General Feats (S-Z)

SAGE

Your ability to recall vast amounts of knowledge with accuracy is amazing.

Prerequisite: Intelligence 17, Knowledge (any one) 8 ranks

Benefit: If you fail a check for a Knowledge skill in which you have at least 8 ranks, you may elect to “take 10” instead. You may not use this feat if you rolled a 1 on the die.

SAILOR’S BALANCE [GENERAL]

You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm.

Prerequisites: Profession (sailor) 4 ranks

Benefit: You gain a +5 competence bonus on Balance checks made while on the deck or in the rigging of a ship. You can move across a slippery deck at your normal speed.

Normal: Without this feat, each square of movement across a slippery deck costs 2 squares of movement.

SAND CAMOUFLAGE [GENERAL]

You can hide yourself in sand with a moment’s notice.

Prerequisites: Hide 5 ranks, Sandskimmer

Benefit: As a standard action, you can quickly camouflage yourself in any area of ash, dust, loose earth, or sand that is at least 1 inch deep. In areas with 1 to 11 inches of appropriate loose soil, you gain a +4 bonus on Hide checks. In areas with 12 inches or more of appropriate loose soil, you instead gain a +10 bonus on Hide checks. You must still have cover or concealment to make a Hide check.

SAND DANCER [GENERAL]

While making another attack, you attempt to blind a foe with thrown sand.

Prerequisites: Wis 13, Tumble 4 ranks

Benefit: In any round when you first move at least 10 feet using your Tumble skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can supplement an attack made in that same round with flung or kicked material. A foe damaged by your attack must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) or be blinded for 1 round.

SAND SNARE [GENERAL]

When you knock your foes into the sand, they have a hard time regaining their feet.

Prerequisites: Combat Expertise, Improved Trip

Benefit: If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a fullround action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal.

SAND SPINNER [GENERAL]

You spray sand with your acrobatic maneuvers.

Prerequisites: Wis 13, Tumble 8 ranks, Sand Dancer

Benefit: In any round when you first move at least 10 feet using your Tumble skill in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you can take a standard action to hurl a spray of sand into the eyes of all creatures in a 5-foot-radius burst. Those within the area must make Fortitude saving throws (DC 10 + 1/2 your character level + your Wis modifier) or be blinded for 1 round.

SCATHING WIT [GENERAL]

You are particularly gifted in the art of hurling insults.

Prerequisite: None

Benefit: As a full-round action, you can belittle and insult a single creature that can understand you and is within 30 feet. You and the target must make opposed Intimidate checks; if you win, the target is humiliated and takes a -1 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws for a number of rounds equal to your Charisma modifier (minimum of 1 round). If you fail the opposed Intimidate check, the target shrugs off the insults. A particular target may only be subjected to your Scathing Wit once per day.

SCORPION’S GRASP [GENERAL]

Like the scorpion, you can grab and hold your prey.

Prerequisites: Str 13, Improved Unarmed Strike, Improved Grapple

Benefit: If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must drop your one-handed weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal –4 penalty on the attack roll. If you initiated the grapple while armed, however, you cannot make additional grapple checks to deal damage during the round in which you use this feat.

You have the option to conduct the grapple normally, or you may hold a creature one or more sizes smaller than you with your off hand. If you choose to do the latter, you take a –20 penalty on grapple checks against that creature and you cannot deal damage with your grapple checks, but you are not considered grappled yourself. You don’t lose your Dexterity bonus to AC, you still threaten an area, and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent’s weight.

SCORPION’S INSTINCTS [GENERAL]

You are hard to find in the waste.

Prerequisites: Dex 13, Hide 5 ranks

Benefit: You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Hide checks and reducing the distance within which creatures can detect you by scent to 10 feet (20 feet if upwind, 5 feet if downwind). If you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you gain an additional +2 bonus on Hide checks, a +2 bonus on Move Silently checks, and a creature can detect you by scent only if it is within 5 feet (pinpointing your location as normal).

SCORPION’S RESOLVE [GENERAL]

Like the scorpion, you are not easily distracted.

Prerequisites: None

Benefit: You gain a +4 bonus on saving throws against mind-affecting spells and abilities.

SCORPION’S SENSE [GENERAL]

Like the scorpion, you sense other creatures simply by perceiving their contact with the sand.

Prerequisite: Scorpion’s Resolve

Benefit: You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. The range expands to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. This ability only tells you what square the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.

SCOURGE OF THE SEAS [GENERAL]

You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence.

Prerequisite: Cha 15, Intimidate 5 ranks

Benefit: You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors. This is opposed by the target character’s modified level check. If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you and for 1d6×10 minutes afterward. A frightened character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks, and tries to flee from you as best it can. If escape is impossible (for example, due to ship damage or the loss of sails), that character will strike the ship’s colors and surrender. Even if you fail the check, the target might become shaken unless you fail by 5 or more. This effect lasts as long as the daunting effect.

SCRAMBLE [GENERAL]

Your slippery ways allow you to evade a damaging blow.

Prerequisite: Dex 15, Small size or smaller, improved evasion

Benefit: The effects of this feat resemble those of the rogue’s defensive roll, but you can use Scramble to avoid a potentially fatal attack entirely. Once per day, when you would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to scramble out of the way. This requires a Reflex saving throw (DC 10 + damage dealt). If the save is successful, you avoid the damage entirely. You must be aware of the attack and able to react to it; you cannot use Scramble if you are denied your Dexterity bonus to Armor Class.

Special: Since you cannot normally make a saving throw to avoid the damage from a blow, improved evasion does not apply. That is, you cannot save twice against the same attack.

SEA LEGS [GENERAL]

You are accustomed to the rolling motion on board a ship and can use this motion to your advantage.

Prerequisite: None

Benefit: As long as you are on board a ship, you get a +2 bonus on Balance and Tumble checks, and a +1 bonus on initiative checks.

SELF-SUFFICIENT [GENERAL]

You can take care of yourself in harsh environments and situations.

Prerequisite: None

Benefit: You get a +2 bonus on all Heal checks and Survival checks.

SENSE WEAKNESS [GENERAL]

You can take advantage of subtle weaknesses in your opponents’ defenses.

Prerequisites: Int 13, Combat Expertise, Weapon Focus

Benefit: Whenever you attack with a weapon with which you have selected the Weapon Focus feat, you may ignore up to 5 points of the target’s damage reduction (regardless of the material or enhancement bonus of your weapon) or hardness. This benefit can’t reduce the effective damage reduction or hardness of a target to less than 0.

SERENITY [GENERAL]

Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.

Prerequisite: Divine grace

Benefit: Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.

Normal: The abilities use your Charisma bonus.

SERPENT FANG [GENERAL]

You are able to project your ki to strike foes as though you had extended reach.

Prerequisite: Wis 15, Improved Unarmed Strike, Stunning Fist

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one Stunning Fist use for the day, you can project your ki to strike an opponent that is 5 feet beyond your normal unarmed reach. If the blow hits, it deals normal unarmed damage. This feat can be used only once per round.

Special: Monks can use special monk weapons when using this feat, dealing damage according to the weapon.

SHIELD PROFICIENCY [GENERAL]

You are proficient with bucklers, small shields, and large shields.

Prerequisite: None

Benefit: You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

SHIELDED CASTING [GENERAL]

You are skilled at covering yourself with your shield when casting spells in combat.

Prerequisites: Concentration 5 ranks, Combat Casting, Shield Proficiency

Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.

SHIP SAVVY [GENERAL]

Your heritage among the sailors and shipwrights gives you an edge in shipboard combat.

Prerequisite: Balance 5 ranks, Profession (sailor or shipwright) 3 ranks

Benefit: While aboard any seafaring vessel, you gain a +1 bonus to AC and a +1 bonus on attack rolls.

SHIP’S MAGE [GENERAL]

You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew.

Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4 ranks

Benefit: Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship.

It takes one week of living and working aboard a ship to become familiar with it. You can only be familiar with one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship.

Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.

SIMPLE WEAPON PROFICIENCY [GENERAL]

You understand how to use all types of simple weapons in combat.

Prerequisites: None

Benefit: You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, rogues, and wizards are automatically proficient with all simple weapons. They need not select this feat.

A sorcerer or wizard who casts the spell Tenser’s transformation on himself or herself gains proficiency with all simple weapons for the duration of the spell.

SKILL FOCUS [GENERAL]

Choose a skill, such as Move Silently. You have a special knack with

that skill.

Prerequisite: None

Benefit: You get a +3 bonus on all checks involving that skill.

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

SLASHING FLURRY [GENERAL]

You swing your weapon with uncanny speed, slicing apart a

foe in the blink of an eye.

Prerequisites: Proficiency with selected slashing weapon, Weapon Focus with selected slashing weapon, Weapon Mastery (slashing), Weapon Specialization with selected slashing weapon, base attack bonus +14

Benefit: When you use a standard action to attack with any slashing weapon, you can choose to make a second attack with that weapon. You take a –5 penalty on the first attack, and a –10 penalty on the second.

When you use a full attack action with any slashing weapon, you gain one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a –5 penalty.

SOUL OF THE NORTH [GENERAL]

You possess a magical understanding of the nature of cold.

Prerequisite: None

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—chill touch, ray of frost, resistance. Save DC 10 + spell level + your Cha modifier.

SPELL FOCUS [GENERAL]

Choose a school of magic, such as illusion. Your spells of that school are more potent than normal.

Prerequisite: None

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

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

SPELL HAND [GENERAL]

You possess a magical understanding of the manipulation of force.

Prerequisite: None

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day-mage hand, open/close, Tenser’s floating disk. Save DC 10 + spell level + your Cha modifier.

SPELL PENETRATION [GENERAL]

Your spells are especially potent, breaking through spell resistance more readily than normal.

Prerequisite: None

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

* SPONTANEOUS DOMAINS [GENERAL]

You need not prepare your domain spells in advance.

Prerequisites: Ability to cast 3rd-level spells, access to two or more cleric domains

Benefit: When preparing your spells for the day, you can leave your domain slots open. You can then choose, when the situation arises, to cast any of the domain spells you could normally have prepared for a given level. However, you are still limited to one domain spell per level per day.

Normal: Clerics must prepare their domain spells before casting.

SPONTANEOUS HEALER [GENERAL]

Prerequisites: Knowledge (religion) 4 ranks, nonevil alignment, able to cast any cure wounds spell.

Benefit: You can use your spellcasting ability to spontaneously cast cure spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

SPONTANEOUS SUMMONER [GENERAL]

Prerequisites: Wis 13, Knowledge (nature) 4 ranks, any neutral alignment (NG, LN, N, CN, or NE), able to cast any summon nature’s ally spell.

Benefit: You can spontaneously cast summon nature’s ally spells (from your class spell list) just as a druid can. You may use this ability a total number of times per day equal to your Wisdom modifier.

SPONTANEOUS WOUNDER [GENERAL]

Prerequisites: Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any inflict wounds spell

Benefit: You can use your spellcasting ability to spontaneously cast inflict spells (from your class spell list) just as a cleric can. You may use this ability a total number of times per day equal to your Wisdom modifier.

SMATTERINGS [GENERAL]

You have a talent for acquiring languages-at least enough of each one to get by.

Prerequisite: Int 13

Benefit: You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge.

SMITE FIERY FOE [GENERAL]

You can smite creatures with the fire subtype.

Prerequisite: Smite ability

Benefit: Once per day, you may attempt to smite a creature with the fire subtype with a normal melee attack. When you activate this ability, your attack becomes infused with cold energy. You add your Charisma modifier to your attack roll and deal 1 extra point of cold damage per character level. If you smite a creature that does not have the fire subtype, the blast of cold does not manifest and the smite attempt is used up for that day.

Remember that creatures with the fire subtype take half again as much (+50%) damage as normal from cold, including the additional damage dealt by this ability.

You may swap out any daily uses of a smite ability gained by a character class or cleric domain to smite fiery foes instead.

SNOWCASTING [GENERAL]

You add ice or snow to your spell’s components to make them more powerful.

Prerequisite: Con 13

Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fireball cast with this feat still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats listed in this chapter, such as Cold Focus and Frozen Magic.

If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1.

Adding this additional material component requires you to spend a move action immediately before the spell is cast to gather fresh snow or ice from the surrounding environment. This snow or ice can be magically created by a conjuration spell, but no other ice manifested by a spell will do. You may take no other action between gathering the snow or ice and casting the spell.

SNOWRUNNER [GENERAL]

You are particularly adept at moving through snow and

over ice.

Prerequisite: Woodland stride ability

Benefit: You can move through loose snow at full speed, as if you were moving across open terrain. You are also skilled at moving across open ice, and gain a +5 competence bonus on Balance checks to avoid slipping when you move across icy surfaces.

STALWART DEFENSE [GENERAL]

You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick, distracting motion to ruin the foe’s efforts.

Prerequisites: Combat Reflexes, Hindering Opportunist, base attack bonus +9

Benefit: When an opponent you threaten attempts a melee attack against one of your allies, you can give up one of your attacks of opportunity to attempt an aid another action. You target the attacking opponent with the aid another. The target of your foe’s attack gains the benefit of your action in the form of a +2 bonus to AC against the attempted attack. You cannot use this feat against the same opponent more than once per round.

STORM MAGIC [GENERAL]

You gain a boost in spellcasting power during storms.

Prerequisite: None

Benefit: All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level. For more information on storms, see page 94 of the Dungeon Master’s Guide.

creatures not subject to sneak attack damage.

STEADFAST DETERMINATION [GENERAL]

Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.

Prerequisites: Endurance

Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves.

You do not automatically fail Fortitude saves on a roll of natural 1.

STEADY CONCENTRATION [GENERAL]

You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.

Prerequisite: Concentration 8 ranks

Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so.

Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

STEADY MOUNTAINEER [GENERAL]

You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you.

Prerequisite: Climb 8 ranks and Jump 8 ranks, or Goliath

Benefit: You can always take 10 on Climb and Jump checks, even when conditions would not normally allow you to do so.

Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

STEALTHY [GENERAL]

You are particularly good at avoiding notice.

Prerequisite: None

Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

STRONG STOMACH [GENERAL]

You have greater resilience to illness and foul odors than most people.

Prerequisites: Con 13, Endurance

Benefit: You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated.

SUGLIIN MASTERY [GENERAL]

You are a master at fighting with the massive sugliin.

Prerequisite: Base attack bonus +5, Exotic Weapon Proficiency (sugliin)

Benefit: You can attack with a sugliin as if it were a normal weapon, either making a single attack as a standard action or a full attack as a full-round action.

Normal: Making a single attack with a sugliin is always a full-round action.

SUPERNATURAL INSTINCTS [GENERAL]

Your uncanny insight enables you to take advantage of the subtle opportunities created when an opponent uses supernatural abilities against you.

Prerequisite: Combat Reflexes

Benefit: When a creature you threaten uses a supernatural ability, it provokes an attack of opportunity from you. Unlike a spell or spell-like ability, though, a successful hit does not require the target to succeed on a Concentration check to continue to make use of the supernatural ability.

Normal: Supernatural abilities do not provoke attacks of opportunity.

SWARMFIGHTING [GENERAL]

You and allies with this feat can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters.

Prerequisites: Small size, Dex 13, Base attack bonus +1

Benefit: You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses the Swarmfighting feat at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.

SWIFT CALL [GENERAL]

You can call your special mount in the blink of an eye.

Prerequisite: Special mount class feature

Benefit: You can call your special mount as a swift action.

Normal: Calling a special mount is a full-round action.

SWIFT TUMBLER [GENERAL]

You can flip, twist, and roll with great speed. You might have learned this ability by traversing the city’s rooftops and alleys, or simply by moving through the throng day after day.

Prerequisite: Tumble 7 ranks

Benefit: When tumbling, you move at a speed equal to half your base speed +10 feet.

Normal: Without this feat, characters move at half speed when tumbling.

TACTILE TRAPSMITH [GENERAL]

You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.

Prerequisite: None

Benefit: You add your Dexterity bonus (rather than your Intelligence bonus) on all Search and Disable Device checks.

In addition, you receive no penalty on these checks for darkness or blindness.

THROW ANYTHING [GENERAL]

In your hands, any weapon becomes a deadly ranged weapon.

Prerequisites: Dex 15, Proficiency with weapon, Base attack bonus +2

Benefit: You can throw a melee weapon you are proficient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet.

Normal: You can’t throw a melee weapon without taking a –4 penalty unless it has a range increment (such as a hand axe or a dagger).

TOOTHED BLOW [GENERAL]

You are able to hammer your foes more effectively underwater.

Prerequisites: Str 13, Improved Unarmed Strike

Benefit: When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons. This allows you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes.

Normal: Without a freedom of movement effect, you take a –2 penalty on attacks with bludgeoning weapons and deal only half normal damage.

TOUCH SPELL SPECIALIZATION [GENERAL]

You deal extra damage with touch spells.

Prerequisites: Weapon Focus (touch spell), caster level 4th

Benefit: Damage-dealing spells that require a melee touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that allow multiple touch attacks (such as chill touch). Only spells that deal hit point damage can be affected by this feat.

TOUGHNESS [GENERAL]

You are tougher than normal.

Prerequisites: None

Benefit: You gain +3 hit points.

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

*TOWER SHIELD PROFICIENCY [GENERAL]

You are proficient with tower shields.

Prerequisite: Shield Proficiency

Benefit: You can use a tower shield and suffer only the standard penalties.

Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

TRACK [GENERAL]

You can follow the trails of creatures and characters across most types of terrain.

Prerequisite: None

Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Survival DC 5

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Survival DC 10

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Survival DC 15

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Survival DC 20

Several modifiers may apply to the Survival check, which are based on visibility, the size of the creature or number of creatures being tracked and time and weather since the trail was made will also effect the DC. If you fail a Survival check, you can retry after 1 hour (outdoors) or

10 minutes (indoors) of searching.

Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

TRAP ENGINEER [GENERAL]

You have spent a great deal of time studying trap construction and recognize the work of famous builders, which gives you an edge against their devices.

Prerequisites: Knowledge (architecture and engineering)1 rank, Knowledge (dungeoneering) 4 ranks.

Benefit: You know the styles of famous dungeonarchitects or recognize their influences. After finding or setting off a trap in a dungeon, you gain a +2 bonus on future Search checks and Disable Device checks to find or disarm traps in that same dungeon. You also gain a +4 bonus on Reflex saves to avoid traps in that dungeon, and a +4 dodge bonus to Armor Class against attacks made by traps in that dungeon.

TRAP SENSITIVITY [GENERAL]

Your senses are so attuned that you can detect mechanical

traps that are close by.

Prerequisites: Trapfinding class feature, trap sense +2

Benefit: When you pass within 5 feet of a mechanical trap, you are entitled to make a Search check to notice the trap as if you were looking for it. You cannot sense magic traps or spell traps with this feat.

Normal: Without this feat, you must actively search for a trap to find it before it activates.

TUNNEL RIDING [GENERAL]

You are particularly adept at maneuvering mounts through tight spaces and underground passages.

Prerequisites: Mounted Combat, Tunnel Fighting

Benefit: You and your mount do not take penalties on attack rolls or to Armor Class when squeezing into or through tight spaces. You can fight in any space large enough for the mount to squeeze through. Your having this feat does not allow a mount to squeeze through a space it would not normally be able to pass through.

URBAN TRACKING [GENERAL]

You can track down the location of missing persons or wanted individuals within communities.

Prerequisite: None

Benefit: To find an individual’s trail, or to follow a trail for 1 hour, requires a Gather Information check. You must make another Gather Information check every hour you search, as well as each time the trail becomes more difficult to follow, such as when it takes you to a different part of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the prevailing conditions. If you fail a check, you can retry after 1 hour of questioning; the DM rolls the number of checks required secretly, so that the player doesn't know exactly how much time the task will require. You can cut the time between Gather Information checks in half (from 1 hour to 30 minutes), but you take a –5 penalty on the check. Obviously, this feat will not allow you to locate someone who has gone beyond the boundaries of the community, but it could inform you that they've done so.

Normal: Characters without this feat can use Gather Information to find out about specific individuals, but each check takes 1d4+1 hours and doesn't allow for effective trailing.

Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat.

UNDERFOOT COMBAT [GENERAL]

You can enter the space that a foe at least two size categories bigger than you occupies.

Prerequisites: Small or smaller, Tumble 10 ranks

Benefit: You can move into or through a square occupied by a creature at least two size categories larger than you. You do not provoke attacks of opportunity for doing so. While you are in a square occupied by a creature at least two size categories larger than you, you gain the benefit of soft cover (+4 bonus to AC) against all attacks, including those of the creature whose space you occupy.

Normal: Without this feat, you can move through squares occupied by a creature at least three size categories larger than you, or a creature three size categories smaller than you (or any creature, if you are Tiny or smaller).

VATIC GAZE [GENERAL]

Your arcane studies have brought forth your nascent talent to sense magical auras and the power that others are capable of wielding.

Prerequisite: Arcane caster level 9th

Benefit: You can use detect magic at will. Also, as a swift action, you can attempt to determine an opponent’s spellcasting ability. You make a Sense Motive check (DC 5 + target’s caster level). If this check succeeds, you learn the highest-level spells the target is capable of casting. This benefit grants you no insight into spell-like or supernatural abilities.

VENGEFUL SURGE [GENERAL]

Opponents who target you with magical effects risk sparking your ire.

Prerequisite: Iron Will

Benefit: Whenever you make a successful saving throw against a spell, spell-like ability, or supernatural effect, for 1 round you gain a +2 bonus on damage rolls against the creature that targeted you.

VERSATILE PERFORMER [GENERAL]

You are skilled at many kinds of performances.

Prerequisite: Perform (any) 5 ranks

Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases.

In addition, you gain a +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two Perform skill modifiers.

WANDERER’S DIPLOMACY [GENERAL]

Many halflings journey far and wide across the world, spending no more than a few months in one place. You have spent time among the halflings, or you are a halfling yourself. Your exposure to that race’s nomadic way of life has taught you several useful methods of dealing with strangers.

Prerequisites: 4 ranks in Bluff, Diplomacy, and Sense Motive

Benefit: You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities.

Canny Merchant: You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item’s gp cost minus the community’s gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal.

Intuitive Communication: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check’s base DC is 20. If the creature is not the same type as you, the DC is 30.

With a successful check, you learn the basic gist of the creature’s speech. This ability gives you no special talent to speak the creature’s tongue.

Social Agility: You can temporarily alter a creature’s attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target’s attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.

WANDSTRIKE [GENERAL]

You can channel the magical energy of a wand through your melee attacks.

Prerequisite: Use Magic Device 4 ranks

Benefit: As a standard action, you can make a melee touch attack with a wand, expending one charge to deal 1d6 points of damage to the creature struck. You apply no extra damage to this attack regardless of its source (including sneak attack, favored enemy, and smite bonuses), but you can activate the wand as part of the attack. If the spell cast from the wand is a ray or a targeted spell, the creature struck is the spell’s target (with ray spells hitting automatically). If the spell affects an area or creates a spread, you can designate the spell’s point of origin at any grid intersection point of the creature’s space (but doing so might put you in the affected area). Spells with an effect that does not cover an area (such as the various summon monster spells) cannot be used with a wandstrike attack.

WEAPON SUPREMACY [GENERAL]

You are a grandmaster in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you.

Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Weapon Mastery with damage type of selected weapon, fighter level 18th.

Benefit: When fighting with the weapon that you choose for this feat, you gain a number of additional advantages.

You gain a +4 bonus on all checks made to resist being disarmed.

You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal.

When you take a full attack action, you can apply a +5 bonus to any single attack after your first strike.

Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10.

You gain a +1 bonus to AC.

Special: You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.

WINTER’S MOUNT [GENERAL]

Your special mount is native to the frostfell.

Prerequisite: Special mount ability

Benefit: Your special mount gains the cold subtype. It gains immunity to cold, but has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Your special mount is also hardier than a nonfrostfell version; it gains a +2 racial bonus to Constitution.

ZEN ARCHERY [GENERAL]

Your intuition guides your hand when you use a ranged weapon.

Prerequisites: Wis 13, Base attack bonus +1

Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.