DAMPEN SPELL [GENERAL]
From the lowliest prestidigitator to the most august hierophant, spellcasters both arcane and divine recognize the power of counterspelling. You are no exception. You have learned to channel energy into a foe’s spell to weaken its effects. Although you fail to nullify the spell, you render it much easier to resist.
Prerequisite: Improved Counterspell
Benefit: You can use an immediate action to attempt to dampen an enemy’s spell. As with counterspelling, you must identify the target spell as it is being cast. If you successfully identify it, you can expend any spell or spell slot to dampen your opponent’s incantation. Because of your hasty, immediate casting, you do not fully counter the target spell. Instead, you subtract the level of the spell or spell slot you expend from the save DC of your opponent’s spell.
DANGER SENSE [GENERAL]
You are one twitchy individual.
Prerequisite: Improved Initiative
Benefit: Once per day, you can reroll an initiative check you have just made. You use the better of your two rolls. You must decide to reroll before the round starts.
DAREDEVIL ATHLETE [GENERAL]
You are capable of pulling off amazing stunts.
Benefit: Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check.
DARKSTALKER
You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid.
Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
DASH [GENERAL]
You can move faster than normal.
Benefit: If you are wearing light armor or no armor and are carrying a light load, your speed is 5 feet faster.
DAYLIGHT ADAPTATION [GENERAL]
You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.
Prerequisite: Light blindness or light sensitivity
Benefit: Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a sunbeam or sunburst, still affect you normally.
DAZZLING ILLUSION [GENERAL]
Casting illusions causes the air about you to be filled with flashing colors that dazzle your foes.
Prerequisite: Spell Focus (illusion) or illusionist level 1st
Benefit: When you cast an illusion spell, you can choose to render all within 30 feet dazzled for 1 round. Blind creatures are immune to this effect.
Special: An illusionist can select this feat as a wizard bonus feat.
DEADLY CHILL [GENERAL]
Undead you raise or create deal more damage than normal.
Prerequisite: Corpsecrafter
Benefit: Each corporeal undead you raise or create with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.
DEATH BLOW [GENERAL]
You waste no time in dealing with downed foes.
Prerequisites: Improved Initiative, base attack bonus +2
Benefit: You can perform a coup de grace attack against a helpless defender as a standard action. Doing this still provokes attacks of opportunity as normal.
Normal: Performing a coup de grace is a full-round action.
DEATH MASTER [GENERAL]
Foes are especially afraid of your critical hits.
Prerequisite: Daunting Presence, Cha 13, Base attack bonus +1, any evil alignment
Benefit: Whenever you score a critical hit with a melee attack against a living foe, the foe is also shaken for 10 rounds. This is a mind-affecting, fear effect.
DECEITFUL [GENERAL]
You have a knack for disguising the truth.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.
DECEPTIVE [GENERAL]
You have a knack for masking and deceit.
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.
DEFENDING SPIRIT [GENERAL] L5R
Your watchful spirit helps keep you safe in combat.
Prerequisite: Watchful spirit class feature (see the wu jen class in Complete Arcane)
Benefit: Your watchful spirit helps you defend yourself. If you use an initiative reroll from your watchful spirit class feature, you gain a +2 dodge bonus to your Armor Class for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit class feature.
DEFENSE AGAINST THE SUPERNATURAL [GENERAL]
Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.
Prerequisite: Knowledge (arcana) 2 ranks
Benefit: You gain a +2 bonus on saving throws made to resist supernatural special attacks.
DEFENSIVE THROW [GENERAL]
You can use your opponent’s weight, strength, and momentum against her, deflecting her attack and throwing her to the ground.
Prerequisites: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike
Benefit: If the opponent you have chosen to use your Dodge feat against attacks you and misses, you can make an immediate trip attack against that opponent. This attempt counts against your allowed attacks of opportunity in the round.
DEFT HANDS [GENERAL]
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
DEFT OPPORTUNIST [GENERAL]
You are prepared for the unexpected.
Prerequisites: Dex 15, Combat Reflexes
Benefit: You get a +4 bonus on attack rolls when making attacks of opportunity.
DEFT STRIKE [GENERAL]
You can place attacks at weak points in your opponent’s defenses.
Prerequisites: Int 13, Combat Expertise, Spot 10 ranks, sneak attack
Benefit: As a standard action, you can attempt to find a weak point in a visible target’s armor. This requires a Spot check against a DC equal to your target’s Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target’s armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally.
If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.
DELAY POTION [GENERAL]
You can drink a potion and postpone its effects.
Prerequisite: Knowledge (arcana) 2 ranks
Benefit: You can drink a potion and delay its effects for a number of hours equal to your Constitution modifier (minimum 1 hour). At any time during this period, you can activate the potion's effect as a swift action. If the duration expires before you activate the potion, it is wasted. You can delay only one potion at a time. You must activate a delayed potion before you can choose to delay another one.
DESTRUCTION RETRIBUTION [GENERAL]
Undead you raise or create harbor a retributive curse that is unleashed if they are destroyed.
Prerequisite: Corpsecrafter
Benefit: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.
DETECT SHADOW WEAVE USER [GENERAL]
You can determine if a magic item or spellcaster is using the Weave or the Shadow Weave.
Prerequisite: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Benefit: Whenever you observe spellcasting or a magical effect you can make a Spellcraft check (DC 15 + spell level) as an immediate action to determine if the effect comes from the Weave or the Shadow Weave. When using detect magic, you automatically identify the Weave or Shadow Weave origin of any aura you detect.
DIEHARD [GENERAL]
You can remain conscious after attacks that would fell others.
Prerequisite: Endurance
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action that is deemed strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.
DILATE AURA [GENERAL]
You can extend the range of your aura.
Prerequisite: Aura ability
Benefit: Once per encounter, you can double the range of your aura. The expanded aura lasts for a number of rounds equal to your Charisma modifier (minimum 1 round).
DILIGENT [GENERAL]
Your meticulousness allows you to analyze minute details that others miss.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.
DIRTY FIGHTING [GENERAL]
You know the brutal and effective fighting tactics of the streets and back alleys.
Prerequisite: Base attack bonus +2
Benefit: Make a melee attack roll normally. If successful, you inflict an additional +1d4 points of damage. This feat requires the full attack option.
DIRTY RAT [GENERAL]
You are quite adept at slipping under a foe's guard while he's distracted.
Prerequisite: Tumble 4 ranks
Benefit: You gain an additional +1 bonus on attack rolls when flanking an opponent.
DISEASE IMMUNITY [GENERAL]
Whether due to prolonged exposure or natural hardiness, you have grown immune to some diseases and resistant to all others.
Prerequisite: Constitution 13
Benefit: You are immune to one specific type of disease, such as the red ache or mummy rot. In addition, you gain a +2 circumstance bonus on saving throws against other diseases (including magical diseases). You recover points lost to ability damage from disease at double the normal rate (2 points per day, rather than 1). If someone with the Heal skill (including yourself) uses your blood to help someone with the disease to which you are immune, the diseased character automatically makes his saving throw to recover. If your blood is used to aid in the healing of someone with any other disease, it provides a +4 bonus on the Heal check.
Special: You can gain this feat multiple times. Each time you take it, you become immune to a new disease. The +2 circumstance bonus against other diseases does not stack with itself, since the circumstances of each disease immunity are essentially the same.
DISMOUNT ATTACK [GENERAL] [Skill Trick]
You can leap out of the saddle onto a foe.
Prerequisite: Ride 5 ranks
Benefit: If your mount has moved at least 10 feet in this round and you succeed on a fast dismount, you can use a standard action to attack an adjacent opponent as if you had charged that opponent.
DIVE FOR COVER [GENERAL]
You can dive behind cover or drop to the ground quickly enough to avoid many area effects.
Prerequisite: Base Reflex save bonus +4
Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll.
DIVINE DENIAL [DIVINE]
You harden your will against the power of the deities.
Prerequisite: Iron Will, Knowledge (religion) 9 ranks
Benefit: Whenever you are the target of a divine spell, you gain a +2 bonus on saving throws to resist the spell. If the spell does not allow a saving throw, you can make a Will save against the spell's DC as if it allowed a save. If you succeed, you negate the effect of the spell.
DOMAIN FOCUS [GENERAL]
You have mastered the subtle intricacies of the divine power you've devoted yourself to.
Prerequisite: Access to relevant domain
Benefit: You can cast spells associated with one of your domains at +1 caster level. This benefit also applies to caster level checks to overcome a target’s spell resistance as well as other variables such as spell duration. If you cast a spell from one of your nondomain spell slots, this feat does not help you, even if the spell also happens to appear on your domain list.
Special: You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain to which you have access.
DOUBLE WAND WIELDER [GENERAL]
You can activate two wands at the same time.
Prerequisites: Craft Wand, Two-Weapon Fighting
Benefit: As a full-round action, you can wield a wand in each hand (if you have both hands free), with one wand designated as your primary wand and the other your secondary wand. Each use of the secondary wand expends 2 charges from it instead of 1.
DRACONIC ARCHIVIST [GENERAL]
In addition to your studies of the darkness, you have spent time studying dragons and constructs.
Prerequisite: Knowledge (dark)
Benefit: You can use your dark knowledge ability on dragons and constructs. You may use Knowledge (dark) for Knowledge (arcane) checks regarding these two creature types.
Normal: Without this feat, a character with dark knowledge can use that class feature only on aberrations, elementals, magical beasts, outsiders, and undead.
DRAGON HUNTER [GENERAL]
You have made a special study of dragons and know how to defend against a dragon’s attacks.
Prerequisite: Wis 13
Benefit: You gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon.
DRAGON HUNTER BRAVERY [GENERAL]
You resist dragons’ frightful presence, and your mere presence helps others resist as well.
Prerequisites: Wis 13, Dragon Hunter
Benefit: You and all allies within 30 feet who can see you are treated as having +4 HD for the purposes of determining your resistance to the frightful presence of dragons. All creatures so affected also gain a +4 morale bonus on Will saves made to resist a dragon’s frightful presence.
Your animal companion, familiar, or special mount automatically succeeds on its Will save to resist the dragon’s frightful presence if you succeed on yours (or if your effective Hit Dice total makes you immune).
DRAGON HUNTER DEFENSE [GENERAL]
Your insight into the tactics and abilities of dragons grants you awareness of how best to avoid their magical attacks.
Prerequisites: Wis 13, Dragon Hunter
Benefit: You gain the evasion ability against the breath weapons of dragons. (If a dragon’s breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.)
Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spelllike abilities of dragons.
DRAGON PROPHESIER [GENERAL]
The sky above, the pits and caverns below, and the land between contain signs and portents for those with the skill to see them. The dragonkind of Tellene seek meaning in the patterns they observe all around them, looking for omens of the draconic Prophecy. Like the dragons, you seek to untangle and perceive the record of everything that has been, and more important, what will be. The world is the record, and you are the perennial student. This openness to knowledge infuses you with additional foresight--you have prophetic favor.
Prerequisite: Knowledge (arcana) 2 ranks, Speak Language (Draconic)
Benefit: With a full-round action, you can place yourself in a state of openness and insight into the world around you. This state is referred to as prophetic favor, and it lasts for a number of rounds equal to 3 + 1/2 the number of Knowledge (arcana) ranks you have. While in prophetic favor, you gain a +1 insight bonus on saves. Dragon Prophesier also enables you to take additional feats that grant you extra benefits while in a state of prophetic favor. You can enter a state of prophetic favor a number of times per day equal to 1/2 your HD (round up) + your Wis bonus (if any).
DRAGON'S TOUGHNESS [GENERAL]
You are incredibly tough.
Prerequisite: Base Fort save bonus +11
Benefit: You gain +12 hit points.
Special: You can gain this feat multiple times.
DRAGONBANE [GENERAL]
You have made a special study of dragons and are adept at pulling off deliberate attacks that take advantage of a dragon's weak spots.
Prerequisite: Dragonfoe, Int 13, Base attack bonus +6
Benefit: You may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.
Special: The bonus on the attack roll and the extra damage stack with the benefits provided by a weapon with the bane (dragons) special ability.
In the case of a critical hit, the extra damage dice aren't multiplied.
DRAGONDOOM [GENERAL]
You have learned how to place blows against a dragon that deal tremendous damage.
Prerequisite: Dragonbane, Dragonfoe, Int 13, Base attack bonus +10
Benefit: When you attack a dragon, the critical multiplier of your weapon improves as noted below.
Normal Multiplier/New Multiplier
×2 - ×3
×3 - ×5
×4 - ×7
Special: The benefit of this feat does not stack with any other ability or effect that alters a weapon's critical multiplier.
DRAGONFOE [GENERAL]
You have learned how to attack dragons more effectively than most other individuals.
Prerequisite: Int 13
Benefit: You gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon’s spell resistance. Also, dragons take a –2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.
DRAGONSONG [GENERAL]
Your song or poetics echo the power of the dragonsong, an ancient style of vocal performance created by dragons in the distant past.
Prerequisites: Cha 13, Knowledge (arcana) 4 ranks, Perform 6 ranks, Speak Language (Draconic).
Benefit: You gain a +2 bonus on Perform checks involving song, poetics, or any other verbal or spoken form of performance.
In addition, the DC of any saving throw required by mind-affecting effects based on your song or poetics (such as bardic music) is increased by +2.
DREAMTELLING [GENERAL]
You can use your Knowledge (the planes) skill to interpret your dreams or the dreams of others, thus gleaning useful information and insights.
Benefit: You can interpret the basic symbolism of a dream to figure out what sorts of concerns or fears are likely to have inspired it.
Knowledge
(the planes)
Dream Being Interpreted.............DC
Features obvious symbolism...................10
Involves cultural details or concepts
with which you are not very familiar.......15
Represents memories of past events
with which you are not familiar...............20
Both the previous conditions are true.....25
Attempting to garner insight into future events, or events occurring elsewhere, by reading the prophetic images of a dream adds +10 to +20 to the base DC, depending on how obscure the omens are.
The DM decides if a dream contains prophetic imagery; a sufficiently high roll might glean some information even if the dream was not overtly oracular.
Making the DC required to interpret a dream grants information comparable to an augury spell.
Exceeding the required check by 10 or more offers information comparable to a divination spell.
Exceeding the required check by 20 or more offers information comparable to a commune spell.
Even if your result was not high enough to enable you to read prophetic images, the result might be sufficient to interpret basic symbols and events. Thus, a check result of 18 is insufficient to foretell the future but still grants some information about cultural details or concepts.
You can use this feat to determine what effect injuries received in a dreamscape are likely to have on you once you return (DC 15), or whether an item or location was created by the dreamer or brought in from outside (DC 20).
Finally, this feat allows Knowledge (the planes) to function in place of Survival when used within a dreamscape. This skill can be used to retrace your steps and return to a known person’s dream, or to attempt to track a creature across the dreamscape.
Action: Dreamtelling requires careful analysis of bizarre images and events. If you are trying to interpret your own dream, you must cogitate on it for a number of minutes equal to 30 minus your Intelligence modifi er. If you wish to analyze someone else’s dream, that person must fi rst describe it to you in great detail, adding an additional 10+1d10 minutes to the process.
Try Again: No. The check represents your ability to interpret that particular dream. You can attempt to interpret other dreams the same individual has later, but you get only one attempt per dream. Similarly, you have only one attempt to determine whether an item is native to a particular dream.
Special: This campaign is set to interact with the dream world. Hence, this feat is only available with approval from the DM.
DRIFT MAGIC [GENERAL]
You can tap the power of drift magic.
Prerequisites: Knowledge (local wasteland region) 4 ranks, ability to cast spells
Benefit: You can use drift magic.
DRIVING ATTACK [GENERAL]
When you strike an opponent with a piercing weapon, the brutal impact of your strike sends him sprawling.
Prerequisites: Proficiency with selected piercing weapon, Weapon Focus with selected piercing weapon, Weapon Mastery (piercing), Weapon Specialization with selected piercing weapon, base attack bonus +14.
Benefit: If you use a full-round action to make a single melee attack with any piercing weapon and succeed in hitting, you can initiate a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Strength modifier. You do not provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent.
If you succeed in pushing an opponent back 10 feet or more, you can reduce the distance you push him by 10 feet. In return, your foe falls prone in the square where he ends his movement. Note that by reducing the distance you push your opponent, you can have him fall prone in his current space.
DRUUTH SLATER [GENERAL]
You have studied the lore of the Druuth and know how to recognize and resist their powers.
Prerequisite: Knowledge (dungeoneering) 2 ranks, Knowledge (nature) 2 ranks
Benefit: This feat grants three benefits. First, you get a +1 bonus on Will saving throws. Second, you gain a +10 insight bonus on Spot checks made to recognize a doppelganger using its change shape ability. Third, if affected by a mind flayer's mind blast, you get a new saving throw every round at the end of your turn to end the stun effect.
DUMB LUCK [GENERAL]
You can survive situations that should kill you.
Prerequisite: Character Level 6, any two feats with Luck in the title
Benefit: If you roll a natural 1 when making a saving throw, you can expend a luck reroll as an immediate action to instead treat the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day.
DUNGEONEER'S INTUITION [GENERAL]
You can sense when things don't feel right, and you have a knack for avoiding deadly traps and sudden ambushes.
Prerequisite: Trap sense class feature, Wis 13
Benefit: You add your Wisdom bonus to your trap sense bonus. In addition, you can apply your trap sense bonus to your AC during a surprise round (although you still might be flatfooted if you were not aware of your foes before they struck).
DWARF'S TOUGHNESS [GENERAL]
You are tougher than you were before.
Prerequisite: Base Fort save bonus +5
Benefit: You gain +6 hit points.
Special: You can gain this feat multiple.
EAGLE CLAW ATTACK [GENERAL]
Your superior insight allows you to strike objects with impressive force.
Prerequisites: Wis 13, Improved Sunder, Improved Unarmed Strike
Benefit: When you make an unarmed strike against an object, you may add your Wisdom bonus to the damage dealt to the object.
EAGLE’S FURY [GENERAL]
You know how to wield the eagle’s claw with deadly speed.
Prerequisites: Dex 15, proficiency with eagle’s claw
Benefit: You can get one extra attack per round with an eagle’s claw (see page 6). 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 take a full attack action to use this feat.
EARTH ADEPT [GENERAL]
You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
Prerequisites: Con 13, Wis 13, Earth Sense
Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.
EARTH HERITAGE [GENERAL]
You are descended from creatures native to the Elemental Plane of Earth. You share some of your ancestors' natural stability and physical power.
Prerequisite
Benefit: Your stability grants you a +2 bonus on checks to avoid being bull rushed or tripped while standing on the ground. This bonus stacks with the benefits of similar effects, such as a dwarf's stability. You also gain a +1 bonus on weapon damage rolls if both you and your foe touch the ground.
Special: Must be taken at character creation.
EARTH MASTER [GENERAL]
You are in tune with the ground at your feet, helping you anticipate your opponent’s movements in combat.
Prerequisites: Con 13, Wis 13, Earth Adept, Earth Sense
Benefit: You gain a +1 bonus on attack rolls if both you and your foe are touching the ground.
EARTH SENSE [GENERAL]
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13
Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the air or aquatic subtype may not select this feat.
EARTH SPELL [GENERAL]
You draw magical power from the earth beneath your feet.
Prerequisites: Con 13, Wis 13, Earth Sense, Heighten Spell
Benefit: As long as you are standing on stone or unworked earth, including normal soil, you can use the Heighten Spell feat to added effect. If you cast a spell using a spell slot one level higher than the spell’s actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the spell is treated as three levels higher and your effective caster level is increased by two, and so on.
You cannot gain the benefit of this feat when casting a spell with the air, fire, or water descriptor.
EARTH’S EMBRACE [GENERAL]
You can crush opponents when you grapple them.
Prerequisites: Str 15, Improved Grapple or improved grab, Improved Unarmed Strike
Benefit: While grappling, if you pin your opponent, you deal an extra 1d12 points of damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you’re pinning) a +4 bonus on attack rolls against you (but you are not helpless). You do not gain this extra damage against creatures that are immune to critical hits.
Normal: You may deal normal damage to a pinned opponent by making a successful grapple check.
EASY ESCAPE [GENERAL] [Skill Trick]
You can slip free from the grasp of a larger enemy with ease.
Prerequisite: Escape Artist 8 ranks, Medium or smaller size
Benefit: If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table.
Opponent Size/ Escape Artist Bonus
Large / +4
Huge / +8
Gargantuan / +12
Colossal / +16
ELDER GIANT MAGIC [GENERAL]
You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells.
Prerequisite: Spellcraft 9 ranks
Benefit: When casting a spell with a casting time of no more than 1 round, you can increase the casting time by up to 3 rounds. For each additional round that you extend the casting time, your effective caster level is increased by 1. This increase affects all the variables that depend upon caster level, including checks To overcome spell resistance. Using this power is not without danger. Each round of increased casting time, you must succeed on a Concentration cheek (DC 15 + spell level + 1 for each previous check) or lose the spell. You cannot take 10 on these checks.
Special: Creatures of the giant type can also use this feat to improve spell-like abilities, and they gain a + 4 competence bonus on Concentration cheeks made to use the feat.
ELEMENTAL ADEPT [GENERAL] L5R
You can spontaneously cast a spell of the element you have mastered.
Prerequisite: Elemental mastery class feature
Benefit: Choose one spell of the element you have chosen for your elemental mastery class feature. You can now spontaneously cast that spell by sacrificing a prepared spell of equal or higher level. The spell you choose must be in your spellbook. When you gain a level, you can change the spell you can spontaneously cast by picking a new spell of the element you chose for elemental mastery.
ELEMENTAL SPELLCASTING [GENERAL]
Choose an element (air, earth, fire, or water). You cast spells with that descriptor more effectively than normal.
Prerequisite: Knowledge (the planes) 2 ranks
Benefit: You cast spells with the chosen descriptor at +1 caster level.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new element.
ELEMENTAL THEURGY [GENERAL]
You can combine alternative sources of power when using spells that contain the same elemental descriptor (air, earth, fire, or water).
Prerequisites: At least one elemental domain (Air, Earth, Fire, or Water), ability to cast arcane spells with the same elemental descriptor as your domain.
Benefit: Choose one of your elemental domains: Air, Earth, Fire, or Water. You can cast spells with the related spell descriptor as if your caster level was the sum of all spellcasting classes that grant spells of that elemental spell descriptor. The effect applies only to a single elemental descriptor chosen when the feat is taken.
This does not affect your spells per day or spells known. It only increases your caster level when casting spells of the appropriate descriptor.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental domain and spell descriptor.
ELFHUNTER [GENERAL]
Because of your cultural hatred for elves, you have had specific training in how best to fight them.
Prerequisite: None
Benefit: Choose one subrace of elf. When fighting elves of this kind, you gain a +1 competence bonus on melee damage rolls and on ranged attack rolls made at ranges of up to 30 feet. You also gain the benefit of the Improved Critical feat for the weapon you are using in any such attack. This benefit does not stack with that of the Improved Critical feat.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat you must choose a new subrace of elf to which it will apply.
ELVEN SPELL LORE [GENERAL]
You have studied the mighty arcane traditions of the elves, granting you insight into the intricate workings of magic and the theoretical structures behind spells.
Prerequisites: Int 17, Knowledge (arcana) 12 ranks
Benefit: Your understanding of the elven secrets of magic grants you two benefits. When you cast dispel magic or greater dispel magic, you gain a +2 bonus on your caster level check. Your understanding of magic allows you to more easily unravel the power that sustains a foe’s spell.
In addition, your knowledge of magic grants you rare insights into forgotten spell lore. Choose a single spell in your spellbook when you take this feat. When preparing that spell, you can alter the type of damage it deals to a single type of your choice. You must make this choice when preparing the spell (those who do not prepare spells cannot benefit from this aspect of the feat). You can prepare the spell multiple times, selecting the same or a different energy type for it with each preparation.
You can gain this feat multiple times. The caster level bonus does not stack, and each time you take the feat, a different spell must be chosen.
EMPOWER SPELL-LIKE ABILITY [GENERAL]
You can use a spell-like ability with greater effect than normal.
Prerequisite: Spell-like ability caster level 4th
Benefit: Choose one of your spell-like abilities, subject to the following restrictions. You can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When you use an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one-half. An empowered spell-like ability does half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate.
Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
You can only select a spell-like ability duplicating a spell with a level less than or equal to one-half your caster level (round down), –2.
Special: This feat can be taken multiple times. Each time it is taken, you can apply it to another one of your spell-like abilities.
ENEMY OF GOOD [GENERAL]
You draw power from your unholy devotion.
Prerequisite: Chosen of Evil, Evil Brand
Benefit: Whenever you cast a spell or use a spell-like ability against a creature of the good subtype or a creature that radiates an aura of good, the save DC, if any, increases by 2.
ENDURANCE [GENERAL]
You are capable of amazing feats of stamina.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
ENDURING LIFE [GENERAL]
You can ignore the effect of negative levels for a short time.
Benefit: Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus. You also gain a +4 bonus on Fortitude saves to remove negative levels.
ENSPELL FAMILIAR [GENERAL]
You can cast spells on your familiar over a distance.
Prerequisites: Caster level 1st, ability to gain a familiar
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells, as long as it is within 1 mile of you. Thus any spell you cast on yourself also affects your familiar.
Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast.
ESCAPE ATTACK [GENERAL] [Skill Trick]
You can follow a successful escape with a swift attack.
Prerequisite: Escape Artist 8 ranks
Benefit: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.
ESCHEW MATERIALS [GENERAL]
You can cast spells without relying on material components.
Benefit: You can 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.
EXTENDED SUPERNATURAL ABILITY [GENERAL]
You can cause a supernatural ability with a duration to last longer than normal.
Prerequisite: 4th Level, supernatural ability
Benefit: Once per day, you can extend a supernatural ability that has a duration. When you use an extended supernatural ability, it lasts twice as long as normal. A supernatural ability that has a duration of concentration, that happens instantaneously, or that permanently affects a target is not affected by this feat. You must declare the use of this feat before you use the ability. Extending a supernatural ability does not require a separate action.
Special: This feat can be taken multiple times. Each time it is taken, you can extend a supernatural ability one additional time per day. You cannot extend a particular use of a supernatural ability more than once.
EXPANDED AURA OF COURAGE [GENERAL]
Your aura of courage protects more allies than normal.
Prerequisite: Aura of courage class feature
Benefit: Your aura of courage now affects allies within 60 feet of you.
Normal: Without this feat, your aura of courage only works on allies within 10 feet.
EXPERT SWIMMER [GENERAL]
You swim like a fish. You can stay underwater far longer than
others of your race, and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance
Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). Your natural swim speed increases by 10 feet, if you have a swim speed.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.
EXPERT TACTICIAN [GENERAL]
Your tactical skills work to your advantage.
Prerequisites: Dex 13, Combat Reflexes, base attack bonus +2
Benefit: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on melee attack rolls and damage rolls against that creature for 1 round.
EXTRA CONTACTS [GENERAL]
You make connections and alliances easily.
Prerequisite: Cha 11
Benefit: Your maximum number of contacts increases by four
Normal: Without this feat, a character is normally limited to a number of contacts equal to his Charisma modifier (minimum 1).
Special: You can take the Extra Contacts feat multiple times. Its effects stack. Each time you take the feat, you add another four to your maximum number of contacts.
EXTRA DOMAIN SPELL [GENERAL]
You have chosen to be more specialized in a particular domain.
Prerequisite: Wis 15, access to one domain spell
Benefit: Choose one domain spell that you can cast. You may cast this spell one extra time each day. Once this spell is chosen, it may not be changed.
Special: You may take this feat multiple times. Each time you choose this feat, you select a different domain spell to which it applies.
EXTRA FAVORED ENEMY [GENERAL]
You select an additional favored enemy.
Prerequisite: Base attack bonus +5, at least one favored enemy
Benefit: You add an extra favored enemy to your list beyond your normal allotment. Initially, you gain the standard +1 bonus on damage and the usual skill checks against this new favored enemy. When you advance beyond the level at which you gained Extra Favored Enemy, this bonus increases in the same way other favored enemy bonuses do.
EXTRA INVOCATION [GENERAL]
You learn an additional invocation.
Prerequisite: Ability to use lesser invocations
Benefit: You learn one additional invocation from the list available to you, choosing an invocation of one grade lower than the highest grade of invocation you know.
Special: You can gain this feat multiple times. Each time, you gain an extra invocation of any grade (least, lesser, or greater) up to one lower than the highest grade of invocation you can currently use.
EXTRA SLOT [GENERAL]
You can cast an additional spell.
Prerequisite: Caster level 4th
Benefit: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. Once selected, the extra spell slot never changes level.
Special: You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.
EXTRA SMITING [GENERAL]
You can make more smite attacks.
Prerequisites: Smite ability, base attack bonus +4
Benefit: When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin’s smite evil ability or the hunter of the dead’s ability to smite undead, for example).
Special: You can not take this feat multiple times. Its effects stack with other smite feats and abilities.
EXTRA SPELL [GENERAL]
You learn an additional spell.
Prerequisite: Caster level 3rd
Benefit: You learn one additional spell at any level up to one lower than the highest level of spell you can currently cast. Thus, a 4th-level sorcerer (maximum spell level 2nd) gains a new 0-level or 1st-level spell known with which to expand her repertoire. For classes such as wizard that have more options for learning spells, Extra Spell is generally used to learn a specific spell that the character lacks access to and would be unable to research.
Special: You can gain this feat multiple times. Each time, you learn a new spell at any level up to one lower than the highest level of spell you can cast.
EXTRA SPELL SECRET [GENERAL]
You learn an additional spell secret.
Prerequisites: Spell secret class ability, able to cast 2nd level spells
Benefit: You choose one spell known to you that becomes permanently modified as though affected by Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, nor does the choice of spell and modification once chosen. As you go up in level, you can choose the same spell to be modified in different ways with multiple spell secrets (either from additional uses of this feat or through the spell secret class ability). You do not need to have the metamagic feat that you apply to the spell.
Special: You can take this feat multiple times. Each time, you can select another spell to be permanently modified as though affected by one of the metamagic feats mentioned above. You can choose the same spell to be modified with multiple applications of this feat.
EXTRA STUNNING [GENERAL]
You gain extra stunning attacks.
Prerequisites: Stunning Fist, base attack bonus +2
Benefit: You gain the ability to make three extra stunning attacks per day.
Special: You can not take this feat multiple times. Its effects stack with other stunning feats or abilities.
EXTRAORDINARY CONCENTRATION [GENERAL]
Your mind is so focused that you can cast spells even while concentrating on another spell.
Prerequisite: Concentration 15 ranks
Benefit: When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action. If you beat the DC by 10 or more, you can maintain concentration on the spell as a swift action (see Swift Actions and Immediate Actions, page 137). Using this ability is a free action, but if you fail the Concentration check, you lose concentration on the maintained spell and its effect ends. This feat does not give you the ability to maintain concentration on more than one spell at a time.
Normal: Concentrating on a spell is a standard action.
EXTRAORDINARY SPELL AIM [GENERAL]
You can shape a spell’s area to exclude one creature from
its effects.
Prerequisite: Spellcraft 15 ranks
Benefit: Whenever you cast a spell with an area, you can attempt to shape the spell’s area so that one creature within the area is unaffected by the spell. To accomplish this, you must succeed on a Spellcraft check (DC 25 + spell level).
Casting a spell affected by the Extraordinary Spell Aim feat requires a full-round action unless the spell’s normal casting time is longer, in which case the casting time is unchanged.
EYES IN THE BACK OF YOUR HEAD [GENERAL]
Your superior battle sense helps minimize the threat of flanking attacks.
Prerequisites: Wis 13, base attack bonus +1
Benefit: Attackers do not gain the usual +2 bonus on their attack rolls when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to Armor Class, such as when you are flat-footed. You may still be sneak attacked when flanked.
Normal: When you are flanked, the flanking opponents receive a +2 bonus on their attack rolls against you.
FADE INTO VIOLENCE [GENERAL]
While the chaos of battle swirls around you, you rely on your ability to slip into the background to avoid your enemy’s notice. Your frightened demeanor and pitiable appearance causes your opponents to seek out other targets.
Prerequisites: Bluff 6 ranks, Hide 6 ranks
Benefit: When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, choose a single target for this feat. If that opponent threatens both you and one of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on your Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit does not apply to ranged attacks or attacks of opportunity that you provoke.
Once you choose a target for this feat, you cannot switch to a new target for the rest of the encounter.
FASTER HEALING [GENERAL]
You recover faster than normal.
Prerequisites: Base Fortitude save bonus +5
Benefit: You recover lost hit points and ability score points faster than you normally would, according to the table on the next page.
FAVORED POWER ATTACK [GENERAL]
You are able to deal more damage against your favored enemies.
Prerequisites: Favored enemy ability, Power Attack, base attack bonus +4
Benefit: When you use the Power Attack feat against a favored enemy, you may subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. If you attack with a weapon in two hands, add three times the number. The normal restrictions of the Power Attack feat apply.
FISTS OF IRON [GENERAL]
You have learned the secrets of imbuing your unarmed attacks with extra force.
Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day.
FLASH CASTING [GENERAL]
Your passion for magic manifests visibly when you cast a spell.
Prerequisite: Cha 13, ability to cast a spell with the fire or light descriptor
Benefit: A fiery nimbus surrounds you whenever you cast a spell with the fire or light descriptor. This makes it almost impossible to hide while spellcasting, but it makes you difficult to look at as well. For 1 round after casting a fire or light spell creatures that attempt to attack you take a -2 penalty on attack rolls. Creatures must be able to see you to be affected by Flash Casting, and creatures with Hindsight or creatures that cannot see are immune.
FLEET OF FOOT [GENERAL]
You run nimbly, able to turn corners without losing momentum.
Prerequisites: Dex 15, Run
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat in medium or heavy armor, or if you’re carrying a medium or heavier load. If you are charging, you must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.
Normal: Without this feat you can run or charge only in a straight line.
FLICK OF THE WRIST [GENERAL]
With a single motion, you can draw a light weapon and make a devastating attack.
Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick Draw
Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent fl at-footed (for the purpose of this attack only). You can use this feat only once per round and once per opponent during any single combat encounter.
FLYING FISH LEAP [GENERAL]
You can hurl yourself out of the water with ease.
Prerequisites: Jump 8 ranks, Swim 4 ranks
Benefit: When leaping out of the water with a high jump, you ignore the penalty on the Jump check. In addition, you can fling yourself over the surface of the water when you make a high jump, leaping laterally just as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump.
Normal: Jump checks incur a –10 penalty when making a high jump out of water.
FLYING KICK [GENERAL]
You literally leap into battle, dealing devastating damage.
Prerequisites: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack
Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.
FOCUSED [GENERAL]
Prerequisites: None
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.
FORCE OF PERSONALITY [GENERAL]
You have cultivated an unshakable belief in your selfworth. Your sense of self and purpose are so strong that they bolster your willpower.
Prerequisite: Cha 13
Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.
FRIGHTFUL PRESENCE [GENERAL]
Like a dragon, your mere presence can terrify those around you.
Prerequisites: Cha 15, Intimidate 9 ranks
Benefit: You gain the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than you become shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier).
A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can’t affect creatures with an Intelligence of 3 or lower, nor does it have any effect on dragons.
FROSTFELL PRODIGY [GENERAL]
You gain additional bonus spells in cold regions.
Prerequisite: Con 13, Snowcasting, Frozen Magic, Cold Focus
Benefit: In cold areas (temperature at or below 40° F), the ability score used to determine how many bonus spells you may prepare or cast is treated as if it were 2 higher than its actual score. If you enter an area with a warmer temperature and remain in this area for longer than 1 minute, the bonus spells granted by this feat are lost until you can regain them.
In areas of extreme cold (below –20° F), the ability score is treated as if it were 4 higher than its actual score for purposes of determining how many bonus spells you can prepare or cast.
FROZEN MAGIC [GENERAL]
Your cold spells are more powerful when you cast them in a cold region.
Prerequisite: Con 13, Snowcasting
Benefit: In cold areas (temperature at or below 40° F), spells with the cold descriptor cast by you manifest at caster level +1.
In areas of extreme cold (below –20° F), cold spells cast by you manifest at caster level +2.