Tag: Feat

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  • Attunement

    Attunement is what allows a creature to draw mana (but not necessarily use it). It happens naturally in all living creatures by simply living in an area and gaining that color as their mana essence. Those that pursue magic may learn to attune themselves …

  • Pool Focus

    *Pool Focus [Mana]* p. Choose a mana pool. Any spells you cast of that pool are more difficult to resist. * _Benefit:_ Add +1 to the Difficulty Class for all saving throws against spells from the pool of mana you select. * _Special:_ You can gain …

  • Wish I May, Wish I Might

    _Have the wish I wish tonight._ *Benefits* p. Whenever you begin to cast a _Wish_ spell (whether personally or through an item), so long as you can see at least one star in the sky you gain the benefits of an "Augury":http://www.d20pfsrd.com/magic/all …

  • Unholy Strength

    _Embrace temptation and seek power in the dark places of the heart._ *Benefits* p. You gain a +2 Profane bonus to Strength, +1 damage on all attacks (including weaponized spells), and 8 hit points.

  • Spiritual Focus

    _The cries of the dead ring in the heart long after they fade from the ears._ *Benefit:* You gain a +2 insight bonus on weapon damage rolls against incorporeal undead and a +2 insight bonus on caster level to overcome their spell resistance. You …

  • Sphinx's Hope

    _In darkness is kindled the fiercest hope_ *Benefit:* With Isperia's blessing, hope is never far from your heart. While you may lose sight of it at times, you'll never need look far to find it again. You're surrounded by a faint aura, difficult for …

  • Powerful Tail

    _You have strengthened your tail enough to make slap attacks with it._ *Prerequisites:* Base attack bonus +1, race noting it may take this feat *Benefit:* You can make a tail slap attack with your tail. This is a secondary natural attack that deals …

  • Powerful Bite

    _You have strengthened your jaws enough to make bite attacks with it._ *Prerequisites:* Base attack bonus +3, race noting it may take this feat *Benefit:* You can make a bite attack using your beak or fangs. This is a secondary natural attack that …

  • Spirited Charge

    _Your mounted charge attacks deal a tremendous amount of damage._ *Prerequisites:* Ride 1 rank, Mounted Combat, Ride-By Attack. *Benefit:* When mounted and using the charge action, you deal double damage with a melee weapon. If you would already …

  • Lunge

    *Lunge* p. You can strike foes that would normally be out of reach. * _Prerequisites:_ Base attack bonus +6. * _Benefit:_ You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC and on …

  • Powerful Claws

    _You have strengthened your claws enough to make attacks with them._ *Prerequisites:* Base attack bonus +3, race noting it may take this feat *Benefit:* You can make a claw attack. You gain two secondary natural attacks that deals 1d3 points of …

  • Spell Focus

    *Spell Focus [General]* p. Choose a school of magic. Any spells you cast of that school are more difficult to resist. * _Benefit:_ Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. * _Special:_ …

  • Element Focus

    *Element Focus [General]* p. Choose one of the following spell descriptors - earth, air, fire, water, acid, sonic, cold, electricity, force, light, shadow, or darkness. Any spells you cast of that descriptor are more difficult to resist. * _Benefit:_ …

  • Pool Specialization

    *Red Specialization [Mana]* p. You are skilled at drawing power from the Mountains, but worse at drawing strength from opposed forces. * _Prerequisites:_ Caster level 5, Red Attunement * _Benefit:_ You increase your total Red mana points by 2 for …

  • Dual Pool Specialization

    *Gruul Specialization [Mana]* p. You are skilled at drawing power from the Mountains and Forests, but weak at drawing from anything else. * _Prerequisites:_ Caster level 9, Red Attunement, Green Attunement * _Benefit:_ You increase your total Red and …

  • Greater Pool Specialization

    *Greater Pool Specialization [Mana]* p. Choose a mana pool to which you already have applied the Pool Specialization feat. Your control over spells of this pool increases substantially, but must sacrifice proficiency with all other pools. * …

  • Pool Mastery

    *Pool Mastery [Mana]* p. Choose a mana pool to which you already have applied the Greater Pool Specialization feat. You gain a true mastery over spells of this pool, but must sacrifice proficiency with all other pools. * _Prerequisit:_ Greater Pool …

  • Metamagic Feats

    As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell for most purposes, so …

  • Merciful Spell

    *Merciful Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of …

  • Anarchic Spell

    *Anarchic Spell [Metamagic]* * _Prerequisite:_ Any chaotic alignment * _Benefit:_ A spell you modify with this feat gains the chaos descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Aquatic Spell

    *Aquatic Spell [Metamagic]* * _Prerequisite:_ Blue Attunement * _Benefit:_ An aquatic spell functions normally when underwater and requires no caster level check to cast, even if it possesses the fire descriptor. In addition, the spell can be cast …

  • Bend Spell

    *Bend Spell [Metamagic]* * _Benefit:_ You reduce all benefits from cover for creatures affected by one of your spells. Target creatures gain no cover bonuses to Armor Class against a bent spell, and any saving throws made by creatures in its area of …

  • Bleakborn Spell

    *Bleakborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (any one element), ability to channel negative energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to …

  • Born of the Three Thunders

    *Born of the Three Thunders [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Electricity), Elemental Focus (Sonic) * _Benefit:_ When you cast a spell that naturally has either the electricity descriptor or the sonic descriptor that …

  • Bouncing Spell

    *Bouncing Spell [Metamagic]* * _Benefit:_ Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target …

  • Brilliant Spell

    *Brilliant Spell [Metamagic]* * _Prerequisite:_ White Attunement * _Benefit:_ When you cast a brilliant spell in normal or bright light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a …

  • City Magic

    *City Magic [Metamagic]* * _Prerequisite:_ Any metamagic feat, White Attunement * _Benefit:_ You can modify any damaging spell you cast to incorporate the urban environment. When casting an offensive spell with one of the following subtypes: Earth, …

  • Coercive Spell

    *Coercive Spell [Metamagic]* * _Benefit:_ The first time any given creature takes damage from this spell, it takes a -2 penalty on Will saves for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a …

  • Consecrate Spell

    *Consecrate Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't …

  • Cooperative Spell

    *Cooperative Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round ( …

  • Corrupt Spell

    *Corrupt Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A spell you modify with this feat gains the evil descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't be …

  • Disguise Spell

    *Disguise Spell [Metamagic]* * _Prerequisite:_ Perform (any) 9 ranks, ability to use bardic music * _Benefit:_ You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To disguise a spell, make a Perform check …

  • Disrupting Spell

    *Disrupting Spell [Metamagic]* * _Benefit:_ You can alter a spell so it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell- …

  • Disruptive Spell

    *Disruptive Spell [Metamagic]* * _Benefit:_ Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 …

  • Ectoplasmic Spell

    *Ectoplasmic Spell [Metamagic]* * _Prerequisite:_ White Attunement or Black Attunement * _Benefit:_ An ectoplasmic spell has full effect against incorporeal or ethereal creatures. * _Level Increase:_ +1

  • Elemental Spell

    *Elemental Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (acid, electricity, fire, or cold) * _Benefit:_ When you take this feat, choose one of the follow elements that you have the Elemental Focus feat for: acid, cold, electricity, or fire. …

  • Energized Spell

    *Energized Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. An energized …

  • Enlarge Spell

    *Enlarge Spell [Metamagic]* * _Benefit:_ You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft.+5 ft./level, while medium-range spells have a range …

  • Extend Spell

    *Extend Spell [Metamagic]* * _Benefit:_ An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. * _Level Increase:_ +1

  • Focused Spell

    *Focused Spell [Metamagic]* * _Benefit:_ When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DCs to resist the spell are increased by +2. You …

  • Hallowed Spell

    *Hallowed Spell [Metamagic]* * _Prerequisite:_ Any good alignment * _Benefit:_ This feat adds the good descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is hallowed damage. Hallowed damage deals damage to …

  • Imbued Summoning

    *Imbued Summoning [Metamagic]* * _Prerequisite:_ Augment Summoning, Spell Focus (Conjuration) * _Benefit:_ When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower …

  • Intensified Spell

    *Intensified Spell [Metamagic]* * _Benefit:_ An intensified spell increases the maximum number of damage or healing dice or flat level increases by 5 levels. (If a spell has both dice and flat increases, choose only 1 to be increased). You must …

  • Invisible Spell

    *Invisible Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can modify any spell you cast so that it carries no visual manifestation. All other aspects of the spell, including range, area, targets, and damage remain the same. …

  • Lifeborn Spell

    *Lifeborn Spell [Metamagic]* * _Prerequisite:_ Element Focus (one element), ability to channel positive energy * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells …

  • Lifekeeping Spell

    *Lifekeeping Spell [Metamagic]* * _Prerequisite:_ Ability to channel positive energy, nonevil alignment * _Benefit:_ Your spells are infused with positive energy. A lifekeeping spell deals an extra 50% damage to undead creatures, but deals 50% less …

  • Lingering Spell

    *Lingering Spell [Metamagic]* * _Benefit:_ You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area …

  • Overcharged Spell

    *Overcharged Spell [Metamagic]* * _Prerequisite:_ Elemental Focus (any one element) * _Benefit:_ When you take this feat, choose one element that you have the Elemental Focus feat for. You may only apply this feat to spells of that element. If an …

  • Rapid Spell

    *Rapid Spell [Metamagic]* * _Benefit:_ Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in …

  • Retributive Spell

    *Retributive Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or …

  • Sanctioned Spell

    *Sanctioned Spell [Metamagic]* * _Prerequisite:_ Any lawful alignment * _Benefit:_ A spell you modify with this feat gains the lawful descriptor. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can …

  • Sanctum Spell

    *Sanctum Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ A sanctum spell has an effective spell level 1 higher than its normal level and is cast with a +2 bonus to caster level if cast in your sanctum (see below), but if not cast …

  • Selective Spell

    *Selective Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat, Spellcraft 10 ranks * _Benefit:_ When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the …

  • Silent Spell

    *Silent Spell [Metamagic]* * _Benefit:_ A silent spell can be cast with no verbal components. Spells without verbal components are not affected. * _Level Increase:_ +1

  • Smiting Spell

    *Smiting Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell …

  • Still Spell

    *Still Spell [Metamagic]* * _Benefit:_ A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. * _Level Increase:_ +1

  • Tenebrous Spell

    *Tenebrous Spell [Metamagic]* * _Prerequisite:_ Black Attunement * _Benefit:_ When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a …

  • Threatening Illusion

    *Threatening Illusion [Metamagic]* * _Prerequisite:_ Spell Focus (illusion) * _Benefit:_ You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one …

  • Toppling Spell

    *Toppling Spell [Metamagic]* * _Prerequisite:_ Red Attunement, Elemental Focus (Force) * _Benefit:_ The impact of your force spell is strong enough to knock a target prone. The first time any given creature takes damage from, fails its saving throw …

  • Violate Spell

    *Violate Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ This feat adds the evil descriptor to a spell. Furthermore, if the spell deals damage, half of the damage dealt is vile damage. Vile damage deals damage to creatures harmed …

  • Coaxing Spell

    *Coaxing Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks. * _Benefit:_ This feat only works with mind-affecting effects. A coaxing spell affects mindless oozes and vermin as if they …

  • Empower Spell

    *Empower Spell [Metamagic]* * _Benefit:_ All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. * …

  • Enervate Spell

    *Enervate Spell [Metamagic]* * _Prerequisite:_ Ability to channel negative energy, nongood alignment * _Benefit:_ Your spells are infused with negative energy. An enervated spell deals an extra 50% damage to living creatures, but deals 50% less damage …

  • Entangling Spell

    *Entangling Spell [Metamagic]* * _Benefit:_ This feat can be applied to any instantaneous spell that deals acid, cold, electricity, fire, or sonic damage, such as fireball or lightning bolt. After the spell is cast, lingering tendrils of raw energy …

  • Explosive Spell

    *Explosive Spell [Metamagic]* * _Benefit:_ On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures …

  • Fell Drain

    *Fell Drain [Metamagic]* * _Prerequisite:_ Black Attunement, Spell Focus (Necromancy) * _Benefit:_ You can alter a spell that deals damage to foes so that a single living creature that is dealt damage by the spell also gains a negative level ( …

  • Guided Spell

    *Guided Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Only those spells delivered by a ranged touch attack can be guided. Choose a target within range before casting a guided spell. A guided spell ignores anything up to total …

  • Persistent Spell

    *Persistent Spell [Metamagic]* * _Benefit:_ The first time any given creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails …

  • Piercing Spell

    *Piercing Spell [Metamagic]* * _Prerequisite:_ Element Focus (acid, fire, sonic, cold, or electricity) * _Benefit:_ When you take this feat, choose one on the following elements that you have the Elemental Focus feat for: acid, fire, sonic, cold, or …

  • Scouting Summons

    *Scouting Summons [Metamagic]* * _Prerequisite:_ Spell Focus (conjuration), ability to cast Magic Jar * _Benefit:_ When casting a conjuration (summoning) spell that summons a single creature, you can possess the creature as per magic jar (but with no …

  • Sickening Spell

    *Sickening Spell [Metamagic]* * _Prerequisite:_ Green or Black Attunement * _Benefit:_ You can modify a spell to sicken a creature damaged by the spell. The first time any given creature takes damage from this spell, they become sickened for a number …

  • Solar Spell

    *Solar Spell [Metamagic]* * _Prerequisite:_ Brilliant Spell * _Benefit:_ A solar spell gains the light descriptor. As long as the spell is in effect, the creature or object affected radiates light in a 10-foot radius, increase illumination similar to …

  • Threnodic Spell

    *Threnodic Spell [Metamagic]* * _Prerequisite:_ Black Attunement, Knowledge (religion) 6 ranks, Spell Focus (necromancy) * _Benefit:_ This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as …

  • Thundering Spell

    *Thundering Spell [Metamagic]* * _Prerequisite:_ Red Attunement * _Benefit:_ You can modify a spell to deafen a creature damaged by the spell. The first time any given creature takes damage from this spell, it becomes deafened for a number of rounds …

  • Umbral Spell

    *Umbral Spell [Metamagic]* * _Prerequisite:_ Tenebrous Spell * _Benefit:_ An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination …

  • Verdant Spell

    *Verdant Spell [Metamagic]* * _Prerequisite:_ Green Attunement, Spell Focus (enchantment),Knowledge (nature) 6 ranks * _Benefit:_ A verdant spell affects plant creatures (even mindless plant creatures) as if they weren't immune to mind-affecting …

  • Chain Spell

    *Chain Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Any aggressive spell that specifies a single target and has an unmodified range greater than touch can be chained (meaning a touch-range spell that has somehow been modified …

  • Delay Spell

    *Delay Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ When casting a spell, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the spell activates just before your turn on the …

  • Maximize Spell

    *Maximize Spell [Metamagic]* * _Benefit:_ All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. * _Level Increase:_ +3

  • Reaping Spell

    *Reaping Spell [Metamagic]* * _Prerequisite:_ Any evil alignment * _Benefit:_ A creature killed by a reaping spell cannot be returned to life by any magics lesser than true resurrection. An appropriate Wish spell has a 50% chance of allowing a …

  • Seeking Spell

    *Seeking Spell [Metamagic]* * _Benefit:_ A seeking spell's range can bend around obstacles to reach the intended target. You can define the route yourself or unambiguously identify a target and allow the spell to determine its own path. However, the …

  • Widen Spell

    *Widen Spell [Metamagic]* * _Benefit:_ You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. * _Level Increase:_ +3

  • Quicken Spell

    *Quicken Spell [Metamagic]* * _Benefit:_ Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full …

  • Fortify Spell

    *Fortify Spell [Metamagic]* * _Benefit:_ A fortified spell is treated as having a higher caster level for the purpose of defeating a target's spell resistance. You cast the spell as higher-level spell slot than normal, with each additional level …

  • Heighten Spell

    *Heighten Spell [Metamagic]* * _Benefit:_ A heightened spell is cast as a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. …

  • Reach Spell

    *Reach Spell [Metamagic]* * _Benefit:_ You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. * _Level Increase:_ Special. A reach …

  • Sudden Empower

    *Sudden Empower [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Empower Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Enlarge

    *Sudden Enlarge [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you may apply the [[Enlarge Spell]] feat to any spell you cast, without increasing the level of the spell.

  • Sudden Extend

    *Sudden Extend [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Extend Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Maximize

    *Sudden Maximize [Metamagic]* * _Prerequisite:_ Any two metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Maximize Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Quicken

    *Sudden Quicken [Metamagic]* * _Prerequisite:_ Quicken Spell, Sudden Maximize, Sudden Empower, Any other three metamagic feats * _Benefit:_ Once per day, you can apply the effect of the [[Quicken Spell]] feat to any spell you cast without increasing …

  • Sudden Silent

    *Sudden Silent [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Silent Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Still

    *Sudden Still [Metamagic]* * _Benefit:_ Once per day, you can apply the effect of the [[Still Spell]] feat to any spell you cast without increasing the level of the spell.

  • Sudden Widen

    *Sudden Widen [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Once per day, you can apply the effect of the [[Widen Spell]] feat to any spell you cast without increasing the level of the spell.

  • Twin Spell

    *Twin Spell [Metamagic]* * _Prerequisite:_ Any metamagic feat * _Benefit:_ Casting a twinned spell causes the spell to take effect twice simultaneously. You make decisions separately for each iteration of the spell - rolling attack rolls, choosing …

  • Bleed Dry

    *Bleed Dry [Sangromancy]* p. Through long practice and a gruesome understanding of the best ways to bleed a victim, you can spill every last drop of blood from anyone you sacrifice, leaving them not merely dead but bled out like a stuck pig. * …

  • Blood of Power

    *Blood of Power [Sangromancy]* p. Your very blood is filled with magical power, far more so than any ordinary being. * _Prerequisite:_ Must be a [[Beings of Power|Being of Power]] or an immediate [[Descendants of Power|Descendant of Power]] * …

  • Blood Sacrifice

    *Blood Sacrifice [Sangromancy]* p. You have been better trained to ritually kill a helpless opponent, spilling their blood to gain greater magical energy for your own ends. * _Prerequisite:_ Knowledge (Blood Magic) 5 ranks, must have personally …

  • Opportunistic Sacrifice

    *Opportunistic Sacrifice [Sangromancy]* p. You are more warlike than the typical sangromancer, and have learned how to turn almost any opponent you have killed into sacrifice, drawing magical energy directly from his death at your hands, even if you slew …

  • Tormented Sacrifice

    *Tormented Sacrifice [Sangromancy]* p. You may draw a huge quantity of magical energy from a creature by painstakingly sacrificing it over a period of time. It is said that many O-bakemano do this by a process called the Blood Eagle, whereby the victim’s …

  • Craft Magic Catalysts

    You can create magic wands. As you grow in power, you can additionally create magical rods and magic staves. *Prerequisite:* Caster level 5th. *Benefit:* You can create a "wand":http://www.d20pfsrd.com/magic-items/wands of any 4th-level or lower …

  • Craft Magic Trinkets

    You can create magic scrolls. As you grow in power, you can additionally brew magical potions and create temporary magic items. *Prerequisite:* Caster level 1st. *Benefit:* You can create a "scroll":http://www.d20pfsrd.com/magic-items/scrolls of any …

  • Craft Magic Arms and Armor

    You can create magic armor, shields, and weapons. *Prerequisite:* Caster level 5th. *Benefit:* You can create "magic weapons":http://www.d20pfsrd.com/magic-items/magic-weapons, "armor, or shields":http://www.d20pfsrd.com/magic-items/magic-armor, or …

  • Craft Wondrous Equipment

    You can create wondrous equipment. *Prerequisite:* Caster level 3rd. *Benefit:* You can create a wide variety of magic wondrous equipment. Wondrous equipment is any "Wondrous Item":http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items or …

  • Weapon Focus Feats

    Weapon focus feats allow [[Spellblade|Spellblades]], [[Battlecaster|Battlecasters]], and some other professions to more deeply master one or more [[Weapon Groups]], though all adventurers can gain some benefit from the more easily accessible introductory …

  • Holy Strength

    _All fear fogotten._ *Benefits* p. You gain a +2 Sacred bonus to Constitution, +1 damage on all attacks (including weaponized spells), and 8 hit points.

  • Stand Still

    *Stand Still* p. You can stop foes that try to move through your threatened spaces. * _Prerequisites:_ "Combat Reflexes":http://www.d20pfsrd.com/feats/combat-feats/combat-reflexes-combat/ * _Benefit:_ When a foe provokes an attack of opportunity due …

  • Wild Speaker

    *Wild Speaker* p. Your empathic speech is more convincing than others of your profession. * _Prerequisites:_ Wild Empathy (or similar ability) * _Benefit:_ You get a +4 bonus on all Wild Empathy checks with the chosen form of Wild Empathy. This …

  • Boon Companion

    Your bond with your animal companion or familiar is unusually close. * _Prerequisites:_ Animal companion or familiar class feature, character level 5 * _Benefit:_ The hit dice your animal companion or the abilities your familiar receive are …

  • Multiclassing Feats

    *Dual Class Specialization* p. _You learn to advance aspects of two base classes while multiclassing._ _Prerequisite:_ Two pre-epic base classes, both of which you have 25% of the available levels in (rounding up). Both classes must share rough …

  • Skill Focus Feats

    *Skill Focus* p. _Choose a skill. You are particularly adept at that skill._ _Prerequisite:_ 1 rank in the chosen skill. _Benefit:_ Select one skill in which you possess at least one rank. You get a +3 bonus on all checks involving the chosen skill …

  • Epic Multiclassing Feats

    *Epic Class Specialization [Epic]* p. _You learn to advance an aspect of a base class while taking an epic class._ _Prerequisite:_ A pre-epic base class and an epic class, both of which you have 25% of the available levels in (rounding up). Both …

  • Epic Weapon Focus Feats

    *Epic Weapon Focus (Combat) [Epic]* p. _Choose one weapon group (including grapple or spells) for which you have already selected Weapon Focus. You are an epic master with your chosen weapon group._ _Prerequisites:_ Weapon Focus with selected weapon …

  • Epic Skill Focus Feats

    *Epic Skill Focus [Epic]* p. _You gain an epic proficiency with a skill._ _Prerequisite:_ Skill Focus with selected skill, 20 ranks in the selected skill _Benefit:_ You get a +6 bonus on all checks involving the chosen skill. If you have 28 or more …

  • Epic Great Fortitude

    *Epic Great Fortitude [Epic]* p. _You are incredibly resistant to poisons, diseases, and other maladies._ _Prerequisite:_ [[Great Fortitude]] _Benefit:_ You get a +4 bonus on all Fortitude saving throws.

  • Epic Lightning Reflexes

    *Epic Lightning Reflexes [Epic]* p. _You have far faster reflexes than normal._ _Prerequisite:_ [[Lightning Reflexes]] _Benefit:_ You get a +4 bonus on all Reflex saving throws.

  • Epic Spell Focus

    *Epic Spell Focus [Epic]* p. Choose a school of magic to which you already have applied the Spell Focus feat. Your spells of that school are now far more potent than before. * _Prerequisit:_ Spell Focus * _Benefit:_ Add +2 to the Difficulty Class for …

  • Epic Pool Focus

    *Epic Pool Focus [Epic, Mana]* p. Choose a mana pool to which you already have applied the Pool Focus feat. Your spells of that pool are now far more potent than before. * _Prerequisit:_ Pool Focus * _Benefit:_ Add +2 to the Difficulty Class for all …

  • Epic Element Focus

    *Epic Element Focus [Epic]* p. Choose a spell descriptor to which you already have applied the Element Focus feat. Your spells of that spell descriptor are now far more potent than before. * _Prerequisit:_ Element Focus * _Benefit:_ Add +2 to the …

  • Epic Dodge

    *Epic Dodge (Combat) [Epic]* p. Your training and reflexes allow you to react with lightning speed to avoid an opponents’ attacks. _Prerequisite:_ Dex 20, Dodge _Benefit:_ You gain a +2 dodge bonus to your AC. A condition that makes you lose your …

  • Epic Shield Specialization Feats

    *Epic Shield Specialization (Combat) [Epic]* p. You are skilled in using a shield, allowing you to gain incredible defensive benefits from it. _Prerequisite:_ Shield Specialization with selected shield type. _Benefit:_ When using a shield of the …

  • Epic Spell Penetration

    *Epic Spell Penetration [Epic]* p. Your spells break through spell resistance far more easily than most. _Prerequisite:_ Spell Penetration. _Benefit:_ You get a +4 bonus on caster level checks made to overcome a creature’s spell resistance. This …

  • Epic Spell Resistance

    *Epic Spell Resistance [Epic]* p. Even the most powerful spells break against you. _Prerequisite:_ [[Improved Spell Resistance]] _Benefit:_ You increase your spell resistance by +4. This bonus stacks with the one from Improved Spell Resistance. If …

  • Superior Initiative

    *Superior Initiative (Combat) [Epic]* p. Your quick reflexes allow you to react to danger with incredible speed. _Prerequisite:_ Dex 20, Improved Initiative _Benefit:_ You get a +8 bonus on initiative checks.

  • Epic Ability Focus

    *Epic Ability Focus [Epic]* p. One of your special attacks is exceptionally difficult to resist. _Prerequisite:_ [[Ability Focus]] with the selected ability _Benefit:_ Add +4 to the DC for all saving throws against the chosen special attack. If you …

  • Epic Endurance

    *Epic Endurance [Epic]* p. Your endurance is truly beyond the pale. _Prerequisite:_ Con 25, Endurance _Benefit:_ The bonus on checks and saves from Endurance increases by +8. You take half the damage when you fail a check to avoid non-lethal damage …

  • Epic Speed

    *Epic Speed [Epic]* p. You’re fantastically light on your feet. _Prerequisite:_ Fleet _Benefit:_ While you are wearing light or no armor, your base speed increases by 15 feet. The benefits of this feat drop to 10 feet if you carry a medium or heavy …

  • Epic Toughness

    *Epic Toughness [Epic]* p. You have legendary resilience and durability. _Prerequisite:_ Con 20, [[Toughness]] _Benefit:_ Toughness provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain damage ablation 10.

  • Additional Magic Item Space

    *Additional Magic Item Space [Epic]* p. You learn to enable the magics of two items in the same slot _Benefit:_ Choose one of the options listed below. You gain it as a new magic item slot. Each option is associated with the thematic ties of an …

  • Armor Skin

    *Armor Skin [Epic]* p. Your skin has been hardened by your many battles _Prerequisite:_ Con 23 _Benefit:_ You gain a +1 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 1. Additionally, you gain damage …

  • Blinding Speed

    *Blinding Speed [Epic]* p. You're capable of great bursts of speed _Prerequisite:_ [[Run]] or [[Fleet]], Dex 25 _Benefit:_ You can act as if _[[Haste|hasted]]_ for 5 rounds once each hour. The bonus to move speed granted by this effect stacks with …

  • Aligned Strike

    *Aligned Strike [Epic]* p. Your attacks resonate with your devotion _Prerequisite:_ Must have at least 15 levels in a class with an alignment devotion or possess the alignment subtype _Benefit:_ Your attacks gain the benefit of an aligned …

  • Chaotic Rage

    *Chaotic Rage [Epic]* p. Your rage channels your innate chaos _Prerequisite:_ Greater Rage or Greater Spell Rage, Chaotic alignment _Benefit:_ While in a rage or spell rage, your attacks gain the benefit of the Anarchic enchantment (it is chaos- …

  • Energy Resistance

    *Energy Resistance [Epic]* p. You have become so attuned to an element that your body is incredibly resistant to it _Prerequisite:_ [[Attunement]] _Benefit:_ Choose a type of energy. You may choose fire, electricity, or sonic if you possess Red …

  • Augment Healing

    *Augment Healing [Metamagic]* * _Prerequisite:_ Skill Focus (Heal), Knowledge (religion) 5 ranks * _Benefit:_ You can increase the restorative potential of your spells. If the augmented spell would normally heal hit point damage, it heals an extra 3 …

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