chance to resist attacks against your willpower, but at a cost.

Prerequisites: Iron Will

Benefit: Before rolling a Will save, you can decide to activate this feat, which gives you a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are shaken until the end of the encounter. A shaken character takes a –2 morale penalty on attack rolls, checks, and saving throws.

CUNNING EVASION [GENERAL]

When an area attack detonates around you, you use the chaos and flash of energy to duck out of sight.

Prerequisites: Hide 9 ranks, evasion

Benefit: If you are caught within an area attack whose damage you avoid completely due to your evasion or improved evasion ability, you can make a combined Hide check and a 5-foot step as an immediate action. You can attempt this check only if there is cover suitable for a Hide check, and you can take your 5-foot step into cover before making your Hide attempt.

Special: If you have the hide in plain sight class feature, you do not need cover near you to attempt the Hide check allowed by this feat.

CUNNING SIDESTEP [GENERAL]

You have a better than normal chance to avoid being bull rushed or tripped.

Prerequisites: Improved Unarmed Strike, Clever Wrestling, size Small or Medium

Benefit: When your opponent is larger than Medium, you gain a circumstance bonus on any opposed check you make to avoid being bull rushed, tripped, knocked down, or pushed. The size of the bonus depends on your opponent’s size:

Opponent / Size Bonus

Large +2

Huge +4

Gargantuan +6

Colossal +8

Special: This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with the Clever Wrestling feat.

CURLING WAVE STRIKE [GENERAL]

Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.

Prerequisites: Dex 13, Improved Trip

Benefit: If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round.

Normal: A character with Improved Trip who trips an opponent in melee gets a free attack against that opponent.

CUTPURSE [GENERAL]

You are able to pick the pockets of your melee opponents.

Prerequisites: Sleight of Hand 5 ranks, Improved Unarmed Strike

Benefit: While engaged in combat, you may attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand attempts as combat maneuvers.

Normal: Using Sleight of Hand in melee provokes an attack of opportunity.

COMBAT TACTICIAN [GENERAL]