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FEATS COMPENDIUM

| Classes Compendium
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Table of Contents
F 128
INTRODUCTION 3 CRITICAL FEATS 106 G 129
H 129
Introduction 4 A 107 I 129
B 107 K 131
Feats 4 C 107 L 131
Prerequisites 4 D 107 M 131
Types of Feats 4 E 108 N 132
Feat Descriptions 7 G 108 P 133
I 108 Q 133
S 108 R 133
GENERAL FEATS 8 T 109 S 134
T 136
A 9 U 137
B 12 GRIT FEATS 110 V 137
C 15 W 137
D 19 D 111
E 23 E 111
F 28 L 111 MONSTER FEATS 139
G 32 N 111
H 34 R 111 A 140
I 35 S 111 B 140
J 39 C 140
K 39 D 140
L 40 HERO FEATS 112 E 140
M 42 F 141
N 44 B 113 G 141
O 45 H 113 H 141
P 45 L 113 I 142
Q 47 L 142
R 47 M 142
S 50 ITEM CREATION FEATS 114 Q 143
T 58 R 143
U 61 B 115 S 143
V 61 C 115 T 144
W 62 F 116 W 144
Z 63 S 116

PANACHE FEATS 145


COMBAT FEATS 64 METAMAGIC FEATS 117
C 146
A 65 B 118 D 146
B 66 C 118 E 146
C 68 D 119 L 146
D 71 E 119 P 146
E 75 F 119 S 146
F 75 H 120
G 77 I 120
H 81 L 120 PERFORMANCE FEATS 147
I 81 M 120
J 85 P 120 D 148
K 85 Q 120 H 148
L 86 R 120 M 148
M 86 S 121 S 148
N 88 T 121
O 89 W 122
P 90 STORY FEATS 149
Q 92
R 93 MYTHIC FEATS 123 A 150
S 94 B 151
T 101 A 124 C 151
U 104 B 125 D 151
V 104 C 125 E 151
W 104 D 126 F 152
E 127 G 152

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Table of Contents
I 153
L 153
M 153
N 154
P 154
R 155
S 155
T 155
U 156
V 156

STYLE FEATS 157

B 159
C 160
D 160
E 161
F 162
G 162
J 163
K 163
M 164
O 165
P 166
S 166
T 167

TECHNOLOGY FEATS 169

C 170
R 170
S 170
T 170
W 171

TEAMWORK FEATS 172

A 173
B 173
C 173
D 173
E 174
F 174
H 174
I 174
L 175
M 175
O 175
P 175
S 175
T 176
W 176

OPEN GAME LICENSE 177

| Feats Compendium
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INTRODUCTION

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Extra Uses Feats
Introduction Feats that grant extra uses of class abilities, like Extra
Channel or Extra Rage, effectively grant the affected ability a
This file is a compendium made by me to put togheter in pool of additional uses each day. If you have levels in
one place the PRD information about all feats and its rules. multiple classes that have the same ability (or abilities that
The intention of the file is just make easier to those who have are counted as others for the purposes of meeting feat
no full access to internet during the game sessions or while prerequisites, like the skald's raging song counting as bardic
building its character sheet. performance), this single pool applies to all those abilities
together, and doesn't grant extra uses to each one separately.
To play the full game, visit the official rules site and buy the
You may spend this pool of uses each day on any of these
books of Pathfinder Roleplaying Game at www.paizo.com.
abilities in whatever manner you choose.

Feats For example, if you have levels in both barbarian and


bloodrager and you take the Extra Rage feat, you gain 6 extra
rounds that you can either use to rage or bloodrage or split
Some abilities are not tied to your race, class, or skill— between the two. The feat does not give both an extra 6
things like particularly quick reflexes that allow you to react rounds of rage and 6 rounds of bloodrage—it gives you
to danger more swiftly, the ability to craft magic items, the exactly 6 rounds each day that you can use for either one of
training to deliver powerful strikes with melee weapons, or these abilities. One day, you might use 4 of these rounds for
the knack for deflecting arrows fired at you. These abilities rage and 2 on bloodrage; the next day, you might use 3 on
are represented as feats. While some feats are more useful to each.
certain types of characters than others, and many of them
have special prerequisites that must be met before they are Grit Feats
selected, as a general rule feats represent abilities outside of Grit feats interact with the gunslinger's grit class ability or
the normal scope of your character's race and class. Many of the grit granted by the Amateur Gunslinger feat, usually by
them alter or enhance class abilities or soften class adding to her set of deeds. Sometimes these feats increase the
restrictions, while others might apply bonuses to your number of grit points a character has or how that character
statistics or grant you the ability to take actions otherwise regains grit points. Gunslingers can take grit feats as bonus
prohibited to you. By selecting feats, you can customize and feats.
adapt your character to be uniquely yours.
Hero Point Feats
The hero point feats enhance a character ability to store and
PREREQUISITES gain hero points.
Some feats have prerequisites. Your character must have the
indicated ability score, class feature, feat, skill, base attack Item Creation Feats
bonus, or other quality designated in order to select or use An item creation feat lets a character create a magic item of
that feat. A character can gain a feat at the same level at a certain type. Regardless of the type of item each involves,
which he gains the prerequisite. the various item creation feats all have certain features in
common.
A character can't use a feat if he loses a prerequisite, but he
does not lose the feat itself. If, at a later time, he regains the Raw Materials Cost: The cost of creating a magic item
lost prerequisite, he immediately regains full use of the feat equals half the base price of the item.
that prerequisite enables.
Using an item creation feat also requires access to a
laboratory or magical workshop, special tools, and so on. A
TYPES OF FEATS character generally has access to what he needs unless
unusual circumstances apply.
Some feats are general, meaning that no special rules
govern them as a group. Others are item creation feats, which Time: The time to create a magic item depends on the feat
allow characters to create magic items of all sorts. A and the cost of the item.
metamagic feat lets a spellcaster prepare and cast a spell with
greater effect, albeit as if the spell were of a higher spell level Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe
than it actually is. Scroll create items that directly reproduce spell effects, and
the power of these items depends on their caster level—that
Combat Feats is, a spell from such an item has the power it would have if
Any feat designated as a combat feat can be selected as a cast by a spellcaster of that level. The price of these items
fighter's bonus feat. This designation does not restrict (and thus the cost of the raw materials) also depends on the
characters of other classes from selecting these feats, caster level. The caster level must be low enough that the
assuming that they meet the prerequisites. spellcaster creating the item can cast the spell at that level. To
find the final price in each case, multiply the caster level by
Critical Feats the spell level, then multiply the result by a constant, as
Critical feats modify the effects of a critical hit by inflicting shown below:
an additional condition on the victim of the critical hit.
Scrolls: Base price = spell level × caster level × 25 gp.
Characters without the Critical Mastery feat can only apply
Potions: Base price = spell level × caster level × 50 gp.
the effects of one critical feat to an individual critical hit. Wands: Base price = spell level × caster level × 750 gp.
Characters with multiple critical feats can decide which feat Staves: The price for staves is calculated using more
to apply after the critical hit has been confirmed. complex formulas (see Magic Items).
A 0-level spell is considered to have a spell level of 1/2 for
the purpose of this calculation.

| Classes Compendium
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Extra Costs: Any potion, scroll, or wand that stores a spell metamagic feat to alter a spell being cast from a wand, scroll,
with a costly material component also carries a or other device.
commensurate cost. For potions and scrolls, the creator must
Metamagic feats that eliminate components of a spell don't
expend the material component cost when creating the item.
eliminate the attack of opportunity provoked by casting a
For a wand, the creator must expend 50 units of the material
spell while threatened. Casting a spell modified by Quicken
component. Some magic items similarly incur extra costs in
Spell does not provoke an attack of opportunity.
material components, as noted in their descriptions.
Metamagic feats cannot be used with all spells. See the
Skill Check: Successfully creating a magic item requires a
specific feat descriptions for the spells that a particular feat
Spellcraft check with a DC equal to 5 + the item's caster level.
can't modify.
Alternatively, you can use an associated Craft or Profession
skill to attempt this check instead, depending upon the item Multiple Metamagic Feats on a Spell: A spellcaster can
being crafted. See Magic Item Creation for more details on apply multiple metamagic feats to a single spell. Changes to
which Craft and Profession checks may be substituted in this its level are cumulative. You can't apply the same metamagic
manner. The DC of this check can increase if the crafter is feat more than once to a single spell.
rushed or does not meet all of the prerequisites. A failed
check ruins the materials used, while a check that fails by 5 or Magic Items and Metamagic Spells: With the right item
more results in a cursed item. See Magic Items for more creation feat, you can store a metamagic version of a spell in a
details. scroll, potion, or wand. Level limits for potions and wands
apply to the spell's higher spell level (after the application of
Metamagic Feats the metamagic feat). A character doesn't need the metamagic
As a spellcaster's knowledge of magic grows, he can learn to feat to activate an item storing a metamagic version of a spell.
cast spells in ways slightly different from the norm. Counterspelling Metamagic Spells: Whether or not a spell
Preparing and casting a spell in such a way is harder than has been enhanced by a metamagic feat does not affect its
normal but, thanks to metamagic feats, is at least possible. vulnerability to counterspelling or its ability to counterspell
Spells modified by a metamagic feat use a spell slot higher another spell (see Magic).
than normal. This does not change the level of the spell, so
the DC for saving throws against it does not go up. Monster Feats
Metamagic feats do not affect spell-like abilities. Most of these feats apply specifically to monsters, although
Wizards and Divine Spellcasters: Wizards and divine some player characters might qualify for them (as Craft
spellcasters must prepare their spells in advance. During Construct).
preparation, the character chooses which spells to prepare
with metamagic feats (and thus which ones take up higher-
Mythic Feats
Mythic characters and monsters gain mythic feats as they
level spell slots than normal).
gain tiers or ranks. These feats can be selected only as part of
Sorcerers and Bards: Sorcerers and bards choose spells as mythic advancement, not as part of a character's normal
they cast them. They can choose when they cast their spells advancement or in place of any other bonus feat.
whether to apply their metamagic feats to improve them. As
Most mythic feats require a non-mythic feat as a
with other spellcasters, the improved spell uses up a higher-
prerequisite. These mythic feats enhance the benefits of their
level spell slot. Because the sorcerer or bard has not prepared
prerequisite feats, making them truly awe-inspiring. If a
the spell in a metamagic form in advance, he must apply the
character doesn't possess any of the necessary prerequisite
metamagic feat on the spot. Therefore, such a character must
feats when she gains a mythic feat, she can wait to select a
also take more time to cast a metamagic spell (one enhanced
by a metamagic feat) than he does to cast a regular spell. If mythic feat until the next time she gains a tier or level.
the spell's normal casting time is a standard action, casting a A value in a mythic feat based on a fraction of your tier
metamagic version is a full-round action for a sorcerer or (such as a +1 bonus for every 3 tiers you possess) always has
bard. (This isn't the same as a 1-round casting time.) The only a minimum of 1.
exception is for spells modified by the Quicken Spell
metamagic feat, which can be cast as normal using the feat. This section includes some non-mythic feats. These grant a
character who hasn't had a moment of ascension a measure of
For a spell with a longer casting time, it takes an extra full- mythic might, and remain relevant if that character later
round action to cast the spell. becomes mythic.
Spontaneous Casting and Metamagic Feats: A cleric Only characters with mythic tiers or creatures with mythic
spontaneously casting a cure or inflict spell, or a druid ranks can take these feats. If a creature becomes non-mythic,
spontaneously casting a summon nature's ally spell, can cast a it no longer gains the benefit of these feats, but it doesn't lose
metamagic version of it instead. Extra time is also required in them permanently. If the creature becomes mythic again, it
this case. Casting a standard action metamagic spell regains the use of all the mythic feats it once had.
spontaneously is a full-round action, and a spell with a longer
casting time takes an extra full-round action to cast. The only Many mythic feats enhance non-mythic feats with the same
exception is for spells modified by the Quicken Spell feat, name. When a creature has a mythic version of a feat, that
which can be cast as a swift action. feat is denoted with a superscript "M" in the feat line of its
stat block.
Effects of Metamagic Feats on a Spell: In all ways, a
metamagic spell operates at its original spell level, even Panache Feats
though it is prepared and cast using a higher-level spell slot. Panache feats interact with the swashbuckler's panache
Saving throw modifications are not changed unless stated class ability or the panache granted by the Amateur
otherwise in the feat description. Swashbuckler feat. Swashbucklers can take panache feats as
bonus feats.
The modifications made by these feats only apply to spells
cast directly by the feat user. A spellcaster can't use a

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Performance Feats Challenging Foe: This is a foe or group of foes with a total
Performance feats are used when you make a performance CR of 10 or a CR of 3 plus your character level, whichever is
combat check, typically granting a special action that occurs higher. If this refers to a distinct individual, the foe's CR is set
when you make that check. Unless you have the Masterful when the feat is taken, but the foe advances in power as you
Display feat, you can only apply the effect of one do. Otherwise, it refers to your current level. A typical
performance feat to each performance combat check you recurring foe advances in CR by 1 for every 1—2 levels you
make. gain.
Character's Level: Normally, this is your actual character
Story Feats level. If you're a creature best represented by CR rather than
A story feat reflects a goal—often an all-consuming one— character level (such as most monsters with more than 1 HD),
that shapes your life. Each story feat incorporates a trigger use your calculated CR instead of your character level.
event (which comes from either a campaign occurrence or
your background), an immediate benefit, a goal, and a further Decisively Defeat: You overcome a foe in some way, such
benefit for achieving that goal. as by killing the creature, knocking it unconscious, or causing
it to be taken prisoner. You must be a significant participant
Story feats are marked with the story keyword. Each feat in the conflict to defeat the opponent, even if another strikes
has at least two possible prerequisites, representing the final blow. Whether or not merely causing the enemy to
conditions most likely met during play or a background that flee qualifies is up to the GM. Generally, driving off an
fits the feat. You need to meet only one of these prerequisites. enemy while causing little actual harm does not qualify as a
Anytime you gain a new feat, you may take a story feat, but decisive defeat.
you can have only one uncompleted story feat at a time. Story
feats are designed for PCs, but can be taken by NPCs and Slay: Slaying a foe includes killing it, destroying it, turning
monsters as well. it to stone, banishing it to the Abyss, or otherwise eliminating
it in a fashion reversible only by powerful magic. Unless
Unlike typical feats, story feats have nebulous prerequisites, otherwise noted, you must deal the final blow yourself to slay
and you should chose one only after talking with the GM. a creature.
The GM should weave a story feat into the greater story of
the campaign and even adjust it as needed to fit the Thwart: Distinct from defeating a foe, thwarting a foe
campaign's long-term goals and the specifics of your involves disrupting its plans in a substantial and essentially
background. Story feats should work organically within the permanent fashion. Deposing a lord, bringing down a priest's
story of the campaign, rather than be chosen purely for their temple, or banishing a sorcerer to the depths of Hell all
mechanical benefits. qualify as thwarting. You keep any benefits gained by
thwarting a foe even if it survives defeat and returns more
Like the prerequisites, the completion conditions for a story powerful than before. You must be a significant participant in
feat might require GM adjudication. If the events of the the events that lead to your foe being thwarted for your
campaign are not likely to resolve the story implied by the actions to count toward fulfilling a story requirement.
story feat, the GM should consider shifting the goal to
something you can achieve. Establishing a meaningful story Story Feats and Stacking
arc is more important than adhering to the letter of the feat. Most story feat bonuses are untyped, and stack with almost
Because a story feat represents both your motivation and any other bonus. However, if you have multiple story feats,
character development, the GM should make an effort to their untyped bonuses do not stack with each other. For
incorporate elements related to the feat into the ongoing example, if two story feats gave you a bonus on saving
campaign. These can be direct elements, like the appearance throws, you would add only the higher bonus.
of a villain or hated creature, or indirect elements, such as
rumors of the fate of a lost relative or NPCs who are
Style Feats
For centuries, great warriors have looked to nature and the
impressed by a PC's artistic endeavors. A good rule of thumb
multiverse to find inspiration in battle. Countless monastic
is to work in a reference to each PC's story feat once every
and contemplative orders have crafted intricate unarmed
three to five sessions.
fighting styles based on the deadliness and grace of natural
In most cases, allies can assist in completing a story feat. At and supernatural creatures. Although many such fighting
the GM's discretion, if you do not take a leadership role in techniques were created by secretive orders, they have since
tasks or conflicts related to your own story feat, you might spread to practitioners the world over.
need to complete additional goals to resolve the story feat, or
As a swift action, you can enter the stance employed by the
might even be denied completion altogether.
fighting style a style feat embodies. Although you cannot use
Common Rules a style feat before combat begins, the style you are in persists
Many story feats share similar terminology in their until you spend a swift action to switch to a different combat
prerequisites and completion conditions. The following terms style. You can use a feat that has a style feat as a prerequisite
have special meanings when used in story feats. only while in the stance of the associated style. For example,
if you have feats associated with Mantis Style and Tiger Style,
Appropriate Number: These are either creatures whose you can use a swift action to adopt Tiger Style at the start of
individual CRs add up to 20, or creatures whose individual one turn, and then can use other feats that have Tiger Style as
CRs add up to 5 times your character level, whichever is a prerequisite. By using another swift action at the start of
greater. For example, if you're at 6th level, an appropriate your next turn, you could adopt Mantis Style and use other
number of creatures have CRs that add up to 30. This feats that have Mantis Style as a prerequisite.
calculation is based on your current character level, not the
level at which you selected the story feat. Overly easy
challenges (encounters with CRs of 3 or more below your
character level) don't count unless circumstances make them
much more difficult to handle.

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Teamwork Feats
Teamwork feats grant large bonuses, but they only function
under specific circumstances. In most cases, these feats
require an ally who also possesses the feat to be positioned
carefully on the battlefield. Teamwork feats provide no bonus
if the listed conditions are not met. Note that allies who are
paralyzed, stunned, unconscious, or otherwise unable to act
do not count for the purposes of these feats.

FEAT DESCRIPTIONS
Feats are summarized on Table: Feats below. Note that the
prerequisites and benefits of the feats on this table are
abbreviated for ease of reference. See the feats description for
full details.
The following format is used for all feat descriptions.
Feat Name: The feat's name also indicates what
subcategory, if any, the feat belongs to, and is followed by a
basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats,
a minimum base attack bonus, a minimum number of ranks
in one or more skills, or anything else required in order to
take the feat. This entry is absent if a feat has no prerequisite.
A feat may have more than one prerequisite.
Benefit: What the feat enables the character ("you" in the
feat description) to do. If a character has the same feat more
than once, its benefits do not stack unless indicated otherwise
in the description.
Normal: What a character who does not have this feat is
limited to or restricted from doing. If not having the feat
causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.

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GENERAL FEATS

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GENERAL FEATS Special: You can gain this feat multiple times. Its effects do
Some feats are general, meaning that no special rules not stack. Each time you take the feat, it applies to a new
govern them as a group. revelation.

Aberrant Tumor Accursed Hex


To the surprise of others, that strange growth on you is You can make a second attempt at failed hexes.
actually your spellcasting companion. Prerequisite: Hex class feature.
Prerequisite: Aberrant bloodline. Benefit: When you target a creature with a hex that cannot
Benefit: You gain a tumor familiar, as the tumor familiar target the same creature more than once per day, and that
alchemist discovery, with an effective alchemist level equal to creature succeeds at its saving throw against the hex's effect,
the level of the class that grants your aberrant bloodline for you can target the creature with the same hex a second time
determining the tumor familiar's abilities. If multiple classes before the end of your next turn. If the second attempt fails,
grant you the aberrant bloodline, those class levels stack for you can make no further attempts to target that creature with
determining your effective alchemist level. the same hex for 1 day.
Normal: You can only target a creature with these hexes
Absorb Spirit once per day.
You absorb restless spirits into your body at the cost of your
own life force and sanity. Acrobatic
Prerequisites: Con 13, must have died at least once or been You are skilled at leaping, jumping, and flying.
possessed by an undead creature. Benefit: You get a +2 bonus on all Acrobatics and Fly skill
Benefit: When an incorporeal undead with the rejuvenation checks. If you have 10 or more ranks in one of these skills, the
special ability or a haunt is reduced to 0 or fewer hit points bonus increases to +4 for that skill.
within 30 feet of you, you can attempt to absorb its spirit into
your body as an immediate action. You must attempt a Will
Acrobatic Steps
You can easily move over and through obstacles.
save with a DC equal to 5 + twice the CR of the undead
creature or haunt. If you are a medium with the haunt Prerequisites: Dex 15, Nimble Moves.
channelerOA class feature, you receive a +2 bonus on this
saving throw. If you succeed, you harbor the undead or Benefit: Whenever you move, you may move through up to
haunt’s essence, and it cannot continue to rejuvenate or 15 feet of difficult terrain each round as if it were normal
manifest until you release it. For every 24 hours that you terrain. The effects of this feat stack with those provided by
harbor the entity, you must attempt a Constitution check (DC Nimble Moves (allowing you to move normally through a
= 10 + the CR of the undead or haunt). If you are a medium total of 20 feet of difficult terrain each round).
with the haunt channeler class feature, you receive a +2
bonus on this check. If you fail the check, you take 1d4 points
Adaptive Fortune
Your luck takes on almost legendary proportions.
of Constitution and Wisdom damage. If you succeed, you
take 1 point of Constitution and Wisdom damage. No effect Prerequisites: Fortunate One, adaptable luck racial trait,
can prevent or reduce this ability damage, nor can the ability character level 10th, halfling.
damage be healed or suppressed by any means until you
release the spirit. You can release the spirit at any time as a Benefit: Increase the number of times per day you can use
standard action, at which point the spirit returns to its former the adaptable luck racial trait by 1. Furthermore, when you
location and begins rejuvenating or manifesting again as use adaptable luck, increase the luck bonus for each type of
normal. If you die from the Constitution damage, the spirit is use by 2.
released, and if you become comatose from the Wisdom
damage, the spirit gains control of your body (and can release
Adept Champion
itself whenever it desires). You can alter your smite ability, channeling the power of
your deity into divine inspiration that grants you greater
Special: If you are using the sanity system and fail your aptitude for performing combat maneuvers.
Constitution check while harboring the spirit, you take sanity
damage equal to 1/2 the spirit’s CR (minimum 1) instead of Prerequisites: Smite evil class feature, base attack bonus +5.
1d4 points of Wisdom damage. If you succeed at the Benefit: While using your smite evil class feature, as a swift
Constitution check, you take sanity damage equal to 1/4 the action at the start of your turn, you can forgo the bonus on
spirit’s CR instead of 1 point of Wisdom damage. Either way, damage rolls and instead gain half that bonus as a bonus on
you still take the normal amount of Constitution damage. No combat maneuver checks against the target of your smite.
effect can prevent or reduce the damage, nor can it be healed The effects of your smite evil feature return to normal at the
or suppressed by any means until you release the spirit. start of your next turn.

Abundant Revelations Additional Traits


You can plumb the depths of your mystery to use your You have more traits than normal.
revelations more often.
Benefit: You gain two character traits of your choice. These
Prerequisite: Mystery class feature. traits must be chosen from different lists, and cannot be
Benefit: Choose one of your revelations that has a number chosen from lists from which you have already selected a
of uses per day. You gain 1 additional use per day of that character trait. You must meet any additional qualifications
revelation. for the character traits you choose.

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Advanced Ranger Trap if you take 10 or take 20 on that check). You make this choice
Your ranger traps are especially difficult to notice and after the check is rolled and before the result of the roll is
avoid. revealed. You can use inspiration only once per skill check.
Your pool of inspiration refreshes each day, typically after
Prerequisites: Trap class feature, ranger level 5th. you get a restful night's sleep.
Benefit: Add +1 to the Difficulty Class on all Perception and Special: If you later gain levels in a class that has the
Disable Device skill checks to find or disable the traps you inspiration class feature, you can immediately trade this feat
make with your trap class feature. Add a +1 to the Difficulty for the Extra Inspiration feat.
Class on all saving throws against the effects of the trap you
make with your trap class feature. Angel Wings
Feathered wings sprout from your back.
Agent of Fear
You inspire fear so powerful that it’s hard to shake off. Prerequisites: Angelic Blood, aasimar, character level 10th.

Prerequisites: Persuasive, frightening appearance class Benefit: You gain a pair of gleaming feathered wings that
feature. grant a fly speed of 30 feet (average maneuverability) if
wearing light armor or unencumbered, or 20 feet (poor
Benefit: When you target a creature with your frightening maneuverability) with a medium or heavy load or medium or
appearance or stunning appearance class feature, it does not heavy armor. Fly is a class skill for you.
become immune to the effects of those features for 24 hours,
but does gain a +2 bonus on the saving throws against those Angelic Blood
class features for 24 hours. This bonus stacks with itself if you Your blood is infused with holy power.
use those abilities against the same creature multiple times in
Prerequisites: Con 13, aasimar.
the same 24- hour period. Because these abilities alert the
creature to your presence, you still can’t use them on the Benefit: You gain a +2 bonus on saving throws against
creature again until after the end of that specific combat. effects with the evil descriptor and on Constitution checks to
stabilize when you are reduced to negative hit points (but not
Normal: A creature targeted by frightening appearance or
dead). Furthermore, each time you take bleed or blood drain
stunning appearance becomes immune to the feature’s effect
damage, each undead creature or creature with the evil
for 24 hours.
subtype that is currently adjacent to you also takes 1 point of
Agile Tongue damage.
Your long pink tongue is capable of manipulating small
items and even stealing objects.
Angelic Flesh
Your skin shines like burnished metal.
Prerequisite: Grippli.
Prerequisites: Angelic Blood, aasimar.
Benefit: You have a prehensile tongue with a range of 10
Benefit: You take a –2 penalty on Disguise and Stealth
feet. You can pick up items weighing no more than 5 pounds,
checks but gain one of the following benefits, depending on
make Sleight of Hand checks, perform the steal or disarm
the metallic affinity of your flesh (choose one).
combat maneuvers, or make melee touch attacks with your
tongue. Brazen: You gain fire resistance 5 and a +2 bonus on saves
against fire effects.
Airy Step
The air responds to your innate elemental nature, protecting Golden: You gain a +2 bonus on saves against blindness,
you from harm and cushioning your falls. dazzling, patterns, and effects with the light descriptor. When
you cast spells or use spell-like abilities that are from the
Prerequisite: Sylph. illusion (pattern) subschool or have the light descriptor, you
Benefit: You gain a +2 bonus on saving throws against do so at +1 caster level.
effects with the air or electricity descriptors and effects that Silver: You gain a +2 bonus on saves against paralysis,
deal electricity damage. You may ignore the first 30 feet of petrification, and poison, and your unarmed strikes or
any fall when determining falling damage. natural weapons count as silver for the purpose of
overcoming damage reduction.
Alertness
You often notice things that others might miss. Steel: You gain a +1 natural armor bonus to AC, and your
unarmed strikes or natural weapons count as cold iron for the
Benefit: You get a +2 bonus on Perception and Sense purpose of overcoming damage reduction.
Motive skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill. Alignment Channel
Choose chaos, evil, good, or law. You can channel divine
Amateur Investigator energy to affect outsiders that possess this subtype.
Your knowledge is more than plain smarts—it's inspired.
Prerequisites: Ability to channel energy.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill,
no levels in a class that has the inspiration class feature. Benefit: Instead of its normal effect, you can choose to have
your ability to channel energy heal or harm outsiders of the
Benefit: Like an investigator, you have the ability to chosen alignment subtype. You must make this choice each
augment your Knowledge, Linguistics, and Spellcraft checks. time you channel energy. If you choose to heal or harm
You gain a pool of inspiration equal to your Intelligence creatures of the chosen alignment subtype, your channel
modifier. You can expend one use of inspiration as a free energy has no effect on other creatures. The amount of
action to add 1d6 to the result of a Knowledge, Linguistics, or damage healed or dealt and the DC to halve the damage is
Spellcraft check, as long as you are trained in that skill (even otherwise unchanged.

| Classes Compendium
10
Special: You can gain this feat multiple times. Its effects do Arcane Blast
not stack. Each time you take this feat, it applies to a new You can convert any spell into an attack.
alignment subtype. Whenever you channel energy, you must
choose which type to effect. Prerequisites: Arcane spellcaster, caster level 10th.

Animal Affinity Benefit: As a standard action, you can sacrifice a prepared


spell or unused spell slot of 1st level or higher and transform
You are skilled at working with animals and mounts.
it into a ray, targeting any foe within 30 feet as a ranged
Benefit: You get a +2 bonus on all Handle Animal and Ride touch attack. This attack deals 2d6 points of damage plus an
skill checks. If you have 10 or more ranks in one of these additional 1d6 points of damage for every level of the spell or
skills, the bonus increases to +4 for that skill. spell slot you sacrificed. 0-level spells may not be sacrificed in
this manner.
Animal Soul
Your close bond with an animal allows you to ignore Arcane Shield
harmful magic that cannot affect your wild side. You can convert any spell into a defense.
Prerequisite: Animal companion or mount class feature. Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: You can choose not to allow spells and effects to Benefit: As a immediate action, you can sacrifice a prepared
effect you if they would not be capable of affecting both your spell or unused spell slot of 1st level or higher and gain a
original creature type and the animal creature type. deflection bonus to AC equal to the level of the spell or spell
slot you sacrificed for 1 round. 0-level spells may not be
Antagonize sacrificed in this manner.
Whether with biting remarks or hurtful words, you are
adept at making creatures angry with you. Arcane Talent
Magic is in your blood, and at your fingertips.
Benefit: You can make Diplomacy and Intimidate checks to
make creatures respond to you with hostility. No matter Prerequisites: Cha 10; elf, half-elf, or gnome.
which skill you use, antagonizing a creature takes a standard
Benefit: Choose a 0-level spell from the sorcerer/wizard
action that does not provoke attacks of opportunity, and has
spell list. You can cast this spell three times per day as a spell-
a DC equal to 10+ the target's Hit Dice + the target's Wisdom
like ability. The caster level is equal to your character level.
modifier. You cannot make this check against a creature that
The save DC is 10 + your Charisma modifier.
does not understand you or has an Intelligence score of 3 or
lower. Before you make these checks, you may make a Sense Armor of the Pit
Motive check (DC 20) as a swift action to gain an insight
Your fiendish traits take the form of a protective scaly skin.
bonus on these Diplomacy or Intimitade checks equal to your
Charisma bonus until the end of your next turn. The benefits Prerequisite: Tiefling.
you gain for this check depend on the skill you use. This is a
Benefit: You gain a +2 natural armor bonus.
mind-affecting effect.
Special: If you have the scaled skin racial trait, you instead
Diplomacy: You fluster your enemy. For the next minute, the
gain resistance 5 to two of the following energy types that
target takes a –2 penalty on all attacks rolls made against
you don't have resistance to already: cold, electricity, and fire.
creatures other than you and has a 10% spell failure chance
on all spells that do not target you or that have you within Aspect of the Beast
their area of effect.
Whether by magic or a curse of your blood, some part of
Intimidate: The creature flies into a rage. On its next turn, the you is more beast than man.
target must attempt to make a melee attack against you,
Prerequisite: wild shape class feature, see Special.
make a ranged attack against you, target you with a spell, or
include you in the area of a spell. The effect ends if the Benefit: Your bestial nature manifests itself in one of the
creature is prevented from attacking you or attempting to do following ways. You choose the manifestation when you
so would harm it (for example, if you are on the other side of choose the feat, and then you cannot change it.
a chasm or a wall of fire). If it cannot attack you on its turn,
you may make the check again as an immediate action to Night Senses (Ex): If your base race has normal vision, you
extend the effect for 1 round (but cannot extend it thereafter). gain low-light vision. If your base race has low-light vision,
The effect ends as soon as the creature attacks you. Once you you gain darkvision out to a range of 30 feet. If your base race
have targeted a creature with this ability, you cannot target it has darkvision, the range of your darkvision increases by 30
again for 1 day. feet.
Claws of the Beast (Ex): You grow a pair of claws. These
Aquatic Ancestry claws are primary attacks that deal 1d4 points of damage
You favor your outsider ancestry and are better adapted to (1d3 if you are Small).
life in the water.
Predator's Leap (Ex): You can make a running jump without
Prerequisite: Undine. needing to run 10 feet before you jump.
Benefit: You gain the amphibious special quality. Your Wild Instinct (Ex): You gain a +2 bonus on initiative checks
swim speed increases by +10 feet. and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can
take this feat without having to meet the prerequisites. A
ranger who selects the natural weapon combat style can take
this feat without having to meet the prerequisites (even if he
does not select Aspect of the Beast as a bonus feat).

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11
Athletic it gains the combat training general purpose (see Handle
You possess inherent physical prowess. Animal) at no cost.

Benefit: You get a +2 bonus on Climb and Swim skill Believer's Boon
checks. If you have 10 or more ranks in one of these skills, the Your deity rewards you for your faithfulness and your
bonus increases to +4 for that skill. steadfast worship.

Attuned to the Wild Prerequisites: Wis 13, alignment must be within one step of
You share a strong mystic connection with one type of your deity's.
wilderness terrain. Benefit: When you take this feat, choose one domain
Prerequisite: Elf. granted by your deity. You can use the 1st-level domain
ability that clerics of that domain can use a number of times
Benefit: Select one type of terrain from the ranger class's or rounds per day, but you can use it only once per day or 1
favored terrain class feature (except urban). While you are in round per day, whichever is appropriate. Your effective cleric
your selected terrain type, your natural healing rate (the level in regard to this ability is 1st level. If the domain has a
amount of hit points and ability damage you heal from a full 1st-level ability that does not meet this specification, you
night's rest) doubles. cannot use it.
Special: You can take this feat multiple times. Its effects do Special: You can take this feat twice. When you take it a
not stack. Each time you take it, it applies to a different second time, you choose another domain granted by your
terrain type. deity.

Augment Summoning If you grossly violate the code of conduct required by your
Your summoned creatures are more powerful and robust. deity, your alignment shifts so that it is more than one step
away from your deity's, or you no longer worship your deity,
Prerequisite: Spell Focus (conjuration). you lose access to this feat. You can regain it once you atone
Benefit: Each creature you conjure with any summon spell for your misdeeds to your deity (see the atonement spell).
gains a +4 enhancement bonus to Strength and Constitution
for the duration of the spell that summoned it.
Believer's Hands
Thanks to your faith, you can heal others with a mere touch
Aura Flare of your hand.
You are able to flare your alignment aura to debilitate your Prerequisites: Wis 13, Believer's Boon, must be lawful good,
foes. alignment must be within one step of your deity's.
Prerequisites: Cha 13; aura, aura of good, or aura of evil Benefit: Once per day, you can use the paladin's lay on
class feature; channel energy 4d6; strong or overwhelming hands ability. Your effective paladin level is equal to 1/2
good or evil aura. your character level (minimum 1). If you already have (or
Benefit: Once per day, when you channel energy, you are later gain) the lay on hands ability, you instead gain one extra
also able to cause your divine aura to flare in a display of use of lay on hands each day.
overwhelming force, affecting all good creatures within the Special: This feat counts as having the lay on hands ability
aura (if you channel negative energy) or all evil creatures in for the purpose of qualifying for feats such as Extra Lay on
the aura (if you channel positive energy). This effect is in Hands.
addition to the normal effects of channeling energy.
If you grossly violate the code of conduct required by your
When you flare your aura, select from one of the following deity, your alignment shifts so that it is more than one step
options based on the strength of your alignment aura. You away from your deity's, or you no longer worship your deity,
can select a lower-strength effect. you lose access to this feat. You can regain it once you atone
Strong: Affected creatures must succeed at a Fortitude save for your misdeeds to your deity (see the atonement spell).
(DC = 10 + 1/2 your class level in the class granting you the
channel energy ability + your Charisma bonus) or be fatigued
Bestow Luck
You are extremely lucky and sometimes your allies are as
for 1d4 rounds.
well.
Overwhelming: Affected creatures must succeed at a
Prerequisites: Defiant Luck, Inexplicable Luck, human.
Fortitude save (DC = 10 + 1/2 your class level in the class
granting you the channel energy ability + your Charisma Benefit: You gain an extra use per day of your Defiant Luck
bonus) or be staggered for 1d4 rounds. ability. You can also use your Inexplicable Luck ability to
grant an ally that can see and hear its benefit as an immediate
Beast Rider action.
You gain the service of a monstrous companion or mount.
Prerequisites: Animal companion or mount class feature,
Betrayer
You can charm people into lowering their defenses,
character level 7th, half-orc or orc.
allowing you to ambush them more effectively.
Benefit: Select one of the following creature types: elephant,
Prerequisites: Quick Draw, Persuasive, base attack bonus
pteranodon, rhinoceros, stegosaurus, or triceratops. Add this
+3.
creature type to your list of possible animal companions or
mounts. When summoning a creature of the selected type to Benefit: When you succeed at a Diplomacy check to change
serve as a mount or companion, treat your effective druid a creature's attitude, you can draw a weapon and make a
level as if it were two levels higher (to a maximum of your single melee attack against that creature as an immediate
character level). If the creature is large enough for you to ride, action. If you changed your target's attitude to friendly or

| Classes Compendium
12
better, your target is considered flat-footed against this for the blood of creatures with this subtype. Whenever you
attack. If the target survives, it takes a –2 penalty on its drink fresh blood from such a creature, you gain 5 temporary
initiative check for this combat. hit points and a +1 bonus on checks and saves based on
Constitution. The effects last 1 hour. If you feed multiple
Once you attack a creature, its attitude becomes hostile.
times, you continue to gain hit points to a maximum of 5
Black Cat temporary hit points for every three Hit Dice you have, but
the +1 bonus on Constitution-based skill checks and saving
Bad luck befalls those who dare to cross you.
throws does not stack.
Prerequisite: Catfolk.
Normally, you can only drink blood from an opponent who
Benefit: Once per day as an immediate action, when you is helpless, grappled, paralyzed, pinned, unconscious, or
are hit by a melee attack, you can force the opponent who similarly disabled. If you have a bite attack, you can drink
made the attack to reroll it with a –4 penalty. The opponent blood automatically as part of your bite attack; otherwise,
must take the result of the second attack roll. This is a you must first cut your target by dealing 1 hit point of
supernatural ability. damage with a slashing or piercing weapon (though you may
feed upon a creature with severe wounds or a bleed effect
Special: If you take this feat and don't already have all black
without cutting it first). Once you cut the target, you can
fur, your fur turns completely black when you takes this feat.
drink from its wound as a standard action. Drinking blood
Blasting Charge deals 2 points of Constitution damage to the creature you
feed upon.
You funnel the power of your bloodrage into a strike
capable of erupting with arcane power. The blood must come from a living creature of the specified
humanoid subtype. It cannot come from a dead or
Prerequisites: Base attack bonus +7, ability to cast 2nd-level
summoned creature. Feeding on unwilling intelligent
bloodrager spells, bloodrage class feature.
creatures is an evil act.
Benefit: While you are bloodraging, at the end of a charge
you can expend a bloodrager spell slot as a swift action to Blood Feaster
imbue your charge attack with extra power. You deal an Consuming blood gives you superhuman strength.
additional 1d6 points of damage per level of the spell slot
Prerequisites: Blood Drinker, base attack bonus +6,
expended. This extra damage is force damage, and it's not
dhampir.
multiplied in the case of a critical hit.
Benefit: If you use your Blood Drinker feat to drain 4 or
If your bloodline has a specific energy type associated with
more points of Constitution from a living creature, you gain a
it (as the elemental or draconic bloodlines do), you can
+2 bonus on damage rolls and a +1 bonus on Strength-based
increase the damage to 1d8 points per level of the spell slot
skill checks. This bonus lasts for a number of rounds equal to
expended, and this extra damage is of that type.
1/2 your Hit Dice.
Blessed Striker Blood Salvage
You attacks are augmented by the strength of your and
You do not need to drink blood from a living creature to
your deity's shared alignment.
gain healing benefits.
Prerequisites: Base attack bonus +11, ability to cast divine
Prerequisites: Blood Drinker, dhampir.
spells, alignment must be within one step of your deity's.
Benefit: You can use your Blood Drinker feat on a dead
Benefit: All of your attacks are treated as having whatever
creature of the appropriate humanoid subtype. The creature
alignment components you and your deity share for the
must have died less than 6 hours beforehand.
purpose of overcoming damage reduction.
Normal: You only benefit from the Blood Drinker feat if you
Special: If you grossly violate the code of conduct required
consume fresh blood from a living creature.
by your deity, your alignment shifts so that it is more than
one step away from your deity's, or you no longer worship Blood Vengeance
your deity, you lose access to this feat. You can regain it once Seeing an ally fall in combat fills you with a raging and
you atone for your misdeeds to your deity (see the atonement murderous fury.
spell).
Prerequisites: Half-orc or orc, nonlawful.
Blighted Critical Mastery
Benefit: Whenever one of your allies is reduced to negative
You control the type of spellblight your critical hits give
hit points or killed, you may enter a state similar to but less
your opponent.
powerful than a barbarian's rage as a free action on your next
Prerequisites: Blighted Critical, caster level 9th. turn. If you have the rage class feature and are already
raging, your morale bonuses to Strength and Constitution
Benefit: Whenever you apply a spellblight by way of the
increase by +2 for the duration of your rage. If you do not
Blighted Critical or Greater Blighted critical feat, you can
have the rage class feature, or you have no more rage rounds
choose the spellblight you apply rather than determining it
left, this weaker rage gives you all the benefits and penalties
randomly.
of a barbarian's rage, except your morale bonus to Strength
Blood Drinker and Constitution is only +2. In either case, this state lasts for 4
rounds.
Consuming blood reinvigorates you.
As with a barbarian's rage, when this weaker rage ends, you
Prerequisite: Dhampir.
are fatigued; if another ally falls before this duration ends, the
Benefit: Choose one humanoid subtype, such as "goblinoid" weaker rage lasts for an additional 4 rounds. This feat does
(this subtype cannot be "dhampir"). You have acquired a taste not allow you to enter a rage if you are fatigued. You may

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13
only use this feat if the fallen ally had at least as many Hit Breadth of Experience
Dice as you (excluding conjured or summoned allies). Although still young for your kind, you have a lifetime of
knowledge and training.
Blustering Bluff
You can verbally bully others into believing unlikely or Prerequisites: Dwarf, elf, or gnome; 100+ years old.
outrageous lies.
Benefit: You get a +2 bonus on all Knowledge and
Prerequisites: Cha 13, Bluff 1 rank, Intimidate 1 rank. Profession skill checks, and can make checks with those skills
untrained.
Benefit: When using Bluff to fool a foe, you can bully that
person to reduce the penalty for telling an unlikely or far- Brewmaster
fetched lie by 5. If you do so and your check would not have You can concoct potent brews.
succeeded otherwise, after 1d6×10 minutes, the person you
fooled realizes you bullied him into believing a lie, treats you Prerequisites: Craft (alchemy) 1 rank, Profession (brewer) 1
as unfriendly, and might report you or take other actions rank, dwarf.
against you.
Benefit: You gain a +2 bonus on Craft (alchemy) and
Normal: The penalty for telling unlikely lies is –5, and the Profession (brewer) checks, and you add +1 to the DC of any
penalty for telling far-fetched lies is –10. ingested poison you create.

Bolstered Resilience Brilliant Planner


You can dramatically increase your damage reduction in Your experience and intellect enable you to create prescient
exchange for its temporary loss. plans and contingencies.

Prerequisite: Damage reduction. Prerequisites: Int 13, character level 5th.

Benefit: As an immediate action, you can double your DR Benefit: You can prepare for future contingencies without
against a single attack, to a maximum of DR 20. The type of defining what those preparations are until they are relevant.
the DR remains unchanged. If the attack you are guarding As a part of this preparation, while in a settlement for at least
against is not successful, the increased damage reduction 24 hours, you can take 8 hours and spend up to 50 gp per
persists until you are hit with an attack or until the start of character level, which becomes your brilliant plan fund.
your next turn, whichever happens first. At the start of your While you have a brilliant plan pending, you are always
next turn, you become fatigued. You cannot use this feat treated as carrying 20 additional pounds of weight, even
while you are fatigued. before you define your brilliant plan.

Bookish Rogue Once per day, you can take 10 minutes to enact a brilliant
plan, withdrawing an item that would have been available in
Thanks to your preparation, your arcane ability is more
a settlement you visited or procuring a mundane service that
varied than most.
your character planned ahead of time. Once you enact the
Prerequisite: Minor magic rogue talent. plan, subtract the price of the item or service from this feat’s
fund. Any item procured must weigh 10 pounds or less.
Benefit: By studying a spellbook for 10 minutes, you can
Likewise, the GM must approve any nonmagical service you
change one spell you are able to cast using your minor magic
gain by using this feat as being appropriate for the location
or major magic rogue talent to one sorcerer/wizard spell of
selected.
the same level contained in the spellbook. This change is
permanent until you take the time to change it via this feat Once you have spent all the money in your brilliant plan
again. fund or procured 20 pounds of objects with this feat, you
cannot use the feat again until you replenish your brilliant
Born Alone plan fund.
You are so tough and vicious that you killed and ate the rest
of your litter while still in the womb. Brilliant Spell Preparation
You have the foresight to prepare just the right spell for the
Prerequisite: Orc.
troubles you face.
Benefit: Whenever you kill or knock unconscious an
Prerequisites: Int 13, ability to prepare 3rd-level spells.
opponent with a melee attack, you gain temporary hit points
equal to your Constitution bonus (minimum 1) until your Benefit: Select one class for which you prepare spells of 3rd
next turn. These temporary hit points do not stack. You do level or higher. Once you select a class, it can’t be changed.
not gain this bonus if the opponent is helpless or has less than When you prepare spells for that class, you can leave one
half your Hit Dice. spell slot open as a special slot. The slot must be at least 2
levels lower than the highest-level spell you can cast. You can
Branded for Retribution then prepare a spell in this special open slot as a standard
You brand an enemy with your bane weapon, making it action instead of it taking 15 minutes.
more vulnerable to your allies' attacks.
Special: You can take this feat multiple times. Each time
Prerequisite: Bane class feature. you do, you can leave an additional special slot open.
Benefit: As a standard action, expend 3 rounds of your bane Bully Breed
class feature and make a melee touch attack with the weapon
Your animal companion can terrify as well as fight.
affected by bane. If you hit, your target takes no damage but
is branded until the start of your next turn. While this brand Prerequisites: Handle Animal 4 ranks, Intimidate 4 ranks,
remains, your allies' weapons are considered to have the bane animal companion or mount class feature.
ability with which your weapon is imbued when they attack
the branded creature.

| Classes Compendium
14
Benefit: Your animal companion or mount gains Intimidate controlled or fanatics, or if there are other appropriate
as a class skill. It can attempt to demoralize an opponent circumstances at the GM’s discretion, you might not be able
using the Intimidate skill as a move action on the same round to use this feat. For instance, if the opponents’ main
that it damages an opponent with a natural attack. advantage over your group comes from a short-duration
spell that would end during a parley (see Calling for a Cease-
Special: Your animal companion can select the Dazzling
Fire), you cannot use this feat. Circumstances could
Display and Shatter Defenses feats if it meets the
potentially increase the check’s DC by 5, 10, or even up to 20.
prerequisites. This feat does not allow your animal
companion to use Intimidate to make a target friendly or gain Careful Flyer
their assistance. You move with ease when you f ly at a slower rate.
Normal: Animal companions and mounts with an Prerequisites: Acrobatic, Fly 5 ranks.
Intelligence score of 2 or less must select feats from a limited
list. Benefit: As long as you take a move action to f ly, even
when moving less than half your speed, you do not need to
Burn! Burn! Burn! succeed at a Fly check to continue f lying. When moving less
You take the goblin love of arson and fire play to a whole than half your speed in a round, you also gain a +2 bonus on
new level. Acrobatics checks to avoid attacks of opportunity and a +2
bonus to your AC against attacks of opportunity you provoke
Prerequisites: Disable Device 1 rank, goblin.
because of movement.
Benefit: You deal an extra 1d4 points of fire damage when
Normal: You must succeed at a Fly check to continue flying
you attack with fire from an alchemical or nonmagical source
unless you move at least half your speed. Careful Sneak By
(such as with alchemical fire or torches) and gain a +4
taking your time, you negate penalties while sneaking in
competence bonus on Reflex saving throws made to avoid
most armor.
catching on fire or to put yourself out when on fire.
Additional damage caused by this feat does not apply to Prerequisites: Dex 13, Stealth 3 ranks.
magical attacks (such as an alchemist's bomb) or to splash
Benefit: You do not apply the armor check penalty for light
damage.
and medium armor on Stealth skill checks as long as you
Burrowing Teeth move half your speed or less. You still cannot run or charge
You have teeth and claws that suit you well to digging. while using Stealth in this way.

Prerequisites: Sharpclaw, Tunnel Rat, ratfolk. Carrion Feeder


Like many scavengers, you can stomach foods that would
Benefit: You gain a burrow speed equal to 1/2 your base
make weaker creatures ill.
speed. You can burrow through sand, dirt, clay, gravel, or
similar materials, but not solid stone. You do not leave a hole Prerequisite: Tengu.
behind, nor is your passage marked on the surface.
Benefit: You gain a +2 racial bonus on saving throws
Call Truce against diseases and ingested poisons (but not other poisons).
You can passionately entreat your enemies with the aim of You receive a +2 bonus on Survival skill checks to find food
making combat unnecessary. for yourself (and only yourself).

Prerequisites: Cha 15, Persuasive, Diplomacy 5 ranks. Cartogramancer


You combine your knowledge of geography with the art of
Benefit: While in combat, as a 1-round action (as if it were a
teleportation.
spell with a 1-round casting time, you can call for a truce with
any creatures that have an Intelligence score of 4 or greater Prerequisites: Knowledge (geography) 10 ranks, ability to
and can understand you. When doing so, you can’t be cast greater teleport.
wielding a weapon or threatening implement, such as a
Benefit: If you cast greater teleport—or similar teleportation
charged spell, wand, or anything else the creatures you are
effects that require a reliable description of the location—but
entreating might consider threatening. You must also be in
do not have a reliable description of the destination, you can
plain sight of most the creatures you are entreating.
attempt a DC 25 Knowledge (geography) check prior to
Once you’ve called for a truce, if any of your allies attack or casting the spell to gain a reliable description of some
take any threatening action against those you are entreating location within 100 miles of the destination. If you exceed the
before the start of your next turn, your call is unsuccessful. At DC by 10, you gain a description of some location within 50
the start of your next turn, attempt a single Diplomacy check miles, and if you succeed the DC by 20, you gain a
(DC = 30 + the Charisma modifier of the creature with the description of some location within 25 miles. Once you have
highest Charisma modifier in the opposing group). If you are attempted such a check for a specific location, you cannot
successful, combat ceases for 1 minute, or until any creature attempt it again, and if you attempt to use greater teleport
in the opposing group is threatened or attacked. elsewhere in the same general area, the result is the same. For
instance, if you don’t know the location of the villain’s castle,
If you fail the check by 5 or more, you cannot use
you also don’t know a location within 100 miles of the stables
Diplomacy again with any creature you attempted to entreat
next to the villain’s castle, or within 100 miles of the town half
for 1d4 hours. If anyone in your group instead plans to use
a mile away from the villain’s castle.
the parley to gain a combat advantage, the opponents can
attempt a Sense Motive check against each such member of
your group to get a hunch, with a DC equal to either 20 or the
result of that character’s Bluff check, whichever is higher.
Special: If the parley would inherently result in the
opponents surrendering or losing, if the opponents are mind-

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15
Cartwheel Dodge Celestial Servant
You use your knack for avoiding damage to reposition Rather than being a normal animal or beast, your
yourself in combat. companion or familiar hails from the heavenly realms.
Prerequisites: Evasion class feature, improved evasion class Prerequisites: Aasimar, animal companion, familiar, or
feature, acrobatics 12 ranks. mount class feature.
Benefit: When you successfully use improved evasion to Benefit: Your animal companion, familiar, or mount gains
avoid taking damage, you can move up to half your speed as the celestial template and becomes a magical beast, though
an immediate action. This movement provokes attacks of you may still treat it as an animal when using Handle
opportunity as normal. Animal, wild empathy, or any other spells or class abilities
that specifically affect animals.
Casual Illusionist
You can use your innate magic to create minor illusions that Channel Force
augment your efforts at trickery and deceit. Your channel is bolstered by your faith, allowing you to
move and damage your foes.
Prerequisites: Gnome, gnome magic racial trait.
Prerequisites: Aasimar, channel energy 2d6.
Benefit: As long as you have at least one spell-like ability
unused from your gnome magic racial trait, you gain a +2 Benefit: When you channel energy to deal damage, you
racial bonus on all Bluff, Disguise, and Sleight of Hand may choose to affect only a single target within 30 feet. In
checks you make. At 10th level, these bonuses increase to +4. addition to dealing damage, if that single target fails its
saving throw, you may pull or push the target up to 5 feet for
Special: This feat counts as the Deceitful feat for the
every 2d6 points of channel energy damage you are capable
purposes of all prerequisites.
of dealing.
Catfolk Exemplar Channeled Blessing
Your feline traits are more defined and prominent than
Your channeled energy can deliver a warpriest's blessing.
those of other members of your race.
Prerequisites: Blessings class feature, channel energy class
Prerequisite: Catfolk.
feature.
Benefit: You can take the Aspect of the Beast feat even if
Benefit: When you channel energy to heal, you can instead
you do not meet the normal prerequisites. Furthermore, your
deliver a warpriest's blessing to a single willing creature
catlike nature manifests in one of the following ways. You
(including yourself) in the area that otherwise would have
choose the manifestation when you take this feat, and cannot
been healed by your channeled energy. The blessing must be
change it later.
one that requires a standard action and affects one or more
Enhanced Senses (Ex): If you have low-light vision, you gain creatures. If the blessing would normally affect multiple
the scent catfolk racial trait. If you have the scent racial trait, targets, you affect only a single target. The target receives the
you gain low-light vision. blessing in place of the healing and any other effects of the
channeled energy. (This application doesn't count toward
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your your uses of blessings per day.)
speed when using the charge, run, or withdraw actions. If
you have the sprinter racial trait, your racial bonus to speed Channeled Revival
when using the charge, run, or withdraw action increases to a You can expend a large portion of your channeling power
20-foot bonus. to reverse death itself.
Sharp Claws (Ex): If you do not have the cat's claws racial Prerequisite: Channel energy 6d6 (positive energy).
trait or the claws of the beast manifestation from the Aspect
of the Beast feat , you gain the cat's claws racial trait. If you Benefit: As a full-round action that provokes attacks of
have either the cat's claws racial trait or the claws of the beast opportunity, you can expend three uses of your channel
manifestation, your claw damage increases to 1d6. energy class feature to restore a dead creature to life as if you
had cast the breath of life spell.
Special: You can take this feat multiple times. Its effects do
not stack. Each time you select it, you must choose a different Channeled Shield Wall
manifestation. You draw upon your channel energy to enhance the
protective ability of your shield and those of allies while they
Cat’s Fall are adjacent to you.
Much like a cat, you can instantly shift your balance when
you fall and roll with the impact, avoiding serious injury and Prerequisites: Channel energy, 3d6 proficiency with a
landing on your feet. shield.

Prerequisites: Dex 13, Acrobatics 1 rank. Benefit: As a swift action, you can spend a use of your
channel energy to grant yourself a +2 deflection bonus while
Benefit: When you succeed at a DC 15 Acrobatics skill using a shield. This bonus lasts 1 minute per cleric level or
check to soften a fall, you ignore the first 20 feet of that fall effective cleric level. While you benefit from this bonus, allies
and convert the damage from the next 10 feet of the fall to with shields also gain a +2 deflection bonus while they are
nonlethal damage. You land on your feet as long as you take adjacent to you.
less than 20 points of damage from the fall.
Normal: A successful DC 15 Acrobatics check allows you to
ignore the first 10 feet fallen, and you fall prone if you take
any falling damage.

| Classes Compendium
16
Channeling Scourge Combat Casting
Your zeal for hunting your faith's enemies empowers your You are adept at spellcasting when threatened or distracted.
ability to channel divine energy, as long as you channel that
Benefit: You get a +4 bonus on concentration checks made
energy for harm.
to cast a spell or use a spell-like ability when casting on the
Prerequisites: Channel energy class feature, inquisitor level defensive or while grappled.
1st.
Command Undead
Benefit: When you use channel energy to deal damage, Using foul powers of necromancy, you can command
your inquisitor levels count as cleric levels for determining undead creatures, making them into your servants.
the number of damage dice and the saving throw DC.
Prerequisites: Channel negative energy class feature.
Childlike
Benefit: As a standard action, you can use one of your uses
Your resemblance to a human child tends to make others
of channel negative energy to enslave undead within 30 feet.
trust you, perhaps more than they should.
Undead receive a Will save to negate the effect. The DC for
Prerequisites: Cha 13, halfling. this Will save is equal to 10 + 1/2 your cleric level + your
Charisma modifier. Undead that fail their saves fall under
Benefit: You can take 10 on Bluff checks to convince others
your control, obeying your commands to the best of their
you are telling the truth, so long as your story makes you
ability, as if under the effects of control undead. Intelligent
appear innocent. You gain a +2 bonus on Disguise skill
undead receive a new saving throw each day to resist your
checks to pose as a human child, and ignore the check
command. You can control any number of undead, so long as
penalties for disguising yourself as a different race and age
their total Hit Dice do not exceed your cleric level. If you use
category while doing so.
channel energy in this way, it has no other effect (it does not
City Sprinter heal or harm nearby creatures). If an undead creature is
under the control of another creature, you must make an
You are skilled at moving quickly through forbidding parts
opposed Charisma check whenever your orders conflict.
of cities.
Prerequisite: Street Smarts. Conceal Spell
You can hide the evidence of spells you cast.
Benefit: You do not treat crowds as difficult terrain. You
also gain an additional +2 bonus on Acrobatics checks to Prerequisites: Deceitful, Bluff 1 rank, Disguise 1 rank
move along rooftops and on slippery sections of city streets Sleight of Hand 1 rank.
and sewers.
Benefit: When you cast a spell or use a spell-like ability,
Clarity of Pain you can attempt to conceal verbal and somatic components
among other speech and gestures, and to conceal the
You can inflict pain upon yourself to sharpen your focus.
manifestation of casting the spell, so others don’t realize
Prerequisites: Con 13, Improved Iron Will, Iron Will. you’re casting a spell or using a spell-like ability until it is too
late. The attempt to hide the spell slows your casting slightly,
Benefit: Three times per day, as an immediate action when
such that spells that normally take a standard action to cast
you fail a saving throw against a charm or compulsion effect,
now take a full-round action, and spells that normally take
you can inflict 1d6 points of slashing, piercing, or
longer than a standard action take twice as long. (Swift action
bludgeoning damage to yourself in order to reroll that saving
spells still take a swift action.) To discover your ruse, a
throw. You can’t reroll the saving throw if you negate the
creature must succeed at a Perception, Sense Motive, or
damage, such as by having damage reduction greater than or
Spellcraft check (the creature receives an automatic check
equal to the damage you dealt to yourself; instead, you spend
with whichever of those skills has the highest bonus) against
the immediate action and daily use of this feat but gain no
a DC equal to 15 + your number of ranks in Bluff or Disguise
benefit. You must take the result of the second roll, even if it
(whichever is higher) + your Charisma modifier; the creature
is worse.
gains a bonus on its check equal to the level of the spell or
Cloud Gazer spelllike ability you are concealing.
Your insight into your elemental heritage gives you a clarity If your spell has a somatic component, any creature that can
of sight few humans possess. see you receives a Perception or Spellcraft check (whichever
has the highest bonus) against a DC equal to 15 + your
Prerequisite: Sylph.
number of ranks in Sleight of Hand + your Dexterity
Benefit: You can see through fog, mist, and clouds, without modifier; the creature gains a bonus on its check equal to the
penalty, ignoring any cover or concealment bonuses from level of the spell or spell-like ability you are concealing.
such effects. If the effect is created by magic, this feat instead
Since you are concealing the spell’s manifestation through
triples the distance you can see without penalty.
other actions, others observing you realize you’re doing
Cloud Step something, even if they don’t realize you’re casting a spell. If
Your tread is of unearthly lightness. there is a verbal component, they still hear your loud, clear
voice but don’t notice the spell woven within. If an opponent
Prerequisites: Spider Step, monk level 12th. fails its check, your casting also does not provoke attacks of
opportunity, and an opponent that fails its check can’t use
Benefit: As a move action, you can air walk (as the spell) up
readied actions that depend on realizing that you’re casting a
to half your slow fall distance, maximum 50 feet. You must
spell or using a spell-like ability, or readied actions such as
reach a solid, level surface by the end of your turn or you will
counterspelling that require identifying the spell you’re
fall.
casting. Spells such as fireball that create an additional
obvious effect (aside from the manifestation of casting that all

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17
spells and spell-like abilities share) still create that effect, Courageous Resolve
though it might not be obvious who cast the spell unless it Even when others run, you tend to stand your ground.
emanates from you.
Prerequisites: Craven racial trait or fearless racial trait,
If a character interacts with you long enough to attempt a halfling.
Sense Motive check without realizing you have been casting
spells, that character can use Sense Motive to gain a hunch Benefit: If you have the fearless racial trait, your racial
that you’re behaving unusually. bonus on saving throws against fear effects increases to +4. If
you have the craven racial trait, you still take the –2 penalty
Confabulist on fear saves, but you can gain the benefit of morale bonuses
Sometimes your second attempt at a deception does the on saving throws against fear effects.
trick.
Create Reliquary Arms and Shields
Prerequisites: Bluff 9 ranks, Sense Motive 9 ranks. Your magical creations are infused with divine power.
Benefit: When you fail to deceive someone with a Bluff Prerequisites: Craft Magic Arms and Armor, ability to cast
check, you can immediately attempt another version of the consecrate or desecrate.
same basic deception against that creature at a –5 penalty by
downplaying the failed Bluff and quickly moving on to Benefit: When you craft a magic weapon, magic armor, or
another one. You cannot use this ability if the first Bluff was magic shield, you may add one casting of consecrate or
so egregious that further checks would have been impossible desecrate as part of the item crafting process. This increases
(as per the Bluff skill). If you fail the second attempt, you the item's price by 250 gp. The item becomes a reliquary and
cannot retry the Bluff check and all further attempts to can be used as a holy (or unholy) symbol divine focus of your
perpetrate that particular deception are impossible. deity. If you cast consecrate or desecrate, your reliquary counts
as a permanent fixture for that spell while it remains in the
Normal: When you fail a Bluff check against a creature, that spell's area.
creature is innately suspicious. You take a –10 penalty on
future attempts to deceive that creature, or at the GM’s Create Sanguine Elixir
discretion, such attempts may be impossible. You can condense a fraction of your bloodline's power into
a powerful elixir.
Contingent Channeling
You can imbue others with your healing energy so that they Prerequisites: Cha 15, Brew Potion, Craft (alchemy) 12
can use it at the moment of greatest need. ranks, sorcerer level 3rd.

Prerequisites: True healer class feature, Selective Benefit: Once per day, when you clear your mind to regain
Channeling. spell slots, you can create a sanguine elixir. When you do,
pick one of your bloodline powers. You transfer that power
Benefit: You can use a standard action to touch an ally and into a small potion that any creature can drink to temporarily
expend one of your daily uses of channel energy to create a gain the benefit of your bloodline power. Creating a sanguine
repository of positive energy within that ally. This repository elixir takes 1 hour, and requires special oils and distillates
contains the same number and type of dice as normal for worth 100 gp, and when you make the sanguine elixir, you
your channel energy feature, and it lasts for 1 minute. An ally lose access to the bloodline power until the next time you
who has such a repository can use an immediate action to roll clear your mind to regain spell slots.
the repository's dice and regain a number of hit points equal
to the result. If an ally who has such a repository is reduced When a creature drinks a sanguine elixir, it can activate the
to negative hit points, the repository triggers, allowing the bloodline power anytime before the end of its next turn, as if
ally to heal without using an action. it had access to that bloodline power. A creature that drinks
the elixir cannot gain the benefit if its character level does not
Cooperative Crafting equal or exceed the minimum level of the bloodline power.
Your assistance makes item crafting far more efficient. Any level-dependent effects use the character level of the
creature that drinks the sanguine elixir, or your sorcerer level,
Prerequisites: 1 rank in any Craft skill, any item creation
whichever is lower. Drinking a sanguine elixir is just like
feat.
drinking a potion. A sanguine elixir is treated as a magic item
Benefit: You can assist another character in crafting with your caster level.
mundane and magical items. You must both possess the
Sanguine elixirs are extremely unstable. They lose their
relevant Craft skill or item creation feat, but either one of you
potency 1 day after they are created.
can fulfill any other prerequisites for crafting the item. You
provide a +2 circumstance bonus on any Craft or Spellcraft Criminal Reputation
checks related to making an item, and your assistance Your acts of audacious larceny have endeared you to the
doubles the gp value of items that can be crafted each day. criminal underworld.
Cosmopolitan Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
Living in large, exotic cities has put you in touch with many
Benefit: You gain a +2 bonus on Diplomacy and Intimidate
diverse civilizations, cultures, and races.
checks when interacting with criminals, whether they’re
Benefit: You can speak and read two additional languages individual thieves and cutpurses or criminal organizations. If
of your choice. In addition, choose two Intelligence-, you have 10 or more ranks in one of these skills, the bonus
Wisdom-, or Charisma-based skills. Those skills always count increases to +4 for that skill.
as class skills for you.
These bonuses do not stack with those granted by
Persuasive, but this feat counts as Persuasive for the purposes

| Classes Compendium
18
of feats and other rules elements with Persuasive as a Confidence. In addition, once per day you may reroll a
prerequisite. natural 1 on a saving throw or an attack roll. If your reroll
results in a successful saving throw or attack roll, as a free
Crusader's Flurry action you can make an Intimidate check to demoralize the
You learned to use your deity's favored weapon as part of target of your attack or the creature that forced you to make a
your martial arts form. saving throw, as long as the creature is within 30 feet and can
see and hear you. This effect does not apply on saving throws
Prerequisites: Channel energy class feature, flurry of blows
against traps or other objects. This does not stack with other
class feature, Weapon Focus with your deity's favored melee
effects that allow you to reroll a saving throw or an attack
weapon.
roll. You may only make one reroll.
Benefit: You can use your deity's favored weapon as if it
were a monk weapon. Deafening Explosion
Your bombs explode with deafening force.
Cutting Humiliation
Prerequisites: Bomb class feature, hobgoblin.
You know how to cut a foe deeply with humiliation.
Benefit: You may reduce your bomb damage by one die to
Prerequisites: Persuasive, Intimidate 5 ranks.
give it the ability to deafen the creature struck by it. The
Benefit: When you successfully demoralize a target by bomb must deal fire, force, or sonic damage. If a creature
using a verbal Intimidate check in a social situation (rather takes a direct hit from your bomb, it must make a saving
than an Intimidate check you can make via an ability such as throw against the bomb's DC or be deafened for 1 minute.
Dazzling Display or Enforcer), you can instead humiliate the This deafening is in addition to any other effects the bomb
target, causing it to take a –2 penalty on Charisma-based skill would normally have.
checks and Charisma ability checks for 1 hour + 1 additional
hour for every 5 by which the result of your check exceeds Deceitful
the DC. The target can remove the effect early by taking 10 You are skilled at deceiving others, both with the spoken
minutes to compose herself. If you fail this check, any word and with physical disguises.
creature who witnessed the failure is immune to your
Benefit: You get a +2 bonus on all Bluff and Disguise skill
humiliation from this feat for 24 hours. If you fail by 5 or
checks. If you have 10 or more ranks in one of these skills, the
more, you become humiliated for 1 hour instead of your
bonus increases to +4 for that skill.
target.
Deceptive Exchange
Dark Sight You trick an adversary into grabbing an object you hand
With further modification, your eyes can pierce the gloom
them, even in the midst of combat.
of even magical darkness.
Prerequisites: Int 13, Combat Expertise, Improved Feint.
Prerequisites: Gloom Sight, fetchling.
Benefit: If you successfully feint an opponent, you can trick
Benefit: You gain the ability to see up to 15 feet clearly in
that opponent into accepting a one-handed object you are
magical darkness, such as that created by the deeper darkness
holding instead of denying that opponent its Dexterity bonus
spell.
to AC against your next attack. The opponent must have
Darkness Trick appendages capable of holding the object you offer, and it
must have one such appendage free to take the object.
You can manipulate the luminescence of magic weapons.
Special: An alchemist who has the delayed bomb alchemist
Prerequisites: Use Magic Device 5 ranks, ability to cast
discovery can use this feat to hand an enemy a delayed
darkness.
bomb. Such a delayed bomb detonates at the end of the
Benefit: When wielding a magic weapon that sheds light or alchemist's turn. If the bomb is in a creature's square at the
that features a luminescent quality, such as a f laming or end of the alchemist's turn, the bomb deals that creature a
brilliant energy weapon, you can deactivate that illumination direct hit.
as a swift action. You can reignite the illumination at any
time as a free action. Any intrinsic magic properties that Defending Eidolon
would force the weapon to shed light, such as the extra You have trained your eidolon to protect you.
damage of a f laming weapon, do not function while the
Prerequisite: Shield ally feature.
illumination is deactivated, and the “significant portion” of a
brilliant energy weapon that is normally made of light ceases Benefit: Whenever you are adjacent to your eidolon, you
to exist. can choose for the eidolon to take a –1 penalty on melee
attack rolls and combat maneuver checks to gain a +1 dodge
If a weapon affected by this ability ever leaves your
bonus to your Armor Class. When your eidolon's base attack
possession (for instance, if you drop the weapon or pass it to
bonus reaches +5, and for every +5 thereafter, the penalty
another creature), its illumination and related abilities
increases by –1 and the dodge bonus increases by +1. You
instantly return.
must choose to use this feat when your eidolon is making an
Dauntless Destiny attack or full-attack action with melee or natural weapons,
and its effect lasts until your eidolon's next turn, or until you
Your ability to avert disaster is impressive.
are no longer adjacent to the eidolon, whichever occurs first.
Prerequisites: Cha 13, Fearless Curiosity, Intimidate 10
ranks, human. Deft Catcher
You possess a preternatural skill for catching items that slip
Benefit: You gain a +1 bonus on saving throws against from your grasp.
effects with the emotion descriptor; this bonus stacks with
those granted by Fearless Curiosity and Intimidating Prerequisite: Skill Focus (Sleight of Hand).

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19
Benefit: Whenever you drop or are forced to drop an item Destructive Dispel
you possess (other than by an effect that disarms or steals the When you dispel an enemy's magical defenses, those
item), you can attempt a DC 20 Sleight of Hand check as an defenses crash down with debilitating effects.
immediate action to catch the item before it falls away. If you
are targeted by an effect that would disarm or steal an item Prerequisites: Ability to cast dispel magic or greater dispel
you’re holding, such as a disarm or steal combat maneuver or magic, caster level 11th.
the effects of a spell like telekinesis, you can also attempt a
Benefit: When you successfully make a targeted dispel
Sleight of Hand check as an immediate action to maintain
check against an opponent, that opponent must succeed at a
possession of the errant item (DC = 10 + the combat
Fortitude save (DC equals the DC of the spell used to dispel)
maneuver check result if there was a combat maneuver
or be stunned until the start of your next turn. If the save
check, or 20 + the DC of the spell if there was no combat
succeeds, the opponent is instead sickened until the start of
maneuver check). In either case, if you fail the Sleight of
your next turn.
Hand check by 10 or more, you fall prone.

Deep Drinker Detect Expertise


You can detect the mystic specialty of a foe.
You draw greater amounts of ki from your libations.
Prerequisites: Int 13; ability to cast detect chaos, detect evil,
Prerequisites: Con 13, monk level 11, drunken ki class
detect good, detect law, or detect magic.
feature.
Benefit: When you use any of the spells listed in this feat's
Benefit: When you gain temporary ki from drunken ki, you
prerequisites to detect a creature's alignment or its magic,
gain 2 temporary ki rather than just 1.
you have a chance of detecting what spellcasting expertise it
Deepsight has. After you observe a creature with the detect spell for 3
rounds, it must make a Will save (DC 10 + 1/2 your caster
Your senses are especially keen in the utter darkness.
level + your Intelligence modifier). If it fails the saving throw,
Prerequisite: Darkvision 60 feet. you learn what bloodlines, domains, hexes, schools, or
mysteries (if any) the creature possesses. If the creature
Benefit: Your darkvision has a range of 120 feet.
makes its save, it is immune to the effects of this feat for 24
Normal: Darkvision normally extends 60 or 90 feet. hours.

Defiant Luck Die for Your Master


You can sometimes defiantly shrug off spells and attacks Your tumor familiar goes to any length to save your life.
that would kill a lesser creature.
Prerequisites: Tumor familiar alchemist discovery.
Prerequisite: Human.
Benefit: If your tumor familiar is attached, and you would
Benefit: Once per day, after you roll a natural 1 on a saving be reduced to 0 or fewer hit points by damage in combat
throw or a critical hit is confirmed against you, you can either (from a weapon or other blow, not a spell or special ability),
reroll that saving throw, or force the creature that confirmed the familiar throws itself in the way of the attack as an
the critical hit against you to reroll the critical confirmation immediate action. If it makes a Reflex saving throw (DC =
roll. This does not stack with other effects that allow you to damage dealt), it takes all the damage from the attack; if it
reroll a saving throw or an attack roll. You may only make fails, it takes half damage and you take half damage.
one reroll.
The familiar must be aware of the attack and able to react to
Special: If you are using the optional hero point system, it in order to use this ability, and it can only do this once per
you can also spend 1 hero point when a critical hit is day—if it is denied its Dexterity bonus to AC, it can't use this
confirmed against you to have the opponent reroll the critical ability. Since this effect would not normally allow the familiar
hit confirmation roll. to make a Reflex save for half damage, its improved evasion
ability does not apply on this saving throw.
Deft Hands
You have exceptional manual dexterity. Diehard
You are especially hard to kill. Not only do your wounds
Benefit: You get a +2 bonus on Disable Device and Sleight automatically stabilize when grievously injured, but you can
of Hand skill checks. If you have 10 or more ranks in one of remain conscious and continue to act even at death's door.
these skills, the bonus increases to +4 for that skill.
Prerequisite: Endurance.
Deny Death
Benefit: When your hit point total is below 0, but you are
Your ki is so strong that it can deny death.
not dead, you automatically stabilize. You do not need to
Prerequisite: Ki pool, Endurance make a Constitution check each round to avoid losing
additional hit points. You may choose to act as if you were
Benefit: As long as you have 1 ki point in your ki pool,
disabled, rather than dying. You must make this decision as
when you fail your Constitution check to stabilize, you do not
soon as you are reduced to negative hit points (even if it isn't
lose 1 hit point. If you succeed at the check, you can spend 1
your turn). If you do not choose to act as if you were
ki point to heal 1d6 hit points. If you roll a natural 20 on the
disabled, you immediately fall unconscious.
check to stabilize, you can spend 1 ki point to heal 2d6 hit
points of damage instead. When using this feat, you are staggered. You can take a
move action without further injuring yourself, but if you
perform any standard action (or any other action deemed as
strenuous, including some swift actions, such as casting a
quickened spell) you take 1 point of damage after completing

| Classes Compendium
20
the act. If your negative hit points are equal to or greater than your next turn. You can effectively flank with yourself and
your Constitution score, you immediately die. with multiple allies when using this feat.
Normal: A character without this feat who is reduced to Disable Dweomer
negative hit points is unconscious and dying. You can disable a magic item, suppressing it for a short
time.
Dimensional Agility
Teleportation does not faze you. Prerequisites: Disable Device 5 ranks, Use Magic Device 5
ranks, trapfinding.
Prerequisites: Ability to use the abundant step class feature
or cast dimension door. Benefit: You can use Disable Device to suppress the magic
of a non-artifact magic item for 1d4 rounds, after which the
Benefit: After using abundant step or casting dimension door,
item recovers its magical properties. A suppressed item
you can take any actions you still have remaining on your
becomes nonmagical for the duration of the suppression.
turn. You also gain a +4 bonus on Concentration checks when
Using Disable Device in this way takes 2d4 rounds, with a
casting teleportation spells.
DC of 15 + the item's caster level.
Dimensional Assault Discerning Eye
You have been trained to use magical movement as part of
You are not easily fooled by illusions and forgeries.
your combat tactics.
Prerequisites: Elf or half-elf, keen senses racial trait.
Prerequisites: Ability to use the abundant step class feature
or cast dimension door, Dimensional Agility. Benefit: You receive a +2 racial bonus on saving throws
against illusion spells and effects and a +2 bonus on
Benefit: As a full-round action, you use abundant step or
Linguistic checks to detect forgeries. You can use the
cast dimension door as a special charge. Doing so allows you to
Linguistic skill to detect forgeries untrained.
teleport up to double your current speed (up to the
maximum distance allowed by the spell or ability) and to Disconcerting Knowledge
make the attack normally allowed on a charge. You unsettle your enemies by demonstrating that you how
to defeat them.
Dimensional Dervish
You teleport with a mere thought, savaging your opponents Prerequisites: Bardic knowledge class ability or Knowledge
as you flash in and out of reality. domain, Knowledge (any two) 3 ranks each.
Prerequisites: Ability to use the abundant step class feature Benefit: You can use your knowledge to demoralize an
or cast dimension door, Dimensional Agility, Dimensional enemy. When you use a standard action to Intimidate a
Assault, base attack bonus +6. creature with a base CR of 2 or greater, you can use a
Knowledge skill that could be used to identify the creature’s
Benefit: You can take a full-attack action, activating
type in place of Intimidate when attempting to demoralize
abundant step or casting dimension door as a swift action. If
that creature. The target creature must be intelligent and
your do, you can teleport up to twice your speed (up to the
understand the language that you are using when conveying
maximum distance allowed by the spell or ability), dividing
the disconcerting knowledge.
this teleportation into increments you use before your first
attack, between each attack, and after your last attack. You Discordant Voice
must teleport at least 5 feet each time you teleport. By singing out a precise tone, you cause discordant
Special: A monk can use additional points from his ki pool vibrations to run through allies' weapons.
to increase his speed before determining the total speed for Prerequisites: Bardic performance class feature, Perform
this teleportation. (oratory or sing) 10 ranks.
Dimensional Maneuvers Benefit: Whenever you are using bardic performance to
Your rapid teleportation makes your combat maneuvers create a spell-like or supernatural effect, allies within 30 feet
more difficult to avoid. of you deal an extra 1d6 points of sonic damage with
successful weapon attacks. This damage stacks with other
Prerequisites: Ability to use the abundant step class feature
energy damage a weapon might deal. Projectile weapons
or cast dimension door, Dimensional Agility, Dimensional
bestow this extra damage on their ammunition, but the extra
Assault, Dimensional Dervish, base attack bonus +9.
damage is dealt only if the projectile hits a target within 30
Benefit: While using the Dimensional Dervish feat, you feet of you.
gain a +4 bonus on combat maneuver checks to bull rush,
disarm, reposition, or trip an opponent. Disorienting Maneuver
Your erratic movements disorient your opponent.
Dimensional Savant Prerequisites: Dodge, Acrobatics 5 ranks.
You flash into and out of reality so quickly it is impossible
to tell exactly where you are at any given time. Benefit: If you successfully use Acrobatics to tumble
through an opponent's space, you gain a +2 circumstance
Prerequisites: Dimensional Agility, Dimensional Assault,
bonus on attack rolls against that opponent until the start of
Dimensional Dervish, ability to use the abundant step class
your next turn. If you choose to make a trip attempt against
feature or cast dimension door, base attack bonus +9.
that opponent, you gain a +4 circumstance bonus on your
Benefit: While using the Dimensional Dervish feat, you combat maneuver check. This bonus on trip also lasts until
provide flanking from all squares you attack from. Flanking the start of your next turn.
starts from the moment you make an attack until the start of

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Dispel Synergy higher to use this ability. Whether or not the second attack is
By tearing away an opponent's magical defenses, you leave successful, you cannot use this effect on the same creature
your enemy vulnerable, making it difficult for him to resist again for 1 day.
your spells.
Divine Protection
Prerequisite: Spellcraft 5 ranks. Your deity protects you against deadly attacks.
Benefit: If you successfully dispel an ongoing magical effect Prerequisites: Cha 13, Knowledge (religion) 5 ranks.
on an opponent, that opponent takes a –2 penalty on saving
Benefit: Once per day as an immediate action before rolling
throws against your spells until the end of your next turn.
a saving throw, you can add your Charisma modifier on that
Dispelling Fist saving throw. As usual, this does not stack if you already
By focusing on your knowledge of magic and spells that apply your Charisma modifier to that saving throw. If you
negate its powers, you use your bare hands to rip magical possess the charmed life class feature, you can instead apply
defenses from your enemy. Divine Protection's bonus after rolling the saving throw but
before the result is revealed.
Prerequisites: Improved Unarmed Strike, base attack bonus
+11, ability to cast dispel magic, caster level 7th. Diviner's Delving
Your keen magical intuition makes reading signs, portents,
Benefit: If you have dispel magic prepared or can cast it
and mystical clues quick and easy.
spontaneously, you can cast it as a swift action after hitting
an opponent with an unarmed strike. Treat this as a targeted Prerequisite: Spell Focus (divination).
dispel against the opponent you hit.
Benefit: You gain a +2 bonus on caster level checks with
Disposable Weapon divinations to overcome spell resistance or effects that
You ignore the limitations of your equipment, striking impede divination (for example, nondetection). When using a
harder despite the damage it does to your weapon. divination spell that requires concentration, you gain
information from the spell 1 round sooner than normal (so
Prerequisites: Base attack bonus +1, proficient with you gain information from the first 2 rounds with 1 round of
weapon. concentration, and information from the third round in the
second round of concentration).
Benefit: Whenever you use a melee or thrown weapon with
the fragile weapon special quality to score a critical threat Double Bane
against an opponent, you can give your weapon the broken
You extend your bane effect to two weapons.
condition to automatically confirm the critical hit.
Prerequisites: Bane class feature, Two-Weapon Fighting.
Disruptive Recall
You can disrupt an enemy caster's spells to fuel your own Benefit: You can apply your bane to a second weapon you
arcane power. are wielding. While your bane class feature is active, at the
start of each of your turns as a free action, you choose
Prerequisites: Spell recall class feature, Spellcraft 5 ranks. whether to apply the ability to one weapon or the other, or
both. For each round you apply your bane class feature to
Benefit: When you use a melee attack to successfully
two weapons, you expend 2 rounds of that feature.
disrupt an arcane spellcaster's spell, you can immediately use
your spell recall class feature to regain a magus spell you Draconic Aspect
have already cast. This ability functions as if you had
You possess some of the qualities of your dragon ancestors.
expended a number of points from your arcane pool equal to
the level of the spell you disrupted, up to the maximum level Prerequisite: Kobold.
spell you can cast.
Benefit: Your scales take on the color and some of the
Diverse Palate resistances of one of the chromatic dragons. Choose one of
Your taste for blood is broader than that of other dhampirs. the following chromatic dragon types: black (acid), blue
(electricity), green (acid), red (fire), or white (cold). Your
Prerequisites: Blood Drinker, dhampir. scales take on the color of that dragon, and you gain
resistance 5 to the dragon color's corresponding energy type.
Benefit: Choose a humanoid subtype or the monstrous
humanoid type. You may use your Blood Drinker feat on Special: If you have the dragon-scaled racial trait, your
creatures of this subtype or type. scale color does not change and you gain a +1 natural armor
bonus instead.
Special: You can take this feat multiple times. Each time
you select it, choose a new humanoid subtype or the Draconic Breath
monstrous humanoid.
You possess draconic defenses and a draconic breath
Divine Interference weapon.
You can convert a spell to interfere with an enemy's attack. Prerequisites: Draconic Aspect, kobold.
Prerequisites: Divine spellcaster, caster level 10th. Benefit: You gain a +2 bonus against sleep and paralysis
effects. You gain a breath weapon that is determined by your
Benefit: As an immediate action, when an enemy within 30
scale coloration by either the Draconic Aspect feat or the
feet hits an ally with an attack, you can sacrifice a prepared
dragon-scaled racial trait. Using a breath weapon is a
divine spell or (if you are a spontaneous caster) an unused
standard action that does not provoke attacks of opportunity.
spell slot and make the enemy reroll the attack roll. The
You can use your breath weapon once per day. Creatures
second attack roll takes a penalty equal to the level of the
within the area of your breath weapon who succeed at a
spell you sacrifice. You must sacrifice a spell of 1st-level or

| Classes Compendium
22
Reflex saving throw (DC 10 + your character level + your Benefit: You may use detect magic as a spell-like ability at
Constitution modifier) take only half damage. will, and add feather fall and levitate to the spell-like abilities
that you may use once each per day. Your caster level is equal
Black (Su): You breathe a 30-foot line of acid that deals 2d6
to your character level.
points of acid damage.
Blue (Su): You breathe a 30-foot line of electricity that deals Drunkard’s Recovery
2d6 points of electricity damage. You need only a swallow of strong drink to bring you back
from the brink of death.
Green (Su): You breathe a 15-foot cone of acid that deals 2d6
points of acid damage. Prerequisite: Con 13.

Red (Su): You breathe a 15-foot cone of fire that deals 2d6 Benefit: If you are dying and a creature gives you at least a
points of fire damage. sip of alcohol (a standard action for an adjacent creature), you
immediately stabilize.
White (Su): You breathe a 15-foot cone of cold that deals 2d6
points of cold damage. Dual Enhancement
You can enhance two weapons, or both ends of a double
Special: Kobold sorcerers with either the Draconic or
weapon, with a single act.
Kobold bloodline can use their Charisma modifier instead of
their Constitution to determine the DC of this breath weapon. Prerequisites: Two-Weapon Fighting; divine bond
(weapon) or sacred weapon class feature.
Draconic Glide
You possess draconic defenses and wings that allow you to Benefit: When you use divine bond or sacred weapon to
glide. improve your weapon, you can choose to enhance two
weapons or both ends of a double weapon. All weapons
Prerequisites: Draconic Aspect, kobold. affected must be in hand or otherwise wielded. Any
Benefit: You gain a +2 bonus against sleep and paralysis enhancement bonus you add to one of your weapons gets
effects. You grow a pair of wings that you can use to fall and added to the second one at no extra cost, but weapon special
glide at a safe pace. You can make a DC 15 Fly check to fall abilities must be accounted for separately. For example, if
safely from any height without taking falling damage, as if you can enhance up to the equivalent of a +2 bonus, you
using feather fall. When falling safely, you may make an could give both your weapons an additional +1 bonus and
additional DC 15 Fly check to glide, moving 5 feet laterally apply the keen weapon special ability to one of them.
for every 20 feet you fall.
Dwarf Blooded
Special: If you have the gliding wings racial trait, you don’t You have dwarven blood coursing through your veins.
need to make a Fly check to glide, and you can move 10 feet
Prerequisite: Oread.
laterally for every 20 feet you fall.
Benefit: Your dwarven heritage manifests in two ways.
Draconic Paragon First, your speed is never modified by armor or
You can shrug off sleep and paralysis effects as well as any encumbrance, as the dwarf slow and steady racial trait.
dragon, and your draconic aspects improve. Second, you gain the stonecunning dwarf racial trait.
Prerequisites: Draconic Aspect, Draconic Breath, Draconic
Eagle Eyes
Glide, character level 10th, kobold.
Your vision is especially keen.
Benefit: You gain an additional +2 bonus against sleep and
Prerequisites: Wis 13, keen senses racial trait.
paralysis effects. You can use your breath weapon twice per
day and your breath weapon damage increases to 4d6 points Benefit: You ignore up to –5 in penalties due to distance on
of energy damage. Your wings from the Draconic Glide feat visual Perception checks, allowing you to see accurately at
grow stronger, granting you a fly speed of 20 feet (average much greater distances than most.
maneuverability).
Echoes of Stone
Dragonbane Aura Your senses are keener among the rocks and stones.
Those within your dragonbane aura gain the same
protection that you do. Prerequisite: Oread.

Prerequisites: Aura of courage class feature, caster level Benefit: You gain a +4 racial bonus on Perception checks
8th. underground, and on Survival checks to avoid becoming lost
in caverns and rocky areas.
Benefit: When fighting dragons, your aura of courage
expands to a 20-foot-radius emanation, and allies in the aura Eclectic
gain a morale bonus on saving throws against dragon breath You have a talent for picking up different vocations.
equal to your aura of courage's bonus against fear effects.
Prerequisite: Human.
Normal: The aura of courage is a 10-foot-radius emanation,
Benefit: Choose an additional favored class and gain either
and grants a +4 morale bonus on fear effects.
+1 hit point or +1 skill point whenever you take a level in that
Drow Nobility class. If you choose a class in which you already have levels,
Your blood courses with power, granting you greater spell- the benefits of this feat are retroactive.
like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.

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23
Eldritch Heritage Benefit: When you successfully use your elusive target class
You are descended from a long line of sorcerers, and some feature to avoid taking damage, you can spend an immediate
portion of their power flows in your veins. action and an additional point from your ki pool to redirect
that attack back at your attacker or toward any other
Prerequisites: Cha 13, Skill Focus with the class skill of opponent adjacent to you and your attacker. This attack uses
bloodline selected for this feat (see below), character level the same attack roll as the original attack, but it targets the
3rd. opponent you choose.
Benefit: Select one sorcerer bloodline. You must have Skill Elven Spirit
focus in the class skill that bloodline grants to a sorcerer at 1st
Although you are of mixed heritage, you are closer to your
level (for example, Heal for the celestial bloodline). This
elven relatives and the magic in their blood flows freely in
bloodline cannot be a bloodline you already have. You gain
your veins.
the first-level bloodline power for the selected bloodline. For
purposes of using that power, treat your sorcerer level as Prerequisite: Half-elf.
equal to your character level – 2, even if you have levels in
Benefit: You possess the elven magic racial trait of the elves,
sorcerer. You do not gain any of the other bloodline abilities.
granting you a +2 racial bonus on caster level checks made to
Elemental Channel overcome spell resistance. In addition, you receive a +2 racial
Choose one elemental subtype, such as air, earth, fire, or bonus on Spellcraft checks made to identify the properties of
water. You can channel your divine energy to harm or heal magic items. Alternatively, you can instead gain any one
outsiders that possess your chosen elemental subtype. racial trait that elves can exchange for the elven magic racial
trait.
Prerequisites: Channel energy class feature.
Special: You can only take this feat at 1st level. If you take
Benefit: Instead of its normal effect, you can choose to have this feat, you cannot take the Human Spirit feat.
your ability to channel energy heal or harm outsiders of your
chosen elemental subtype. You must make this choice each Endurance
time you channel energy. If you choose to heal or harm Harsh conditions or long exertions do not easily tire you.
creatures of your elemental subtype, your channel energy has
Benefit: You gain a +4 bonus on the following checks and
no effect on other creatures. The amount of damage healed or
saves: Swim checks made to resist nonlethal damage from
dealt and the DC to halve the damage is otherwise
exhaustion; Constitution checks made to continue running;
unchanged.
Constitution checks made to avoid nonlethal damage from a
Special: You can gain this feat multiple times. Its effects do forced march; Constitution checks made to hold your breath;
not stack. Each time you take this feat, it applies to a new Constitution checks made to avoid nonlethal damage from
elemental subtype. starvation or thirst; Fortitude saves made to avoid nonlethal
damage from hot or cold environments; and Fortitude saves
Elemental Focus made to resist damage from suffocation.
Your spells of a certain element are more difficult to resist.
You may sleep in light or medium armor without becoming
Benefit: Choose one energy type (acid, cold, electricity, or fatigued.
fire). Add +1 to the Difficulty Class for all saving throws
against spells that deal damage of the energy type you select. Normal: A character without this feat who sleeps in
medium or heavier armor is fatigued the next day.
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take this feat, it applies to a new Energy Channel
energy type. You distill your channeled energy into your weapon.

Elemental Jaunt Prerequisites: Channel energy class feature; Air, Earth, Fire,
The spirits of your ancestral home call to you, beckoning or Water domain or blessing.
you to return. Benefit: As a swift action, you can expend one use of
Prerequisites: Character level 15th, ifrit, oread, sylph, or channel energy to grant your weapon attacks a bonus on
undine. damage rolls equal to twice the number of dice rolled for
your channel energy. This additional damage is of an energy
Benefit: Once per day, you can cast plane shift as a spell-like type determined by your domain or blessing: acid (Earth),
ability with a caster level equal to your level to transport cold (Water), electricity (Air), or fire (Fire). If you have more
yourself and willing targets to an elemental plane that is than one of those domains or blessings, you choose one of
appropriate to your race (ifrits to the Plane of Fire, oreads to those damage types each time you use this ability. This effect
the Plane of Earth, sylphs to the Plane of Air, and undines to lasts for your next three weapon attacks or until the end of
the Plane of Water). While on that plane, you (but not anyone the combat encounter, whichever comes first.
transported with you) are treated as though under the effect
of the spell planar adaptation. Eschew Materials
You can cast many spells without needing to utilize minor
Elusive Redirection material components.
You can redirect an attack back at your assailant or into an
adjacent enemy. Benefit: You can cast any spell with a material component
costing 1 gp or less without needing that component. The
Prerequisites: Elusive target class feature, Combat casting of the spell still provokes attacks of opportunity as
Expertise, Improved Unarmed Strike, flowing monk level normal. If the spell requires a material component that costs
12th. more than 1 gp, you must have the material component on
hand to cast the spell, as normal.

| Classes Compendium
24
Esoteric Linguistics Special: You can take this feat multiple times. Each time
You can decipher even the most exotic of writings, you do, select an additional 1–point evolution for one of your
including those that contain magic. summoned creatures. If you summon more than one
creature, you can apply all the chosen evolutions to a single
Prerequisite: Skill Focus (Linguistics). summoned creature or split them between the creatures.
Benefit: You can attempt a Linguistics check in place of a Exile's Path
Use Magic Device check to activate a scroll, or in place of a
A lifetime spent shunned by others and eschewing your
Spellcraft check to identify a scroll. You must still have (or
heritage makes you resistant to efforts to pry inside of your
emulate) the ability score required to cast a spell of the
mind.
desired level, and you cannot use Linguistics on the check to
emulate the required ability score. Prerequisite: Half-elf.

Evolved Companion Benefit: Once per day, when you fail a Will save against an
Your animal companion has unique abilities. enchantment spell or effect, you may reroll that saving throw,
but must take the reroll result even if it's worse.
Prerequisites: Cha 13, animal companion class feature.
Exorcising Mutilation
Benefit: When you take this feat, select a 1-point evolution
Malevolent entities that seek to possess or dominate you are
other than pounce or reach from those available to a
unaware of how far you will go to stop them.
summoner's eidolon. Your animal companion gains this
evolution. The animal companion must conform to any Prerequisites: Con 15, Clarity of Pain, Improved Iron Will,
limitations of the evolution. For instance, you can give the Iron Will.
mount evolution only to an animal companion of an
Benefit: When you fail a saving throw to resist possession
appropriate size and base form.
or a dominate spell, you can deal 4 points of Constitution
If you gain a new animal companion, your old animal damage to yourself and reroll your saving throw as an
companion loses this evolution, and you can select a new 1- immediate action. You cannot reduce or negate this damage
point evolution for the new animal companion. in any way, and the only way to heal the damage is through
natural recovery; magical methods don’t work. You must
Special: You can take this feat multiple times. Each time
take the result of the second roll, even if it is worse. If you
you do, select an additional 1-point evolution for your animal
succeed at the second saving throw, you also become
companion.
immune to that spell or ability from that creature for 24
Evolved Familiar hours. You must be wielding a lethal piercing or slashing
weapon, or possess a claw natural attack or some way to
Your familiar is different from others of its kind.
draw such a weapon reactively without using your
Prerequisites: Int 13, Cha 13, familiar class feature. immediate action, to use this ability.
Benefit: Select an evolution from the list of 1-point Expanded Arcana
evolutions available to a summoner's eidolon. Your familiar Your research has revealed new spells.
has this evolution. The familiar must conform to any
limitations of the evolution. For instance, no familiars can Prerequisites: Caster level 1st, see Special.
benefit from the mount evolution and only familiars with
Benefit: Add one spell from your class's spell list to your
wings can take the wing buffet evolution.
list of spells known. This is in addition to the number of
If you gain a new familiar, your old familiar loses all spells normally gained at each new level in your class. You
evolutions, and you can select a new 1-point evolution for the may instead add two spells from your class's spell list to your
new familiar. list of spells known, but both of these spells must be at least
one level lower than the highest level spell you can cast in
Special: You can gain this feat multiple times. Its effects that class. Once made, these choices cannot be changed.
stack, granting a new 1-point evolution to your familiar each
time you gain this feat. Special: You can only take this feat if you possess levels in a
class whose spellcasting relies on a limited list of spells
Evolved Summoned Monster known, such as the bard, oracle, and sorcerer.
The creatures you summon have evolved to have even
You can gain Expanded Arcana multiple times.
greater abilities.
Prerequisites: Augmented Summoning, Spell Focus Expanded Fiendish Resistance
(conjuration), ability to cast summon monster I. You gain extra fiendish resistances.

Benefit: Each time you cast a summon monster spell, you can Prerequisite: Tiefling.
select a 1-point evolution other than pounce or reach from
Benefit: Pick one of the following energy types that you do
those available to a summoner's eidolon. Your summoned
not already have resistance to: acid, cold, electricity, or fire.
creature gains this evolution. The summoned creature must
You gain resistance 5 to that energy type.
conform to any limitations of the evolution. (For instance,
only a creature with a reach of 10 feet or greater can have the Special: You can take this feat multiple times. Each time
pull evolution.) Evolutions that grant additional attacks or you do, pick another energy type you do not have resistance
enhance existing attacks can be applied only to Medium or to. You gain resistance 5 to that energy type.
larger summoned creatures.
Expanded Preparation
If you summon more than one creature with a single spell, You can prepare more spells than other arcanists can.
only one creature gains the evolution.
Prerequisite: Arcanist level 1st.

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25
Benefit: You gain an extra spell prepared of the highest abilities and weaknesses of numerous creatures, you must
level you can currently cast as an arcanist when selecting this pick one creature to be the target of this effect.
feat. This is in addition to the number of spells you can
normally prepare from your spellbook. You can instead add Extended Animal Focus
two spells prepared, but both of these slots must be at least 1 Your ability to emulate an animal lingers longer.
level lower than the highest-level spell you can currently cast
Prerequisite: Animal focus class feature.
as an arcanist when selecting this feat. You must choose
which benefit you gain when you take this feat, and the extra Benefit: Add your Wisdom modifier (minimum 1) to the
spells prepared do not change level when you gain access to number of minutes per day that you can use your animal
higher-level spells. focus ability.
Special: You can take this feat up to three times. Each time Extended Bane
you do, you can choose either benefit. Your dedication knows no limit. Your wrath dies hard.
Expanded Resistance Prerequisite: Bane class feature.
You have expanded your natural resistance to magic to
Benefit: Add your Wisdom bonus to the number of rounds
encompass different kinds of magic.
per day that you can use your bane ability.
Prerequisites: Gnome, illusion resistance racial trait.
Extra Arcana
Benefit: Select one school of magic other than illusion. You You have unlocked the secret of a new magus arcana.
gain a +2 racial bonus on saving throws against spells or
effects from the selected school. Prerequisite: Magus arcana class feature.

Special: You may select this feat more than once. Its effects Benefit: You gain one additional magus arcana. You must
do not stack. Each time you select it, it applies to a different meet all the prerequisites for this magus arcana.
school of magic.
Special: You can gain this feat multiple times. Its effects
Expeditious Sleuth stack, granting a new arcana each time you gain this feat.
You mind is meticulous and sharp, making it easy for you Extra Arcane Pool
to thoroughly search an area.
You have learned how to draw more power from your
Prerequisites: Perception 3 ranks, inspiration or lore master arcane pool.
class feature.
Prerequisite: Arcane pool class feature.
Benefit: You can take 20 on a Perception check in only 10
Benefit: Your arcane pool increases by 2.
times the usual amount of time, and gain a +2 bonus on
Perception checks when you take 20. Special: You can gain this feat multiple times. Its effects
stack, granting you an increase to your arcane pool each time
Normal: It takes 20 times as long to take 20 on a skill check.
you take this feat.
Exquisite Sneak You know how to move silently even while
wearing some forms of armor. Extra Arcanist Exploit
Prerequisites: Dex 15, Careful Sneak, Stealth 6 ranks. Your repertoire of arcanist exploits expands.

Benefit: You do not apply the armor check penalty for light Prerequisite: Arcanist exploit class feature.
and medium armor on Stealth skill checks no matter how fast Benefit: You gain one additional arcanist exploit. You must
you move. You still cannot use Stealth while running or meet the prerequisites for this arcanist exploit.
charging.
Special: You can take this feat multiple times. Each time
Expert Driver you do, you gain another arcanist exploit.
When driving a chosen type of vehicle, you exhibit
incredible control, maneuvering the vehicle with greater ease Extra Bane
and stopping with uncanny precision. You can use your bane ability more often than normal.

Prerequisite: Skilled Driver with the selected vehicle type. Prerequisite: Bane class feature.

Benefit: You can make an accelerate, decelerate, or turn Benefit: You can use your bane ability for 3 additional
action as a move action instead of a standard action. rounds per day.
Furthermore, when stopping a vehicle, you subtract 10 feet
from the roll to determine how many feet the vehicle moves Extra Bombs
forward before it stops. You can throw more bombs per day.

Exploit Lore Prerequisite: Bomb class feature.


You can use your knowledge of a creature's weaknesses to Benefit: You can throw two additional bombs per day.
deliver a driving and relentless assault against it.
Special: You can gain Extra Bombs multiple times. Its
Prerequisites: Monster lore class feature, base attack bonus effects stack.
+11.
Extra Cantrips or Orisons
Benefit: Once per day, when you successfully identify all You are a master of minor spells.
abilities and weaknesses of a creature using the appropriate
Knowledge check, you gain a +2 bonus on attack and damage Prerequisites: Ability to cast cantrips or orisons.
rolls against that creature for 1 minute. If you identify the

| Classes Compendium
26
Benefit: Add two cantrips to your cantrips known or two Extra Inspiration
orisons to your orisons known. You are more able to draw upon inspiration than most.
Special: You can take this feat multiple times. Each time Prerequisite: Amateur Investigator or inspiration class
you do, add two cantrips or orisons to your spells known. feature.
Extra Channel Benefit: You gain three extra use per day of inspiration in
You can channel divine energy more often. your inspiration pool.
Prerequisite: Channel energy class feature. Special: If you have levels in the investigator class, you can
take this feat multiple times. Each time you do, you gain
Benefit: You can channel energy two additional times per
three extra uses of inspiration per day.
day.
Special: If a paladin with the ability to channel positive Extra Investigator Talent
energy takes this feat, she can use lay on hands four You learn a new way to use your training and inspiration.
additional times per day, but only to channel positive energy. Prerequisite: Investigator talent class feature.
If a warpriest with the ability to channel energy takes this
feat, he gains four additional uses of fervor per day, but can Benefit: You gain one additional investigator talent. You
use them only to channel energy. must meet the prerequisites for this investigator talent.

Extra Contingency Special: You can take this feat multiple times. Each time
you do, you gain another investigator talent.
You can manage multiple contingency effects.
Prerequisite: Character level 19th. Extra Ki
You can use your ki pool more times per day than most.
Benefit: You can have two contingency effects active at one
time. If they would both trigger on the same round, one Prerequisite: Ki pool class feature.
(chosen randomly) does not trigger until 1 round later.
Benefit: Your ki pool increases by 2.
Normal: You can benefit from only a single contingency
Special: You can gain Extra Ki multiple times. Its effects
active at a time.
stack.
Extra Discovery Extra Lay On Hands
You have made a new alchemical discovery.
You can use your lay on hands ability more often.
Prerequisite: Discovery class feature.
Prerequisite: Lay on hands class feature.
Benefit: You gain one additional discovery. You must meet
Benefit: You can use your lay on hands ability two
all of the prerequisites for this discovery.
additional times per day.
Special: You can gain Extra Discovery multiple times.
Special: You can gain Extra Lay On Hands multiple times.
Extra Elemental Assault Its effects stack.
You have unlocked greater elemental power. Extra Martial Flexibility
Prerequisite: Suli. You are extremely versatile in a fight.

Benefit: Your elemental assault ability lasts an additional 2 Prerequisite: Martial flexibility class feature.
rounds per day.
Benefit: You can use your martial flexibility ability three
Special: You can take this feat multiple times. Its effects additional times per day.
stack.
Extra Mercy
Extra Evolution Your lay on hands ability adds an additional mercy.
Your eidolon has more evolutions.
Prerequisites: Lay on hands class feature, mercy class
Prerequisite: Eidolon class feature. feature.

Benefit: Your eidolon's evolution pool increases by 1. Benefit: Select one additional mercy for which you qualify.
When you use lay on hands to heal damage to one target, it
Special: This evolution can be taken once at 1st level, and also receives the additional effects of this mercy.
again at 5th, 10th, 15th and 20th.
Special: You can gain this feat multiple times. Its effects do
Extra Hex not stack. Each time you take this feat, select a new mercy.
You have learned the secrets of a new hex.
Extra Performance
Prerequisite: Hex class feature. You can use your bardic performance ability more often
Benefit: You gain one additional hex. You must meet the than normal.
prerequisites for this hex. If you are a shaman, it must be a Prerequisite: Bardic performance class feature.
hex granted by your spirit rather than one from a wandering
spirit. Benefit: You can use bardic performance for 6 additional
rounds per day.
Special: You can take this feat multiple times. Each time
you do, you gain another hex. Special: You can gain Extra Performance multiple times. Its
effects stack.

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27
Extra Rage Extra Summons
You can use your rage ability more than normal. You can summon monsters more often each day.
Prerequisite: Rage class feature. Prerequisites: Ability to cast summon monster as a spell-like
ability, summoner 1st.
Benefit: You can rage for 6 additional rounds per day.
Benefit: You gain 1 additional use of your summon monster
Special: You can gain Extra Rage multiple times. Its effects
spell-like ability per day.
stack.
Special: You can take this feat multiple times, but it can
Extra Rage Power only be taken once for every five summoner levels you
You have unlocked a new ability to use while raging. possess.
Prerequisite: Rage power class feature. Eye for Ingredients
Benefit: You gain one additional rage power. You must Your keen eyes help you find better deals on magical
meet all of the prerequisites for this rage power. components for your spells.

Special: You can gain Extra Rage Power multiple times. Prerequisites: Eschew Materials, Appraise 6 ranks,
Spellcraft 6 ranks.
Extra Ranger Trap
Benefit: When in a large city or larger settlement, you can
You can use ranger traps more often.
search the markets carefully for 4 hours in order to purchase
Prerequisite: Trap class feature. material components for your spells at a 10% discount. You
can purchase up to 1,000 gp worth of material components
Benefit: You can set ranger traps two additional times per
(which costs you 900 gp) each day. These cheaper
day.
components work perfectly well for their spells, but their
Extra Reservoir resale value is also 10% less.
Your reservoir of arcane energy is greater than the Eyes of Judgment
reservoirs of others.
The true motives of creatures cannot escape your discerning
Prerequisite: Arcane reservoir class feature. gaze.

Benefit: You gain 3 more points in your arcane reservoir, Prerequisites: Detect alignment class feature, caster level
and the maximum number of points in your arcane reservoir 6th.
increases by that amount.
Benefit: When using your detect alignment class feature,
Special: You can take this feat multiple times. Its effects you may spend 3 rounds studying a creature within 60 feet.
stack. You cannot take any other actions while doing this. After that
time has passed, you learn the alignment of the creature.
Extra Revelation
You have discovered a new aspect of your mystery. Fast Drinker
You swiftly guzzle spirits to draw forth ki.
Prerequisite: Revelation class feature.
Prerequisites: Con 18, drunken ki class feature.
Benefit: You gain one additional revelation. You must meet
all of the prerequisites for this revelation. Benefit: Drinking strong alcohol to gain temporary ki, takes
a swift action rather than a standard action.
Special: You can gain Extra Revelation multiple times.
Fast Healer
Extra Rogue Talent You benefit greatly from your healing, be it from spells or
Through constant practice, you have learned how to natural healing.
perform a special trick.
Prerequisites: Con 13, Diehard, Endurance.
Prerequisite: Rogue talent class feature.
Benefit: When you regain hit points by resting or through
Benefit: You gain one additional rogue talent. You must magical healing, you recover additional hit points equal to
meet all of the prerequisites for this rogue talent. half your Constitution modifier (minimum +1).
Special: You can gain Extra Rogue Talent multiple times.
Fast Empathy
Extra Slayer Talent Your empathic attunement to nature connects you swiftly
Through long practice, you have learned how to perform a with bestial minds.
special talent. Prerequisites: Handle Animal 5 ranks, wild empathy class
Prerequisite: Slayer talent class feature. feature.

Benefit: You gain one additional slayer talent. You must Benefit: Using wild empathy is a standard action for you.
meet the prerequisites for this slayer talent. Normal: Using wild empathy requires 1 minute.
Special: You can take this feat multiple times. Each time
you do, you gain another slayer talent.
Fast Learner
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain
both +1 hit point and +1 skill rank instead of choosing either

| Classes Compendium
28
one or the other benefit or you can choose an alternate class Normal: The aura of courage affects each ally within 10 feet,
reward. and grants a +4 morale bonus on saving throws against fear
effects.
Favored Defense
Your cunning is your shield against your quarry's attacks. Fearless Curiosity
Your desire to see and experience the world overrides
Prerequisite: Favored enemy class feature.
healthy caution.
Benefit: Choose one of your favored enemy types. You add
Prerequisites: Cha 13, human.
half your favored enemy bonus to your CMD and as a dodge
bonus to AC when attacked by a favored enemy. Benefit: You gain a +1 bonus on saving throws against
effects with the emotion descriptor. In addition, for any
Special: You can gain this feat multiple times. Its effects do
round in which you begin your turn affected by a fear effect,
not stack. Each time you take this feat, it applies to a new
you gain a new save at the beginning of your turn to reduce
favored enemy type.
the severity of the fear effect, from panicked to frightened,
Favored Judgment frightened to shaken, and shaken to unaffected.
Your judgment against a particular type of creature is Feign Curse
particularly harsh.
You can fool others into believing you have ensorcelled
Prerequisites: Wis 13, judgment class feature. them.

Benefit: Select a favored race from the ranger's favored Prerequisites: Deceitful, Bluff 5 ranks, Spellcraft 1 rank.
enemies chart. Any sacred or profane bonus you gain from a
Benefit: As a standard action, you can feign placing a curse
judgment is 1 higher for attacks you make against or take
on a target. The target must attempt a Sense Motive or
from creatures that match the selected favored enemy.
Spellcraft check (whichever skill that target has a higher
Special: You can gain this feat multiple times. Its effects do bonus with) against a DC equal to 15 + your number of ranks
not stack. Each time you take the feat, it applies to a different in Bluff + your Charisma modifier, with a bonus on his skill
favored enemy. check equal to any conditional bonus he has on saving
throws against hexes or curses (like from the spell hex ward).
Favored Enemy Spellcasting If he fails, he becomes plagued by self-doubt and second-
Your spells are more effective against creatures that you guesses himself. For his next two attack rolls, saving throws,
especially abhor. skill checks, or ability checks, he rolls twice and takes the
lower result; for every 5 ranks of Bluff you possess beyond 5,
Prerequisite: Ability to cast spells.
this ability affects an additional roll. This is a mind-affecting
Benefit: When you take this feat, choose a creature type or a effect, and it doesn’t work if the target is immune to curses.
humanoid subtype from the Ranger Favored Enemies table. Once you attempt to feign putting a curse on a creature, you
When creatures of the chosen type attempt saving throws cannot do so again against the same creature for 24 hours,
against your spells, they treat the spells' DCs as 1 higher. If and if the target succeeds at detecting your ruse, he gains a
you also have the favored enemy class feature and the chosen +10 bonus against future attempts.
type is already a favored enemy of yours, such creatures treat
your spells' DCs as 2 higher. Feline Grace
Your innate grace allows you to get out of the stickiest
Special: You can take this feat multiple times. Each time situations.
you do, it applies to a different creature type.
Prerequisites: Dexterity 13, catfolk.
Fear Eater Benefit: You gain a +2 bonus to your CMD against bull
You eat the fear of others, freeing them from its effects.
rush, grapple, overrun, repositioning, and trip combat
Prerequisites: Cha 13, Iron Will, have no immunity to fear maneuvers.
effects.
Ferocious Action
Benefit: As a standard action, you can remove a fear effect You ferocity is quick but shorter lived.
from another creature by touching it. The fear effect is
transferred from that creature to you, with the same Prerequisites: Ferocity racial trait, orc.
remaining duration. If the fear effect has varying effects Benefit: When you fall to 0 hit points or fewer, you lose 2
depending on the target (such as the effects of cause fear hit points each round, but you are not staggered. If you are in
depending on the target’s Hit Dice), it has the effect it had on a rage (such as that caused by the barbarian rage class
the original creature or the effect it would have on you, feature), you instead only lose 1 hit point per round.
whichever is more severe. When you choose to accept
another creature’s fear, you don’t receive any saving throw, Ferocious Resolve
spell resistance, or other defenses you would normally have Your orc heritage allows you to fight on.
against the fear effect.
Prerequisites: Con 13, half-orc, orc ferocity racial trait.
Fearless Aura Benefit: You gain the ferocity universal monster ability,
Your aura of courage becomes more potent, as your
allowing you to continue fighting at negative hit points.
steadfast resolve is also manifested by your allies.
When using this ability, you gain a +2 bonus on Intimidate
Prerequisites: Aura of courage class feature, caster level checks.
8th.
Normal: A half-orc with the orc ferocity racial trait can fight
Benefit: Your aura of courage expands to a 20-foot-radius for 1 more round after he is brought below 0 hit points.
emanation. Allies within the aura are immune to fear effects.

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29
Ferocious Summons Fiend Sight
Your summoned creatures gain your ferocity. Your eyes develop keener sight in dim light and darkness.
Prerequisites: Augment Summoning, Spell Focus Prerequisites: Darkvision 60 ft., tiefling.
(conjuration), half-orc or orc.
Benefit: You gain low-light vision and your darkvision
Benefit: Creatures you summon gain the ferocity universal improves to 120 ft.
monster ability.
Special: You can take this feat twice. When you take it a
Fey Spell Lore second time, you gain the see in darkness universal monster
You have learned the treacherous spells employed by the ability.
fey.
Fight On
Prerequisites: Cha 13, Spellcraft 1 rank, ability to cast druid You can keep fighting even after you should be dead.
spells.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: Add the following spells to your druid spell list at
Benefit: Once per day, you can gain a number of temporary
the indicated levels: 0—dancing lights, 1st—lesser confusion,
hit points equal to your Constitution modifier. You can
2nd—charm person, 3rd—invisibility, 4th—bestow curse, 5th—
activate this feat as an immediate action when reduced to 0 or
charm monster, 6th—major curseUM, 7th—cloak of dreams, 8th—
fewer hit points. You can use this feat to prevent yourself
insanity, 9th—irresistible dance.
from dying. These temporary hit points last for 1 minute. If
Fey Spell Versatility your hit points drop below 0 due to the loss of these
You have learned magical secrets from the fey. temporary hit points, you fall unconscious and are dying as
normal. If you also have the ferocity racial trait, you can use
Prerequisites: Cha 13, Spellcraft 1 rank, ability to cast that once you have lost the temporary hit points from this
ranger spells. feat.
Benefit: Choose a 1st-level spell, a 2nd-level spell, a 3rd- Fire Music
level spell, and a 4th-level spell from the bard,
Your ability to command fire and bardic music has created
sorcerer/wizard, or witch spell list that is either from the
a strange blend of both magics.
enchantment or illusion school or a spell with the curse
descriptor. Add those spells to your ranger spell list. Once Prerequisites: Spellcraft 5 ranks, ability to cast bard spells,
chosen, these spells cannot be changed. ability to cast an arcane fire spell from some other
spellcasting class.
Field Repair
You can repair your broken weapon or armor to Benefit: When you cast a bard spell that deals damage, you
serviceability even without the benefits of artisan tools. may replace the spell's normal damage with fire damage or
split the spell's damage so that half of it is the normal damage
Prerequisite: Craft 4 ranks. type and half is fire damage.
Benefit: If you are trained in a Craft skill appropriate to a If you cast a summon monster spell as a bard spell, you may
broken item, you can repair that item with no raw material choose to give the summoned creature a fiery appearance,
cost and no penalty on your Craft skill check for using which gives it fire resistance 5 and adds +1 fire damage to all
improvised tools. If you spend a day, the item regains 1 hit of its natural attacks. The creature sheds dim light in a 5-foot
point plus one-quarter of its original hit points. Alternatively, radius. This aspect of the feat has no effect if the creature
if the item gained the broken condition because it is a firearm already has the fire subtype.
that has misfired or a siege engine that suffered a mishap, or
has the broken condition because it has the fragile weapon When you use this feat, the affected spell gains the fire
quality (or some similar quality), you can make a Craft check descriptor.
with the DC it takes to craft that item (see Table: New Item
Craft DCs, below). If the check succeeds, the item loses the
Fire Tamer
You know your way around even magical fire.
broken condition.
Prerequisite: Goblin.
Normal: Improvised tools impose a –2 penalty on Craft
checks. Items require raw materials to repair. Benefit: You gain a +2 bonus on saves against spells with
the fire descriptor. Additionally, your scars mark you as a
Table: New Item Craft DCs
talented fire tamer, granting you a +2 circumstance bonus on
Item Craft Skill Craft DC Diplomacy and Intimidate checks when dealing with other
A weapon with the fragile Weapon or Normal DC
goblins.
special quality Bow –5
One-handed firearm Firearm 20 Firesight
Two-handed firearm Firearm 20 Fire no longer blinds you, and smoke conceals nothing from
Siege firearm, heavy Firearm 25 your gaze.
Siege firearm, medium Firearm 30
Siege firearm, light Firearm 35 Prerequisite: Ifrit.
Ranged siege engine, heavy Siege Engine 20
Benefit: You can see through fire and smoke without
Ranged siege engine, medium Siege Engine 25
penalty, ignoring any cover or concealment bonuses from fire
and smoke. This does not allow you to see anything you
could not otherwise see (for example, invisible creatures are
still invisible). You are immune to the dazzled condition.

| Classes Compendium
30
Flame Heart Foment the Blood
You have mastered fire magic and alchemy. You can unleash a wave of energy that drives orcs into a
frenzy.
Prerequisites: Fire Tamer, character level 5th, goblin.
Prerequisites: Channel energy class feature, orc.
Benefit: You gain fire resistance 5. When casting spells with
the fire descriptor or throwing alchemist bombs that deal fire Benefit: When you channel energy, instead of creating its
damage, treat your caster level or alchemist level as if you normal effect, you can give orcs a bonus on weapon damage
were 1 level higher. and critical hit confirmation rolls until your next turn. This
bonus is equal to the number of dice your channeled energy
Fleet normally heals or harms. Your channel has its normal effect
You are faster than most. on other creatures in the area.
Benefit: While you are wearing light or no armor, your base Fool Magic
speed increases by 5 feet. You lose the benefits of this feat if
You can mislead magic items by virtue of your disguise.
you carry a medium or heavy load.
Prerequisites: Deceitful, Disguise 1 rank, Use Magic Device
Special: You can take this feat multiple times. The effects
1 rank.
stack.
Benefit: When you are in disguise as a member of a
Flexible Hex particular race or a person of a particular alignment, you can
Your wandering hex shifts at your command. use your Disguise bonus instead of your Use Magic Device
bonus to emulate that race and alignment for the purpose of
Prerequisite: Wandering hex class feature.
attempting to activate a magic item.
Benefit: Once per day as a swift action, you can change
your wandering hex. When you change your hex, the new Force Dash
hex must be associated with the wandering spirit with which You can absorb the magic in your force spells to give you a
you are currently bonded. At 12th level, you can change concentrated burst of speed.
either or both of your wandering hexes with the feat.
Prerequisites: Base attack bonus +4, ability to cast 2nd-level
Normal: Shamans select their hexes every day when they arcane spells, ability to cast at least one arcane force spell.
prepare their spells and cannot change them.
Benefit: As a swift action, you can sacrifice a prepared
Flexible Wizardry arcane force spell (or if you are a spontaneous caster, a spell
slot of the same level as an arcane force spell you know) to
You have learned a trick that makes your spellcasting more
give yourself an enhancement bonus to speed. The bonus
flexible.
gained is equal to 10 feet × the level of the spell sacrificed.
Prerequisites: Spell Mastery, wizard level 1st. The bonus applies to all forms of movement, and it lasts 1
round. If you charge while this bonus is in effect, you do not
Benefit: When you prepare your spells each day, you can
take the normal –2 penalty to AC until the start of your next
choose to keep a number of spell slots equal to your
turn.
Intelligence modifier (minimum 1) flexibly prepared. Instead
of preparing a single spell within each of these slots, you can Formula Recollection
partially prepare two spells. Anytime after you prepare these You are able to record and recall even the complex and
flexible slots, you can spend a full-round action to finalize intricate details of spellcasting.
one slot, choosing one of the two spells to be finished and
fully prepared in that slot. Prerequisites: Spellcraft 5 ranks, keen recollection class
feature.
Focused Eidolon
Benefit: Once per day, you can record the formula for a
Your bond with your eidolon helps to focus your
spell that you saw being cast and identified with Spellcraft in
concentration.
the past 24 hours. This spell must be on the alchemist formula
Prerequisite: Shield ally class feature. list.
Benefit: While you are adjacent to your eidolon, you receive Fortunate One
a +4 bonus on concentration checks. You have an even greater knack than most halflings for
adaptable luck.
Focused Inspiration
Two of your skills gain a bit more from your inspiration Prerequisites: Adaptable luck racial trait, halfling.
than others.
Benefit: The number of times per day you can use the
Prerequisites: Inspiration class feature, keen recollection adaptable luck racial trait increases by 1.
class feature.
Furious Finish
Benefit: When you take this feat, choose two skills that you You channel all of your rage into one massive blow to crush
either are trained in or can use untrained. You must be able to your enemy.
use inspiration with these skills. When you use inspiration on
checks involving those skills, roll a d8 instead of a d6, or a Prerequisites: Rage class feature, Vital Strike, base attack
d10 if you would normally roll a d8. If you have the true bonus +6.
inspiration class feature, you roll twice as many such dice
Benefit: While raging, when you use the Vital Strike feat,
(2d8 or 2d10) as normal.
you can choose not to roll your damage dice and instead deal
damage equal to the maximum roll possible on those damage

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dice. If you do, your rage immediately ends, and you are Go Unnoticed
fatigued (even if you would not normally be). Your small size lets you quickly duck out of sight.
Gaze Reflection Prerequisites: Dex 13, Small size or smaller.
The power of your psychic stare wards you from the potent
Benefit: During the first round of combat, flat-footed
gazes of your enemies.
opponents are considered not to have noticed you yet for the
Prerequisites: Spellcraft 10 ranks, bold stare and mesmerist purposes of Stealth skill checks, allowing you to make a
tricks class features. Stealth check that round to hide from them.
Benefit: When you avert your eyes from a creature with a Gore Fiend
gaze attack (including one produced by a spell like eyebite or Horrible wounds, whether on yourself or your enemies,
burning gaze or by a magic item), you can roll twice and select make your blood sing.
the better result when checking to see whether you are
exposed to that gaze attack and when rolling your miss Prerequisites: Half-orc or orc, rage class feature.
chance on attacks made against that creature (the latter
Benefit: When you are raging and you confirm a critical hit
doesn’t stack with Blind-Fight). In addition, as a swift action,
with a melee weapon or a critical hit is confirmed on you
you can expend one mesmerist trick to make yourself
(whether by a melee weapon, spell, or ranged weapon), you
immune to that creature’s gaze until the beginning of your
regain 1 round of rage (up to your maximum for the day).
next turn. If you expend two mesmerist tricks instead, you
You can only gain this benefit once per round.
gain immunity to that creature’s gaze and also ref lect its gaze
back at it, affecting it with its own gaze. Grant Initiative
Special: A mesmerist’s hypnotic stare, a witch’s or hag’s Not only are you a master at taking the initiative, but you
evil eye, and a vampire’s dominate ability are treated as gaze can also grant it to someone else.
attacks for the purpose of this feat, as are abilities that are Prerequisites: Cunning initiative class feature.
triggered when looking at a creature, such as a nymph’s
blinding beauty or a sea hag’s horrific appearance. Spending Benefit: At the start of each encounter, you can either
two mesmerist tricks on this feat does not bypass any choose to keep the bonus granted to you by your Wisdom
immunity the creature might have to its own gaze, such as a modifier on initiative checks or choose to give that bonus to
vampire’s immunity to mind-affecting effects or the fact that one of your allies that you can see. You must make this choice
the nymph’s blinding beauty works only on humanoids. before you or the ally you are granting the bonus to makes
the initiative check.
Giant Steps
When enlarged, your speed increases. Grasping Tail
Your tail becomes more useful.
Prerequisites: Duergar, slow and steady racial trait.
Prerequisite: Tiefling.
Benefit: When your size increases to Large or larger, your
base speed increases by 20 feet. This increase applies only if Benefit: You can use your tail to grab stowed items. While
the effect that changed your size does not alter your speed. you cannot wield weapons with your tail, you can use it to
retrieve small, stowed objects carried on your person as a
Gliding Steps swift action.
You skate across the surface of the earth as if gliding on ice.
Special: If you have the prehensile tail racial trait, you can
Prerequisites: Dodge, Mobility, Nimble Moves, ki pool. use your tail to grab unattended items within 5 feet as a swift
action as well as to grab stowed objects carried on your
Benefit: If you have at least one ki in your ki pool, when
person; you can hold such objects with your tail, though you
you move you do not provoke attacks of opportunity when
cannot manipulate them with your tail (other than to put
leaving the first square of that movement. You can spend 1 ki
them in your hand).
point to avoid provoking attacks of opportunity during that
entire move. Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Gloom Sight
With a combination of strange shadow magic and Benefit: You get a +2 bonus on all Fortitude saving throws.
chirurgery, your eyes are permanently modified to see farther
in darkness. Greater Channel Force
Your eruptions of divine power move your enemies.
Prerequisite: Fetchling.
Prerequisites: Channel Force, Improved Channel Force,
Benefit: You gain darkvision 90 ft., but gain the light aasimar, channel energy 6d6.
sensitivity weakness.
Benefit: When using Improved Channel Force, you can
Gnome Trickster affect all creatures in a 30-foot-radius burst.
Your arcane talents go beyond the illusory.
Greater Channel Smite
Prerequisites: Cha 13, gnome, gnome magic racial trait. You empower your weapon with the might of your deity,
Benefit: In addition to your normal gnome spell-like which you discharge as you strike your foes.
abilities, you also gain the following spell-like abilities: Prerequisites: Channel energy class feature, Channel Smite,
1/day—mage hand and prestidigitation. base attack bonus +8.
Benefit: Before making any melee attacks on your turn, you
can use a swift action to expend one daily use of your

| Classes Compendium
32
channel energy class feature. The dice from your channel Greater Mercy
energy feature form a pool of damage dice you can access to Your mercy has incredible recuperative properties.
further damage creatures normally harmed by the energy
you are channeling—undead for positive energy, living Prerequisites: Cha 13, lay on hands class feature, mercy
creatures for negative energy. Prior to making each melee class feature.
attack, allocate dice from the pool to be used as extra damage
Benefit: When you use your lay on hands ability and the
dice if you hit. Your target can make a Will save, as normal,
target of that ability does not have any conditions your
to halve this extra damage. This extra damage is not
mercies can remove, it instead heals an additional +1d6
multiplied when you score a critical hit. If you miss, the extra
points of damage.
damage dice remain in your pool, but any dice left
unexpended at the end of your turn are wasted. Greater Skald's Vigor
Your song and your enthusiasm invigorate your allies.
Greater Dirge of Doom
The haunting sound of sepulchral intonations chills the Prerequisites: Skald's Vigor, Perform (song) 10 ranks.
most stalwart adversary to its very core.
Benefit: Your allies share in the fast healing granted by
Prerequisites: Improved Dirge of Doom, ability to perform your Skald's Vigor, starting in the round when you begin
dirge of doom. your performance. They must be able to hear the
performance. If you stop maintaining the song, the fast
Benefit: The effect of your dirge of doom lingers with a
healing ends immediately, even if other effects of your song
target for 2 rounds after the creature leaves the dirge's area of
linger.
effect. If you use your dirge on a creature that is shaken, it
becomes frightened. If you use it on a creature that is Greater Spell Focus
frightened, it becomes panicked. Once affected by this feat, a Choose a school of magic to which you have already
creature cannot be affected by it again for 24 hours. applied the Spell Focus feat. Any spells you cast of this school
Normal: Fear effects on a creature end immediately once it are very hard to resist.
leaves the area of dirge of doom. A fear effect cannot be made Prerequisite: Spell Focus.
more extreme by dirge of doom and can be changed only to
the frightened condition by the Improved Dirge of Doom Benefit: Add +1 to the Difficulty Class for all saving throws
feat. against spells from the school of magic you select. This bonus
stacks with the bonus from Spell Focus.
Greater Drow Nobility
Special: You can gain this feat multiple times. Its effects do
You have mastered the lesser spell-like abilities of the drow,
not stack. Each time you take the feat, it applies to a new
demonstrating true nobility.
school to which you already have applied the Spell Focus
Prerequisites: Cha 13, Drow Nobility, Improved Drow feat.
Nobility, able to use drow spell-like abilities, drow.
Greater Spell Penetration
Benefit: Your detect magic spell-like ability is now constant. Your spells break through spell resistance much more easily
You may use your dancing lights, deeper darkness, faerie fire, than most.
feather fall, and levitate spell-like abilities at will.
Prerequisite: Spell Penetration.
Greater Eldritch Heritage
Benefit: You get a +2 bonus on caster level checks (1d20 +
Your discovered bloodline power reaches its zenith.
caster level) made to overcome a creature's spell resistance.
Prerequisites: Cha 17, Eldritch Heritage, Improved Eldritch This bonus stacks with the one from Spell Penetration.
Heritage, character level 17th.
Greater Spell Specialization
Benefit: You gain an additional power from the bloodline You can sacrifice a prepared spell in order to spontaneously
you selected with the Eldritch Heritage feat. You gain a 15th- cast your specialized spell.
level (or lower) sorcerer bloodline power that you do not
already have. For purposes of using that power, treat your Prerequisites: Int 13, Spell Focus, Spell Specialization, able
character level as your sorcerer level for all your sorcerer to prepare 5th-level spells.
bloodline powers granted by this feat, Eldritch Heritage, and
Benefit: By sacrificing a prepared spell of the same or
Improved Eldritch Heritage.
higher level than your specialized spell, you may
Greater Elemental Focus spontaneously cast your specialized spell. The specialized
spell is treated as its normal level, regardless of the spell slot
Choose an energy type to which you have already applied
used to cast it. You may add a metamagic feat to the spell by
the Elemental Focus feat. Any spells you cast of this energy
increasing the spell slot and casting time, just like a cleric
type are very hard to resist.
spontaneously casting a cure or inflict spell with a metamagic
Prerequisite: Elemental Focus. feat.
Benefit: Add +1 to the Difficulty Class for all saving throws Greater Wild Empathy
against spells that deal damage of the energy type you select. Your natural empathy stretches across the world of nature.
This bonus stacks with the bonus from Elemental Focus.
Prerequisites: Knowledge (nature) 5 ranks, wild empathy
Special: You can gain this feat multiple times. Its effects do class feature.
not stack. Each time you take this feat, it applies to a new
energy type to which you have already applied the Elemental Benefit: You gain a +2 insight bonus on wild empathy
Focus feat. checks, and you may use wild empathy to duplicate an
Intimidate check rather than a Diplomacy check. In addition,

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33
choose one of the following kinds of creatures: elementals, Special: If you are a gunslinger, this feat grants the
fey, lycanthropes, plants, or vermin. You may influence following additional benefit. You can use this feat to repair
creatures of that type with wild empathy, if their Intelligence and restore your initial, battered weapon. It costs 300 gp and
score is 1 or 2, or they do not possess an Intelligence score. 1 day of work to upgrade it to a masterwork firearm of its
Once you choose the type of creature, it cannot be changed. type.
Special: You may select this feat more than once. Each time, Half-Drow Paragon
you may choose an additional creature type to influence. Your drow blood is particularly strong.
Groundling Prerequisites: Drow-blooded and drow magic racial traits,
You can speak with burrowing animals. half-elf.
Prerequisites: Cha 13, gnome, gnome magic racial trait. Benefit: You count as a drow for any effects that relate to
race. Furthermore, the spell-like abilities granted to you by
Benefit: You can use speak with animals as a spell-like ability
your drow magic racial trait count as drow spell-like abilities
at will, but only to communicate with burrowing animals like
for the purposes of any feat prerequisites.
gophers, moles, and the like. You can still use your gnome
speak with animals ability once per day to speak with any Harmonic Sage
animal, as usual. Your thorough understanding of acoustics in artificial
surroundings allows you to improve the power of your
Guardian of the Wild bardic performance.
Your mystic connection with the wilderness enhances your
ability to react to threats. Prerequisites: Bardic performance class feature, Knowledge
(engineering) 5 ranks.
Prerequisites: Attuned to the Wild, elf.
Benefit: While inside an artificial structure, you can spend a
Benefit: When you are in a terrain type you have selected
free action to make a DC 15 Knowledge (engineering) check
the Attuned to the Wild feat for, you gain a +2 dodge bonus
when you begin your bardic performance. Success on this
to Armor Class. If you are in an area that qualifies as more
check allows you to do one of the following.
than one kind of terrain, these bonuses do not stack; you
receive the bonus for only one of the terrain types. Self-Harmonize: By performing over the acoustic
reverberations of your performance, you increase the DC of
Guided Hand your bardic performance effects +1.
Your deity blesses any strike you make with that deity's
favored weapon. Reverberation: You can choose to have the effect of your
current bardic performance continue for 1 round after you
Prerequisites: Channel energy class feature, Channel Smite, cease maintaining it, regardless of why you cease
proficiency with your deity's favored weapon. maintaining it. You can still have no more than one bardic
performance in effect at one time.
Benefit: With your deity's favored weapon, you can use
your Wisdom modifier instead of your Strength or Dexterity Normal: A bardic performance lasts only as long as you
modifier on attack rolls. maintain it.

Gunsmithing Heavenly Radiance


You know the secrets of repairing and restoring firearms. Your heavenly light can be used in a variety of ways.
Benefit: If you have access to a gunsmith's kit, you can Prerequisites: Aasimar, daylight spell-like ability,
create and restore firearms, craft bullets, and mix black sufficiently high level (see below).
powder for all types of firearms. You do not need to make a
Craft check to create firearms and ammunition or to restore Benefit: You gain one additional use per day of daylight.
firearms. Choose one spell from the table below; by expending a use of
daylight, you may use this spell as a spell-like ability. To select
Crafting Firearms: You can craft any early firearm for a cost a spell, you must meet the minimum character level for its
in raw materials equal to half the price of the firearm. At your listing in the table. The save DC for this spell is Charisma-
GM's discretion, you can craft advanced firearms for a cost in based.
raw materials equal to half the price of the firearm. Crafting a
firearm in this way takes 1 day of work for every 1,000 gp of Spell-Like Ability Minimum Character Level
the firearm's price (minimum 1 day). Flare burst 1st
Wake of light 3rd
Crafting Ammunition: You can craft bullets, pellets, and Searing light 5th
black powder for a cost in raw materials equal to 10% of the Wandering star motes 7th
price. If you have at least 1 rank in Craft (alchemy), you can Sunbeam (one beam only) 9th
craft alchemical cartridges for a cost in raw materials equal to
half the price of the cartridge. At your GM's discretion, you
can craft metal cartridges for a cost in raw materials equal to Special: You may take this feat multiple times. Each time
half the cost of the cartridge. Crafting bullets, black powder, you select it, you gain an additional use of daylight and may
or cartridges takes 1 day of work for every 1,000 gp of select another spell from the table.
ammunition (minimum 1 day).
Heroic Defiance
Restoring a Broken Firearm: Each day, with an hour's worth of You struggle on when others would fall.
work, you can use this feat to repair a single firearm with the
broken condition. You can take time during a rest period to Prerequisites: Diehard, Endurance, base Fortitude save +8.
restore a broken firearm with this feat.

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34
Benefit: Once per day as an immediate action you can delay You gain a +2 bonus on Handle Animal and Knowledge
the onset of one harmful condition or affliction (such as (nature) checks with creatures of that type of animal.
panicked, paralyzed, stunned, and so on), including Furthermore, you are treated as one level higher when
permanent and instantaneous conditions. Activating this feat determining the abilities of your animal companion or
delays the onset of the condition until the end of your next mount, as long as it is of the chosen type.
turn, after which time the condition takes its normal effect.
This feat has no effect on hit point damage or ability damage. Hydraulic Maneuver
You can use your hydraulic push to disarm or trip.
Heroic Recovery
Prerequisites: Hydraulic push spell-like ability, undine.
You can throw off the effects of crippling conditions.
Benefit: You may use hydraulic push to attempt a bull rush,
Prerequisites: Diehard, Endurance, base Fortitude save +4.
disarm, dirty trick (blind or dazzle, see ), or trip combat
Benefit: Once per day as a standard action you may attempt maneuver. Each time you use hydraulic push, you must decide
a new saving throw against a harmful condition or affliction which of the allowed combat maneuvers you want to
requiring a Fortitude save that is affecting you. If this save perform. You may use this feat with your hydraulic push racial
against the affliction fails, there is no additional effect, but a spell-like ability, your class-granted use of hydraulic push, or
successful save counts toward curing an affliction such as any hydraulic push spells you cast, but not with magic items or
poison or disease. You cannot use this feat to recover from other external sources that use that spell.
instantaneous effects, effects that do not allow a saving
Normal: Hydraulic push can only be used to make a bull
throw, or effects that do not require a Fortitude save.
rush combat maneuver.
Heroic Will
Your indomitable will breaks free from mental shackles.
Implant Bomb
You can attach a bomb to a creature that explodes when the
Prerequisites: Iron Will, base Will save +4, human. creature dies or after 24 hours.
Benefit: Once per day as a standard action, you may Prerequisites: Heal 5 ranks, delayed bomb alchemist
attempt a new saving throw against a harmful condition discovery.
requiring a Will save that is affecting you. If you are
Benefit: You may implant a bomb in a willing or helpless
dominated, controlled, or cannot take an action because of
creature (a mindless creature under your control, such as a
the effect against which you are trying to make a new saving
zombie, counts as willing for this purpose). This takes 1 hour
throw, you can make this saving throw at the start of the turn
and expends 1 use of your bomb ability for the day. When the
as no action, but on a success, your turn ends. You cannot use
implanted creature dies or is destroyed, the bomb detonates
this feat to remove instantaneous effects, effects that do not
in the creature's square as if it were a delayed bomb set by
require a Will save, or effects that do not allow a saving
you (though you can set the bomb's damage to less than your
throw.
normal bomb damage). You can use any bomb-affecting
Hobgoblin Discipline discoveries on this implanted bomb (acid bomb, frost bomb,
The presence of other hobgoblins bolsters your resolve. smoke bomb, and so on) as normal. The bomb automatically
detonates 24 hours after you implant it in the creature.
Prerequisites: Base attack bonus +1, hobgoblin.
If you expend 150 gp worth of alchemical reagents per die
Benefit: While you are within 30 feet of at least two other of the bomb's damage (for example, 750 gp for a 5d6 bomb),
hobgoblins, you gain a +1 morale bonus on saving throws. the bomb does not automatically detonate after 24 hours, and
only detonates if the creature dies or is destroyed (24 hours
Human Spirit after implantation, this bomb no longer counts toward your
Your blood burns with the passion and unyielding quest for daily total).
self-improvement displayed so prominently by your human
relatives. Implanting a bomb is as invasive as using the Heal skill to
treat deadly wounds and leaves surgical scars unless the
Prerequisite: Half-elf. creature is healed by magic or abilities such as regeneration
Benefit: You receive 1 bonus skill rank. Whenever you gain or fast healing. Some creatures (such as oozes, elementals,
another Hit Die, you gain an additional skill rank. You cannot and creatures with the incorporeal quality) cannot have
gain more than four skill ranks in this way. bombs implanted in them. Removing an implanted bomb
requires a Heal check to treat deadly wounds, followed by a
Special: You can only take this feat at 1st level. If you take dispel magic spell or Disable Device check to neutralize the
this feat, you cannot take the Elven Spirit feat. bomb (DC = 11 + alchemist's caster level).

Huntmaster Improved Channel


You are an expert trainer of horses, hounds, falcons, or Your channeled energy is harder to resist.
hunting cats.
Prerequisite: Channel energy class feature.
Prerequisites: Handle Animal 1 rank; either the animal
companion, divine bond (mount), or mount class feature; Benefit: Add 2 to the DC of saving throws made to resist
human. the effects of your channel energy ability.

Benefit: If you have the animal companion class feature, Improved Channel Force
pick one of the following types of animal companions that You move your enemies within a beam of righteous energy.
this feat affects: bird, dog, small cat, or horse. If you have the
Prerequisites: Channel Force, aasimar, channel energy 4d6.
divine bond (mount) or mount class feature, this feat always
affects horses. Benefit: When using Channel Force, you can affect all
creatures in a 60-foot line or a 30-foot cone-shaped burst. You

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35
must choose to either push or pull all creatures within the Improved Eldritch Heritage
affected area that fail their saves. The power of your discovered bloodline continues to grow.
Improved Conceal Prerequisites: Cha 15, Eldritch Heritage, character level
Spell You can conceal the mightiest spells in the subtlest 11th.
fashions.
Benefit: You gain either the 3rd-level or the 9th-level power
Prerequisites: Conceal Spell, Deceitful, Bluff 5 ranks, (your choice) of the bloodline you selected with the Eldritch
Disguise 5 ranks, Sleight of Hand 10 ranks, ability to cast 3rd- Heritage feat. For purposes of using that power, treat your
level spells or use a 3rd-level spell-like ability. sorcerer level as equal to your character level – 2, even if you
have levels in sorcerer. You do not gain any of the other
Benefit: When you use Conceal Spell, creatures no longer
bloodline abilities.
gain a bonus equal to the level of the spell or spell-like ability
on their checks to notice the hidden spell. Special: You may select this feat multiple times. Its effects
do not stack. Each time you select the feat, it applies to a
Normal: Creatures attempting to notice a spell hidden with
different bloodline power for that bloodline available at
Conceal Spell gain a bonus equal to the level of the spell or
sorcerer level 3 or 9.
spell-like ability on their Perception, Sense Motive, and
Spellcraft checks. Improved Familiar
This feat allows you to acquire a powerful familiar, but only
Improved Counterspell when you could normally acquire a new familiar.
You are skilled at countering the spells of others using
similar spells. Prerequisites: Ability to acquire a new familiar, compatible
alignment, sufficiently high level (see below).
Benefit: When counterspelling, you may use a spell of the
same school that is one or more spell levels higher than the Benefit: When choosing a familiar, the creatures listed
target spell. below are also available to you. You may choose a familiar
with an alignment up to one step away on each alignment
Normal: Without this feat, you may counter a spell only
axis (lawful through chaotic, good through evil).
with the same spell or with a spell specifically designated as
countering the target spell. Familiar Alignment Arcane Spellcaster Level
Celestial hawk1 Neutral 3rd
Improved Dark Sight good
With further modification, your eyes see clearly in not only Dire rat Neutral 3rd
normal darkness, but in magical darkness as well. Fiendish viper2 Neutral evil 3rd
Prerequisites: Dark Sight, Gloom Sight, fetchling. Elemental, Small Neutral 5th
(any type)
Benefit: You gain the see in darkness ability and lose the Stirge Neutral 5th
light sensitivity weakness, but gain the light blindness Homunculus3 Any 7th
weakness. Imp Lawful evil 7th
Mephit (any type) Neutral 7th
Improved Dirge of Doom Pseudodragon Neutral 7th
The foreboding tone of your dirge is especially effective at good
unsettling your enemies. Quasit Chaotic evil 7th
1 Or other celestial animal from the standard familiar list.
Prerequisite: Ability to perform dirge of doom.
2 Or other fiendish animal from the standard familiar list.
Benefit: The range of your dirge of doom ability is extended 3 The master must first create the homunculus.
to 60 feet. Additionally, if a creature is shaken from another
effect, the effect of your dirge of doom is changed to
frightened for that specific creature. This benefit cannot cause Improved familiars otherwise use the rules for regular
a creature to become panicked, even if a target is already familiars, with two exceptions: if the creature's type is
frightened from another effect. Once affected by this feat, a something other than animal, its type does not change; and
creature cannot be affected by it again for 24 hours. improved familiars do not gain the ability to speak with other
creatures of their kind (although many of them already have
Normal: The range of dirge of doom is 30 feet. A creature the ability to communicate).
that is already shaken cannot become frightened by dirge of
doom. Improved Flexible Wizardry
You possess an impressive versatility in casting that other
Improved Drow Nobility wizards lack.
Your magical heritage is more potent than that of your
peers, as demonstrated by your superior spell-like abilities. Prerequisites: Flexible Wizardry, Spell Mastery, wizard
level 8th.
Prerequisites: Cha 13, Drow Nobility, able to use drow
spell-like abilities, drow. Benefit: When you use Flexible Wizardry, you can flexibly
prepare a number of spell slots equal to your Intelligence
Benefit: You may use your dancing lights, faerie fire, feather modifier + 4. Furthermore, you can finalize one of these slots
fall, and levitate spell-like abilities twice per day. Your with a standard action instead of a full-round action.
darkness spell-like ability instead becomes deeper darkness,
which you may use twice per day. Improved Great Fortitude
You can draw upon an inner reserve to resist diseases,
poisons, and other grievous harm.
Prerequisites: Great Fortitude.

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36
Benefit: Once per day, you may reroll a Fortitude save. You away from you. It does not affect the creature again if it
must decide to use this ability before the results are revealed. returns before the duration expires.
You must take the second roll, even if it is worse.
You may share spells in this fashion even if the spells
Improved Improvisation normally do not affect creatures of that type.
You are masterful in your improvisation. This feat only applies to animal companions, eidolons,
Prerequisites: Int 13, Fast Learner, Improvisation, human. familiars, or special mounts gained through a class feature.

Benefit: Your nonproficiency penalty with weapons, armor, Improved Stalwart


and shields is halved. In addition, the bonus on all skill You can roll with the punches while simultaneously striking
checks for skills you have no ranks in increases to +4 instead back at your attackers.
of +2.
Prerequisites: Diehard, Endurance, Stalwart, base attack
Improved Iron Will bonus +11.
Your clarity of thought allows you to resist mental attacks. Benefit: Double the DR you gain from Stalwart, to a
Prerequisites: Iron Will. maximum of DR 10/—.

Benefit: Once per day, you may reroll a Will save. You must Improved Stonecunning
decide to use this ability before the results are revealed. You Your sense for stonework is uncanny.
must take the second roll, even if it is worse.
Prerequisites: Wis 13, dwarf, stonecunning racial trait.
Improved Legendary Influence Benefit: You receive a +4 bonus on Perception checks to
Each legend grants you more of its power in return for notice unusual stonework. This bonus replaces the
greater inf luence. stonecunning ability's normal bonus on Perception checks.
Prerequisites: Legendary Inf luence, lesser spirit power and
propitiation class features.
Improved Studied Combatant
Deep understanding of your foes' tics grants you the upper
Benefit: For each spirit you can channel, choose a second hand in combat.
feat other than an item creation feat. Whenever you allow a
Prerequisites: Int 13, Amateur Investigator, Studied
spirit to gain 1 point of inf luence over you to gain that
Combatant, base attack bonus +8, 1 rank in at least one
spirit’s associated feat via Legendary Inf luence, you can
Knowledge skill, no levels in a class that has the inspiration
allow that spirit to gain 1 additional point of inf luence over
class feature.
you to gain the second feat.
Benefit: Your bonuses for Studied Combatant increase to a
Improved Lightning Reflexes +4 insight bonus on melee attack rolls and a +4 bonus on
You have a knack for avoiding danger all around you. damage rolls. This feat otherwise works like the Studied
Prerequisites: Lightning Reflexes. Combatant feat.

Benefit: Once per day, you may reroll a Reflex save. You Improved Umbral Scion
must decide to use this ability before the results are revealed. You are a master of drow noble magic.
You must take the second roll, even if it is worse.
Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater Drow
Improved Monster Lore Nobility, Improved Drow Nobility, Umbral Scion, able to use
You are obsessed with the abilities and weaknesses of drow spell-like abilities, drow.
monsters. Benefit: You may use dispel magic, divine favor, and
Prerequisite: Monster lore class feature. suggestion once per day as spell-like abilities. Your caster level
is equal to your character level.
Benefit: You gain a sacred bonus on all skill checks to
identify the abilities and weaknesses of creatures equal to 1/2 Improvisation
your level in classes that grant you the monster lore class You can figure out how to do almost anything.
feature.
Prerequisites: Int 13, Fast Learner, human.
Improved Share Spells Benefit: You gain a +2 bonus on all skill checks for skills
You can share spells with those you have a magical you have no ranks in. Furthermore, you can use all skills
connection with. designated "trained only" untrained.
Prerequisites: Spellcraft 10 ranks, ability to acquire an
animal companion, eidolon, familiar, or special mount.
Incorporeal Intuition
You notice incorporeal creatures, even those lurking in
Benefit: Any non-instantaneous spell (but not any spell-like walls.
ability) you cast on yourself can also affect a creature bonded
Prerequisites: Psychic Sensitivity or the ability to cast
to you (such as an animal companion, eidolon, familiar, or
psychic spells, Spirit Sense.
special mount). The creature must be within 5 feet of you at
the time of casting to receive the benefit. The spell's duration Benefit: You can sense the presence and movement of
is halved between you and your bonded creature (for incorporeal creatures though solid walls, as long as that
example, a spell with a duration of 1 hour has a duration of incorporeal creature is adjacent to you. When you sense a
30 minutes for both you and your bonded creature). creature in this way, you can attempt a Knowledge (religion)
check to identify the creature and its special powers or
If the spell or effect has a duration other than instantaneous,
vulnerabilities, with a –5 penalty. When you sense an
it stops affecting the creature if it moves farther than 5 feet

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37
incorporeal creature with this ability and use a readied action Insightful Gaze
to attack it when it attacks from inside the wall, it doesn’t In your personal interactions, you notice what others don't.
gain cover against your attack. It's hard to get anything past you.
Normal: Incorporeal creatures are silent unless they choose Prerequisites: Stern gaze class feature, Sense Motive 5
to make a sound and are thus almost impossible to detect ranks.
when inside a solid wall. When readying to attack an
incorporeal creature in a solid wall, it gains cover against Benefit: Whenever you make a Sense Motive check to
your attack. oppose someone's Bluff check, you can roll two dice and take
the higher result.
Incremental Elemental Assault
You may activate and quench your elemental assault ability Inspired Alchemy
multiple times per day. With some inspiration and elbow grease, you can recreate a
consumed extract in a pinch.
Prerequisite: Suli.
Prerequisites: Ability to create 2nd-level extracts, alchemy
Benefits: You may use your elemental assault ability in 1- class feature, inspiration class feature.
round increments, up to a maximum number of rounds per
day equal to your character level. These rounds do not have Benefit: You can recreate an extract that you consumed
to be consecutive. Activating the ability is a swift action; during the past hour. You must spend 10 minutes and
ending it is a free action. expend a number of uses of inspiration equal to the level of
the extract's formula to do so. When you recreate an extract in
Normal: You can use elemental assault once per day. It lasts this way, it does not count toward the number of extracts you
a number of rounds equal to your class level. can prepare in a day.
Inexplicable Luck Inspired by Fear
Others are often dumfounded by your luck. When spreading fear to your enemies, you further
Prerequisites: Defiant Luck, human. embolden your allies.

Benefit: Once per day, as a free action before a roll is made, Prerequisite: Ability to perform dirge of doom.
you gain a +8 bonus on any single d20 roll. You can also use Benefit: Allies in the area of your dirge of doom receive a
this ability after the roll is made, but if you do, this bonus is +4 morale bonus on saving throws against fear effects. At
reduced to +4. least one enemy must be in the dirge's area and become
shaken by the dirge for you and your allies to receive this
Inner Breath bonus.
Your body is suffused with elemental air that provides for
all your respiratory needs. Inspired Strike
Prerequisites: Character level 11th, sylph. You are as talented with weapon-work as with skills.

Benefit: You no longer need to breathe. You are immune to Prerequisites: Inspiration and studied combat class
effects that require breathing (such as inhaled poison). This features.
does not give you immunity to cloud or gas attacks that do Benefit: When you damage a creature by using the studied
not require breathing, such as cloudkill. combat class feature, you can expend one use of inspiration
to roll an inspiration die and increase the damage by the
Insightful Advice number rolled.
You teach others how to make the most of their skills.
Prerequisite: Perform (oratory) 3 ranks. Inspiring Mentor
Others listen to your words of encouragement and perform
Benefit: You can attempt a skill check to aid an ally within acts above and beyond as a result.
30 feet with a skill in which you are trained. This takes 1
minute, and during that time, you need only speak and be Prerequisites: Cha 13, inspire competence bardic
heard by your chosen ally to offer this aid. The bonus you performance.
grant is +2, regardless of any other effects that would alter Benefit: Inspire competence now affects all allies within 30
your aid another bonus. This bonus applies to all checks the feet who can hear your performance, as long as they are
ally attempts with that skill for 1 day and does not stack with attempting the skill you’ve selected.
any other aid another bonus. Whether you succeed at or fail
the skill check to aid another, you can attempt to use this Normal: Inspire competence only affects one ally.
ability only once per day for each ally.
Instant Judgment
Insightful Delivery Your hastiest condemnations can have power.
Your knowledge of where to strike makes your poisons
Prerequisite: Second judgment class feature.
more deadly.
Benefit: You can spend an immediate action to pronounce a
Prerequisites: Poison use class feature, studied strike +4d6.
judgment or change an active judgment.
Benefit: When you use a poisoned weapon to attempt an
Normal: Pronouncing or changing a judgment requires a
attack in conjunction with studied strike, the DC to resist the
swift action.
poison increases by half the number of your studied strike
dice.

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38
Intimidating Bane additional hour for every 5 by which your result exceeds the
Your bane weapon strikes fear into your enemies. DC. The target can remove the effect early by taking 10
minutes to compose herself. If you fail this check, any
Prerequisites: Bane class feature, Dazzling Display, creature who witnesses the failure is immune to your flattery
Weapon Focus, character level 8th. from this feat for 24 hours. If you fail by 5 or more, the
target’s attitude toward you decreases by 1 step.
Benefit: Whenever you use Dazzling Display while your
bane feature is active, you gain a +2 bonus on the Intimidate Iron Will
check that Dazzling Display allows against creatures of the
You are more resistant to mental effects.
type your bane weapon currently affects. Such creatures
remain shaken while your bane feature is still active and Benefit: You get a +2 bonus on all Will saving throws.
effective against their creature type.
Ironclad Logic
Intimidating Confidence You appeal to sound reasoning and fact, rather than to
You have boundless faith in your success. emotion, when attempting to sway others.
Prerequisites: Cha 13, Fearless Curiosity, Intimidate 5 Prerequisites: Int 19, Diplomacy 3 ranks.
ranks, human.
Benefit: You gain a +4 bonus on Diplomacy checks
Benefit: You gain a +1 bonus on saving throws against whenever you add your Charisma modifier on those checks.
effects with the emotion descriptor; this bonus stacks with the If you have at least 10 ranks in Diplomacy and an Intelligence
bonus granted by Fearless Curiosity. When you confirm a score of 27 or more, this bonus increases to +8. This bonus
critical hit, as a free action you can make an Intimidate check doesn’t stack with the bonus from Skill Focus (Diplomacy),
to demoralize one creature you threaten. If you have the but this feat counts as Skill Focus (Diplomacy) for the
Dazzling Display feat, you can make Intimidate checks to purpose of feats and other elements with Skill Focus
demoralize all creatures you threaten instead. You gain a +2 (Diplomacy) as a prerequisite. In verbal duels, when using
bonus on this check if your weapon has a ×3 critical modifier, tactics to which you assigned an Intelligence-based skill, you
or +4 if it has a ×4 critical modifier. can add your Intelligence modifier instead of your Charisma
modifier to the associated skill check.
Intimidating Gaze
There is something in your eyes that scares people. Ironguts
You have an especially strong stomach.
Prerequisites: Cha 13+, stern gaze class feature, Intimidate
5 ranks. Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: Once per day, as a free action, when making an Benefit: You gain a +2 racial bonus on saving throws
Intimidate skill check, you can roll two dice and take the against any effect causing the nauseated or sickened
higher result. conditions and against all ingested poisons (but not other
poisons). In addition, you receive a +2 bonus on Survival skill
Intimidating Performance checks to find food for yourself (and only yourself).
Your performance strikes fear in the hearts of foes.
Ironhide
Prerequisites: Ability to start a performance or a raging
Your skin is thicker and more resilient than that of most of
song as a move action, bardic performance or raging song
your people.
class feature.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: When you start a performance or a raging song as a
move action or a swift action, you can use a standard action Benefit: You gain a +1 natural armor bonus due to your
to demoralize a foe, attempting a Perform check appropriate unusually tough hide.
to your performance in place of the Intimidate check. Your
performance must have an audible component. This is a sonic Judgment Surge
effect. Once per day, the power of your faith surges, further
empowering your judgments.
If you can start a performance as a swift action and you
have the Dazzling Display feat, you can gain the benefit of Prerequisites: Judgment class feature.
Dazzling Display by succeeding at a Perform check in place
Benefit: Once per day, you can treat your class level for
of an Intimidate check.
your judgment class feature as if it were 3 higher than
Intoxicating Flattery normal. If you have multiple judgments active at the same
time, this benefit applies to all of them.
You know how to compromise a target’s judgment with
lies. Keen Scent
Prerequisites: Deceitful, Bluff 5 ranks. Your nose is as sensitive as that of a wild predator.

Benefit: You can f latter a creature in a protracted Prerequisites: Wis 13, half-orc or orc.
interaction (taking at least 1 minute) to bestow in them an inf
Benefit: You gain the scent special ability.
lated sense of self worth that muddles their judgment. At the
end of the tirade of f lattery, attempt a Bluff check against a Ki Stand
DC equal to 10 + the creature’s HD + the creature’s Wisdom If an opponent knocks you down, you swiftly rebound with
modifier or equal to 10 + the creature’s Sense Motive an attack.
modifier, whichever is higher. If you succeed, the target takes
a –2 penalty on Will saving throws, Wisdombased skill Prerequisite: Ki pool.
checks, and Wisdom ability checks for 1 hour plus an

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39
Benefit: While you have at least 1 ki point in your ki pool, Leadership
you can stand up as a swift action that provokes attacks of You attract followers to your cause and a companion to join
opportunity. you on your adventures.
You may spend 1 point of your ki pool to stand up as a Prerequisite: Character level 7th.
swift action without provoking attacks of opportunity.
Benefits: This feat enables you to attract a loyal cohort and
Knockout Artist a number of devoted subordinates who assist you. A cohort is
You can throw devastating knockout punches. generally an NPC with class levels, while followers are
typically lower level NPCs. See Table: Leadership for what
Prerequisites: Sneak attack class feature, Improved
level of cohort and how many followers you can recruit.
Unarmed Strike.
Leadership Modifiers: Several factors can affect your
Benefit: When you use your unarmed strike to deal
Leadership score, causing it to vary from the base score
nonlethal damage and sneak attack damage to an opponent
(character level + Cha modifier). Your reputation (from the
denied his Dexterity bonus to AC, you gain a +1 bonus on the
point of view of the cohort or follower you are trying to
damage roll per each sneak attack damage die you roll.
attract) raises or lowers your Leadership score:
Lay of the Land Leader's Reputation Modifier
Your affinity to nature grants you greater insight into Great renown +2
specific biomes. Fairness and generosity +1
Prerequisites: Animal focus class feature, wild empathy Special power +1
class feature. Failure –1
Aloofness –1
Benefit: You gain a favored terrain as the ranger ability of Cruelty –2
the same name, though the favored terrain bonuses you
receive do not increase with your level. This ability counts as
the favored terrain class feature for the purposes of Other modifiers may apply when you try to attract a cohort,
prerequisites and other effects. as listed below.

Special: You can select this feat up to four times. Each time The Leader... Modifier
you take it, you apply it to a different terrain. Unlike with the Has a familiar, special mount, or animal
ranger's favored terrain class feature, the bonuses you gain companion –2
for previously chosen terrain types don't increase. Recruits a cohort of a different alignment –1
Caused the death of a cohort –2*
* Cumulative per cohort killed.
Table: Leadership
Number of Followers by Followers have different priorities from cohorts. When you
Leadership Cohort Level try to attract a follower, use the following modifiers.
Score Level 1st 2nd 3rd 4th 5th 6th
1 or lower — — — — — — — The Leader... Modifier
2 1st — — — — — — Has a stronghold, base of operations, guildhouse,
3 2nd — — — — — — etc. +2
4 3rd — — — — — — Moves around a lot –1
5 3rd — — — — — — Caused the death of other followers –1
6 4th — — — — — —
7 5th — — — — — — Leadership Score: Your base Leadership score equals your level
8 5th — — — — — — plus your Charisma modifier. In order to take into account
9 6th — — — — — — negative Charisma modifiers, this table allows for very low
10 7th 5 — — — — — Leadership scores, but you must still be 7th level or higher in
11 7th 6 — — — — — order to gain the Leadership feat. Outside factors can affect
12 8th 8 — — — — — your Leadership score, as detailed above.
13 9th 10 1 — — — —
14 10th 15 1 — — — — Cohort Level: You can attract a cohort of up to this level.
15 10th 20 2 1 — — — Regardless of your Leadership score, you can only recruit a
16 11th 25 2 1 — — — cohort who is two or more levels lower than yourself. The
17 12th 30 3 1 1 — — cohort should be equipped with gear appropriate for its level
18 12th 35 3 1 1 — — (see Creating NPCs). A cohort can be of any race or class. The
19 13th 40 4 2 1 1 — cohort's alignment may not be opposed to your alignment on
20 14th 50 5 3 2 1 — either the law/chaos or good/evil axis, and you take a –1
21 15th 60 6 3 2 1 1 penalty to your Leadership score if you recruit a cohort of an
22 15th 75 7 4 2 2 1 alignment different from your own.
23 16th 90 9 5 3 2 1 A cohort does not count as a party member when
24 17th 110 11 6 3 2 1 determining the party's XP. Instead, divide the cohort's level
25 or higher 17th 135 13 7 4 2 2 by your level. Multiply this result by the total XP awarded to
you, then add that number of experience points to the
cohort's total.

| Classes Compendium
40
If a cohort gains enough XP to bring it to a level one lower spirit’s Legendary Inf luence feat for as long as you channel
than your level, the cohort does not gain the new level—its that spirit. You can use this bonus feat as a prerequisite for
new XP total is 1 less than the amount needed to attain the any feats granted by a spirit power (such as the champion’s
next level. legendary champion ability), but not for any other feats.
Number of Followers by Level: You can lead up to the Life's Blood
indicated number of characters of each level. Followers are Your blood flows with eternal life, and its healing powers
similar to cohorts, except they're generally low-level NPCs. allow you use your blood to heal others.
Because they're usually 5 or more levels behind you, they're
rarely effective in combat. Prerequisite: Samsaran.

Followers don't earn experience and thus don't gain levels. Benefit: At will as a full-round action, you may perform a
When you gain a new level, consult Table: Leadership to special bloodletting ritual through which you sacrifice some
determine if you acquire more followers, some of whom may of your own vitality to heal another creature. When using this
be higher level than the existing followers. Don't consult the feat, you take 1d4 points of damage and apply your blood to
table to see if your cohort gains levels, however, because the wounds of a living creature, healing it for a number of hit
cohorts earn experience on their own. points equal to the amount of damage you took from the
ritual. This is a supernatural ability. Only you can perform
Leaf Singer this bloodletting. A creature cannot be healed by this ability
Your songs recount the ways and mysteries of your people. more than once per day.
Prerequisites: Cha 13, bardic performance class feature, elf Life Lure
or half-elf. Your channeled positive energy is irresistibly sweet to
Benefit: When you use bardic performance with audible nearby undead.
components in a forest, the range or area of your chosen Prerequisite: Channel positive energy class feature.
performance is doubled. In addition, the DC for saving
throws against your bardic performance is increased by +2 Benefit: As a standard action, you can channel positive
for creatures of the fey type, regardless of where the energy to fascinate all undead within 30 feet for a number of
performance occurs. rounds equal to your Charisma modifier (minimum of 1).
Undead that succeed at a Will save (DC 10 + 1/2 your cleric
Learn Ranger Trap level + your Charisma modifier) are unaffected. Channeling
You learn how to create one kind of ranger trap. energy for this purpose does not heal or harm creatures.
Prerequisites: Survival 5 ranks. Lifeless Gaze
Benefit: Select one ranger trap. You may use this trap a Your cold visage and eyes devoid of sentiment cause fear in
number of times per day equal to your Wisdom bonus those making contact with your gaze.
(minimum 1). The DC for your trap is equal to 10 + 1/2 your Prerequisites: Iron Will, Bluff 5 ranks.
character's level + your Wisdom bonus, and it lasts 1 day per
two character levels. Benefit: Your haunting gaze grants horrifying insights to
the darker places of your inner psyche. You gain a +2 insight
If you are not a ranger, you can only set extraordinary traps bonus on Will saving throws against emotionUM effects and
with this feat; like all extraordinary ranger traps, this a +2 insight bonus on Bluff checks. Additionally, if a
decreases the trap DC by 2. humanoid creature attempts to read your mind using an
Special: A ranger may use ranger traps a number of times ability like detect thoughts, it is shaken for 2d4 rounds
per day equal to 1/2 his ranger level plus his Wisdom bonus. regardless of whether the mind-reading attempt succeeds. If
See the description of ranger traps for durations. a humanoid fails a Diplomacy check against you by 5 or
more, it becomes shaken for 2d4 rounds by your emotionless
Ledge Walker gaze.
You negotiate tiny ledges like a mountain goat.
Light Step
Prerequisites: Dex 13, dwarf, mountaineer or stability racial You pick your way nimbly through even the most
trait. dangerous and uneven terrain.
Benefit: You can move at full speed while using Acrobatics Prerequisites: Acrobatic Steps, Nimble Moves, elf.
to balance on narrow surfaces, and you gain a +4 bonus on
Climb checks to catch yourself or another creature while Benefit: You can ignore the effects of difficult terrain in
falling. You also gain a +4 bonus on saving throws against natural environments, as if it were normal terrain.
effects that would cause you to fall prone (such as
earthquakes). This bonus does not apply to your CMD
Lightning Reflexes
against bull rush or trip attacks. You have faster reflexes than normal.
Benefit: You get a +2 bonus on all Reflex saving throws.
Legendary Influence
Each legend grants you more of its power in return for Lingering Invisibility
greater influence. You remain briefly translucent after losing invisibility.
Prerequisite: Lesser spirit powerOA class feature. Prerequisite: Duergar.
Benefit: Immediately select one feat (other than an item Benefit: When your invisibility ends, you gain concealment
creation feat) for each spirit you can channel. Whenever you for 1 round per minute of duration the invisibility effect had
perform a seance to channel a spirit, you can allow the spirit remaining (minimum 1 round). This only occurs if the
to gain 1 point of inf luence over you to gain access to that

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41
invisibility is from your racial spell-like ability or a spell you Mage of the Wild
cast. Effects that negate invisibility negate this concealment. Your mystic connection with the wilderness enhances your
spellcasting.
Lingering Performance
The effects of your bardic performance carry on, even after Prerequisites: Attuned to the Wild, elf.
you have stopped performing.
Benefit: When you are in a terrain type you have selected
Prerequisite: Bardic performance class feature. the Attuned to the Wild feat for, you gain a +2 bonus on
caster level checks, concentration checks, and, Knowledge
Benefit: The bonuses and penalties from your bardic
(arcana) and Spellcraft checks. If you are in an area that
performance continue for 2 rounds after you cease
qualifies as more than one kind of terrain, these bonuses do
performing. Any other requirement, such as range or specific
not stack; you receive the bonus for only one of the terrain
conditions, must still be met for the effect to continue. If you
types.
begin a new bardic performance during this time, the effects
of the previous performance immediately cease. Magical Aptitude
You are skilled at spellcasting and using magic items.
Long-Nose Form
You can shift into the form of a human with an unusually Benefit: You get a +2 bonus on all Spellcraft checks and Use
long nose. Magic Device checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.
Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human Magical Tail
whose nose is the length of your beak. This spell-like ability You grow an extra tail that represents your growing
functions as alter self with a caster level equal to your level. magical powers.
While in this form you gain the scent ability and a +2 bonus Prerequisite: Kitsune.
to your Strength score. Because your long nose in this form
clearly indicates you are not fully human, you do not gain the Benefit: You gain a new spell-like ability, each usable twice
normal bonus to Disguise checks for using a polymorph per day, from the following list, in order: disguise self, charm
effect (however, you could possibly explain the nose as an person, misdirection, invisibility, suggestion, displacement,
unfortunate curse or deformity, or hide it with an item such confusion, dominate person. For example, the first time you
as a plague doctor's mask). select this feat, you gain disguise self 2/day; the second time
you select this feat, you gain charm person 2/day. Your caster
Lucky Halfling level for these spells is equal to your Hit Dice. The DCs for
You bring luck to those with whom you travel. these abilities are Charisma-based.
Prerequisite: Halfling. Special: You may select this feat up to eight times. Each
time you take it, you gain an additional ability as described
Benefit: Once per day, when one of your allies within 30
above.
feet makes a saving throw, you may roll the same saving
throw as if you were the one subject to the effect requiring it. Major Spell Expertise
You may use this ability after your ally has rolled, but before You can cast a single low-level spell as a spell-like ability.
the GM declares if the roll was a success or failure. Your ally
may choose to use your saving throw in place of his own. Prerequisites: Minor Spell Expertise, ability to cast 9th-level
spells.
Lucky Healer
Benefit: Choose one spell that you know of 5th level or
Your luck allows you to draw from magical healing far
lower. You may cast that spell twice per day as a spell-like
more efficiently than most.
ability. The caster level for this spell-like ability is equal to
Prerequisites: Adaptive luck racial trait, halfling. your caster level in the class from whose spell list the spell is
taken. The spell-like ability's save DC is Charisma-based. If
Benefit: When a magical healing effect (such as a spell with
the spell has an expensive focus or material component, it
"cure" in the title or channel energy) cures you, you can
may not be chosen for this feat. You cannot apply metamagic
spend one use of your adaptable luck racial trait to reroll the
feats to this spell.
amount of damage cured. You regain a number of hit points
equal to the new roll or the original roll, whichever is greater. Special: You can gain this feat multiple times. Its effects do
Other creatures healed by the effect do not gain this benefit. not stack. Each time you take the feat, it applies to a new
spell.
Lunging Spell Touch
You can extend your spells' reach to affect foes that would Manifested Blood
normally be too far away. You can use the power of your bloodline to surround
yourself in its element.
Prerequisite: Spellcraft 6 ranks.
Prerequisites: Cha 13; draconic or elemental bloodline.
Benefit: As a free action, you can increase the reach of your
spells' melee touch attacks by 5 feet until the end of your turn Benefit: Once per day, you can surround yourself with the
by taking a –2 penalty to your AC until the start of your next element associated with your bloodline. For a number of
turn. You must decide to use this ability before you make any rounds equal to your Charisma modifier (minimum 1), you
attacks on your turn. gain resistance 5 to that energy type, and all creatures that
attempt a natural weapon attack or an unarmed strike against
you take 2 points of damage of that same energy type. If you
already have resistance to that energy type, the resistance
increases by 5.

| Classes Compendium
42
Special: You can take this feat multiple times. Each time Menacing Bane
you do, you gain an additional daily use of this feat. You are deadly when you team up with allies against a
single foe.
Manipulative Agility
You can use your agility to manipulate people as well as Prerequisite: Bane class feature.
small objects.
Benefit: You can use your bane class feature to imbue a
Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank. melee weapon with the menacing special weapon ability
instead of bane. You can spend a swift action to switch
Benefit: You can use Sleight of Hand in place of Bluff for
between the two special weapon abilities. Doing so otherwise
checks to feint in combat, as well as for checks to pass secret
works according to your bane class feature.
messages without being noticed (by using gestures and body
language). In both cases, the effects become visual and don’t Special: If you have the Double Bane feat, you can imbue
work if the target or recipient is blind or cannot see you. In each weapon you wield with either bane or menacing. No
the case of secret messages, the limitations of hand gestures single weapon can have both.
and body language might impact what sorts of messages you
can pass, at the GM’s discretion. Merciful Bane
You can use your bane ability to inflict nonlethal damage.
Master Alchemist
Prerequisite: Bane class feature.
Your mastery of alchemy is nearly supernatural.
Benefit: While a weapon you wield is under the effect of
Prerequisite: Craft (alchemy) 5 ranks.
your bane class feature, you can spend a swift action to
Benefit: You receive a +2 bonus on Craft (alchemy) checks, switch between dealing lethal or nonlethal damage with
and you may create mundane alchemical items much more bane. While your bane effect allows you to deal nonlethal
quickly than normal. When making poisons, you can create a damage in this way, you take no penalty on your attack roll
number of doses equal to your Intelligence modifier for using a lethal weapon to deal nonlethal damage.
(minimum 1) at one time. These additional doses do not
Normal: When using a lethal weapon to deal nonlethal
increase the time required, but they do increase the raw
damage, you take a –4 penalty on attack rolls.
material cost.
In addition, whenever you make alchemical items or Metallic Wings
poisons using Craft (alchemy), use the item's gp value as its Your wing feathers are made of gleaming metal.
sp value when determining your progress (do not multiply
Prerequisites: Angelic Blood, Angelic Flesh, Angel Wings,
the item's gp cost by 10 to determine its sp cost).
aasimar, character level 11th.
Master Craftsman Benefit: You gain two wing attacks. These are secondary
Your superior crafting skills allow you to create simple natural attacks that deal 1d4 points of slashing damage (or
magic items. 1d3 if you are Small).
Prerequisites: 5 ranks in any Craft or Profession skill. Minor Spell Expertise
Benefit: Choose one Craft or Profession skill in which you You are able to cast a 1st-level spell as a spell-like ability.
possess at least 5 ranks. You receive a +2 bonus on your
Prerequisite: Ability to cast 4th-level spells.
chosen Craft or Profession skill. Ranks in your chosen skill
count as your caster level for the purposes of qualifying for Benefit: Choose one 1st-level spell that you know. You may
the Craft Magic Arms and Armor and Craft Wondrous Item cast that spell twice per day as a spell-like ability. The caster
feats. You can create magic items using these feats, level for this spell-like ability is equal to your caster level in
substituting your ranks in the chosen skill for your total the class from whose spell list the spell is taken. The spell-like
caster level. You must use the chosen skill for the check to ability's save DC is Charisma-based. If the spell has an
create the item. The DC to create the item still increases for expensive focus or material component, it may not be chosen
any necessary spell requirements (see the magic item creation for this feat. You cannot apply metamagic feats to this spell.
rules in Magic Items). You cannot use this feat to create any
Special: You can gain this feat multiple times. Its effects do
spell-trigger or spell-activation item.
not stack. Each time you take the feat, it applies to a new
Normal: Only spellcasters can qualify for the Craft Magic spell.
Arms and Armor and Craft Wondrous Item feats.
Moonlight Summons
Maximized Spellstrike Your summoned minions are infused with the power of the
You deal brutal damage against opponents caught moon.
unawares.
Prerequisites: Spell Focus (conjuration), able to cast summon
Prerequisites: Maximized magic magus arcana, weapon nature's ally.
expertise class feature or Quick Draw.
Benefit: Creatures you summon shed light as a light spell.
Benefit: When you make a melee attack and successfully They are immune to confusion and sleep effects, and their
use your spellstrike ability against an opponent denied his natural weapons are treated as silver for the purposes of
Dexterity bonus to AC, you can spend 3 points from your overcoming damage reduction.
arcane pool to maximize the spell delivered through your
spellstrike as if using the Maximize Spell metamagic feat. Mother's Gift
You inherit a special boon from your hag parent.
Prerequisite: Changeling.

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43
Benefit: Your dark legacy manifests in one of the following Natural Charmer
ways. You choose the manifestation when you choose the You possess some of the dominating powers of your
feat, and once selected it cannot be changed. vampire progenitor.
Hag Claws (Ex): You gain a +1 bonus on attack and damage Prerequisites: Cha 17, dhampir.
rolls with your claws.
Benefit: You can take 20 on any Charisma-based skills to
Surprisingly Tough (Ex): Your natural armor bonus increases charm, convince, persuade, or seduce humanoids whose
by +1. attitude is at least friendly to you. Taking 20 still requires 20
Uncanny Resistance (Su): You gain spell resistance equal to 6 times the normal time to perform the skill.
+ your character level. Normal: You cannot take 20 on any check where you incur
Special: You can gain this feat up to three times. Its effects penalties for failure.
do not stack. Each time you take the feat, you must select a
different manifestation.
Natural Spell
You can cast spells even while in a form that cannot
Multitalented Mastery normally cast spells.
You are adept at numerous disciplines. Prerequisites: Wis 13, wild shape class feature.
Prerequisites: Character level 5th, half-elf, multitalented Benefit: You can complete the verbal and somatic
racial trait. components of spells while using wild shape. You substitute
Benefit: All of your classes are considered favored classes. various noises and gestures for the normal verbal and
You gain either +1 hit point or +1 skill point whenever you somatic components of a spell.
take a level in any class. Apply these bonuses retroactively You can also use any material components or focuses you
for all class levels that have not yet gained one of these possess, even if such items are melded within your current
bonuses. form. This feat does not permit the use of magic items while
Normal: Half-elves with the multitalented racial trait have you are in a form that could not ordinarily use them, and you
two favored classes. do not gain the ability to speak while using wild shape.

Murmurs of Earth Nature Magic


The earth opens up her secrets to your perceptions. You are able to use simple spells by drawing on nature's
raw majesty.
Prerequisites: Echoes of Stone, character level 9th, oread.
Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain a limited form of tremorsense. As a move
action, you become aware of all creatures within 15 feet that Benefit: You gain know direction as a constant spell-like
are in contact with the ground at that moment. ability, and can choose another druid orison you can cast as a
spell-like ability once per day. Your caster level for both of
Mutilating Ritualist these spell-like abilities is equal to your character level.
You add a personal sacrifice to heighten the power of your
ritual magic. Neither Elf nor Human
You have removed yourself from your heritage so
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge thoroughly that even magic does not recognize you.
(religion) 4 ranks, Spellcraft 4 ranks.
Prerequisites: Exile's Path, Seen and Unseen, character level
Benefit: Once during the casting of an occult ritual, you can 11th, half-elf.
inflict 1d6 hit points of damage per 2 Hit Dice and 1d4
Constitution damage (or Charisma damage if you’re undead) Benefit: You are not considered elven or human for the
to yourself as an immediate action with a piercing or slashing purpose of harmful spells or effects based on your type, like a
weapon. You can’t reduce or ignore this damage in any way. bane weapon or a ranger's favored enemy class feature.
This damage doesn’t disrupt the ritual, and you can roll twice
for the next skill check made as part of a ritual casting and
Nerve-Racking Negotiator
take the better result. If the resulting ritual effect has the fear You’ve mastered the art of intimidation to get what you
descriptor or is in the phantasm subschool, increase its saving want without suffering unwanted repercussions.
throw DC by 1. Multiple characters with this feat can each Prerequisite: Persuasive.
use it once per ritual on their skill checks, but the DC
increases don’t stack. Benefit: When you successfully use the Intimidate skill to
force an opponent to act friendly toward you, the target must
Mystic Stride attempt a Will save once the intimidation wears off. The DC
Enchanted vegetation does not bar your path. is equal to 10 + your number of ranks in Intimidate. If the
target fails this save, after the intimidation period expires, the
Prerequisites: Dex 15, Nimble Moves, woodland stride class target counts as having the same attitude toward you as it
feature. initially did (usually indifferent) and will not report you to
Benefit: You can move at full speed even through thorns, the authorities for intimidating it.
briars, and overgrown areas that are enchanted or magically Normal: The target of a successful Intimidate check is
manipulated to impede motion, even if those areas confer the unfriendly to you and potentially reports you to the
entangled condition. authorities after the duration ends.
Normal: Woodland stride does not apply to thorns, briars,
and overgrowth areas that are enchanted or magically
manipulated.

| Classes Compendium
44
Nimble Moves similar materials, but not solid stone. You do not leave a hole
You can move across a single obstacle with ease. behind, nor is your passage marked on the surface.

Prerequisites: Dex 13. Oread Earth Glider


The earth welcomes you, showing you the secret paths
Benefit: Whenever you move, you may move through 5 feet
through sand and soil.
of difficult terrain each round as if it were normal terrain.
This feat allows you to take a 5-foot step into difficult terrain. Prerequisites: Oread Burrower, Stony Step, character level
13th, oread.
Noble Spell Resistance
Your ascension is complete; you have the spell resistance Benefit: You gain the earth glide universal monster ability
approaching that of a demon. and can use it to travel at your full base speed through sand,
dirt, clay, gravel, or similar materials. If protected against fire
Prerequisites: Cha 13, Wis 13, Greater Drow Nobility, damage, you can even burrow through lava. You can burrow
character level 13th, drow. through solid stone at 1/2 your base speed.
Benefit: Your spell resistance is equal to 11 + your character Painful Anchor
level.
Evil outsiders take damage when they attempt to connect to
Special: You receive a +1 circumstance bonus on Diplomacy other planes.
and Intimidate checks made against any drow.
Prerequisite: Anchoring aura class feature.
Omnipresent Mentor Benefit: When an evil outsider uses a calling, summoning,
You’re able to impart your guidance to a single ally, or teleportation effect, or any ability that physically
regardless of location. transports a creature to or from another plane (such as blink
or etherealness) within your anchoring aura, it takes damage
Prerequisites: Cha 17, Inspiring Mentor, inspire competence
equal to 4d8 + your Charisma modifier. This damage comes
bardic performance.
from holy power and is not subject to damage reduction,
Benefit: By expending 4 rounds of your bardic performance energy immunities, or energy resistances.
at the start of the day, you can instill one ally with your
inspiring words. Select one skill in which you possess ranks. Parry Spell
Your ally gains the benefits of your inspire competence You can throw an enemy spell back at its caster.
bardic performance, regardless of distance, until the next
Prerequisites: Spellcraft 15 ranks, Improved Counterspell.
time you replenish rounds of bardic performance. This
doesn’t count as an active performance, so the effects don’t Benefit: Whenever you successfully counter a spell, it
end if you start another performance. Only one ally can be returns back to its caster. This works exactly like the spell
affected by this ability at a time; if you use this ability again turning spell.
before the duration expires, the ally currently affected loses
the bonuses from this feat. Pass For Human
You're easily mistaken for a human rather than a member of
Oracular Intuition your own race.
You are highly sensitive to magic and changes in a person's
Prerequisite: Half-elf, half-orc, or halfling (see Special).
demeanor.
Benefit: You receive a +10 bonus on Disguise checks to
Prerequisite: Mystery class feature.
disguise yourself as a human, and do not receive the penalty
Benefit: You get a +2 bonus on Sense Motive checks and for disguising yourself as a member of another race when
Spellcraft checks. If you have 10 or more ranks in one of these you do so. In areas largely populated or settled by humans,
skills, the bonus increases to +4 for that skill. you can take 10 on your Disguise check, meaning most
people tend to assume you are human unless given a reason
Orator to think otherwise.
You're able to construct statements and commands that are
much more convincing than their content would otherwise Special: A halfling may take this feat, but must have the
suggest. Childlike feat as a prerequisite. The benefits of the two feats
stack.
Prerequisite: Skill Focus (Linguistics).
Persuasive
Benefit: You can use a Linguistics check in place of a Bluff
You are skilled at swaying attitudes and intimidating others
check to tell a falsehood or conceal information, in place of a
into your way of thinking.
Diplomacy check to change the attitude of a creature, or in
place of an Intimidate check to force a creature to cooperate. Benefit: You get a +2 bonus on Diplomacy and Intimidate
You must deliver your attempt in a language the target skill checks. If you have 10 or more ranks in one of these
understands. skills, the bonus increases to +4 for that skill.

Oread Burrower Persuasive Bribery


The ground parts for you at the slightest touch, allowing You know how to get the most out of bribes.
you to dig with great speed.
Prerequisite: Persuasive.
Prerequisites: Stony Step, character level 9th, oread.
Benefit: You gain a +2 bonus on Diplomacy checks when
Benefit: You gain a burrow speed equal to 1/2 your base attempting to bribe someone and on Diplomacy or Charisma
speed. You can burrow through sand, dirt, clay, gravel, or checks to bargain with a conjured creature (such as with
planar ally or planar binding), in addition to any bonus granted

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45
by the bribe itself. The first time someone refuses a bribe you Benefit: When in wild shape, treat your size as one category
offer, that person’s attitude toward you doesn’t worsen, even larger for the purpose of calculating CMB, CMD, carrying
if the offer would normally offend the person. capacity, and any size-based special attacks you use or that
are used against you (such as grab, swallow whole, and
Planar Preservationist trample).
You know how to preserve and reconstitute extraplanar
monsters as well as normal animals. Practiced Tactician
With only a few quick gestures and commands, you can
Prerequisite: Preservationist alchemist archetype.
direct others in combat.
Benefit: For every summon nature's ally extract you know,
Prerequisite: Tactician class feature.
you learn the equivalent summon monster spell as an extract. If
you later learn other summon nature's ally extracts, you Benefit: You can use your tactician ability to grant allies a
automatically learn the equivalent summon monster spell as teamwork feat one additional time per day.
an extract.
Special: You can gain Practiced Tactician multiple times. Its
Planar Wanderer effects stack.
Your knowledge of the planes and teleportation allows you
to travel with more precision.
Preferred Spell
You find it very easy to cast one particular spell.
Prerequisites: Cartogramancer, Knowledge (geography) 10
Prerequisites: Spellcraft 5 ranks, Heighten Spell.
ranks, Knowledge (planes) 10 ranks, ability to cast greater
teleport and plane shift. Benefit: Choose one spell which you have the ability to cast.
You can cast that spell spontaneously by sacrificing a
Benefit: When researching a plane to which you intend to
prepared spell or spell slot of equal or higher level. You can
plane shift, you can attempt a DC 25 Knowledge (planes)
apply any metamagic feats you possess to this spell when
check as you cast the spell. If you succeed at the check, you’re
you cast it. This increases the minimum level of the prepared
able to more precisely target your planar transport, allowing
spell or spell slot you must sacrifice in order to cast it but
you to arrive 5d20 miles away from your intended
does not affect the casting time.
destination instead of 5d% miles away. If you exceed the DC
by 10 or more, you arrive 5d10 miles away instead, and if you Special: You can gain this feat multiple times. Its effects do
exceed the DC by 20 or more, you arrive 5d6 miles away. not stack. Each time you take the feat, it applies to a different
spell.
Planar Wild Shape
You can infuse your wild shape with planar strength. Prodigy
You are naturally skilled at arts, professions, and the
Prerequisites: Wild shape class feature, Knowledge (planes)
acquisition of knowledge.
5 ranks.
Benefit: Choose two Craft, Perform, or Profession skills in
Benefit: When you use wild shape to take the form of an
any combination (two Craft skills, a Craft skill and a Perform
animal, you can expend an additional daily use of your wild
skill, and so on). You receive a +2 bonus on checks with these
shape class feature to add the celestial template or fiendish
skills. If you have 10 or more ranks in any one of these skills,
template to your animal form. (Good druids must use the
the bonus increases to +4 for that skill.
celestial template, while evil druids must use the fiendish
template.) If your form has the celestial template and you Special: You can gain this feat multiple times. Its effects do
score a critical threat against an evil creature while using not stack. Each time you take the feat, it applies to two new
your form's natural weapons, you gain a +2 bonus on the skills.
attack roll to confirm the critical hit. The same bonus applies
if your form has the fiendish template and you score a critical Profane Studies
threat against a good creature. Your study of fiends grants you advantages when
summoning or fighting them.
Play to the Crowd
You can glean the interests of others and use that Prerequisites: Int 13, Knowledge (planes) 4 ranks, ability to
information to strengthen your rhetoric. cast a summon monster spell.

Prerequisites: Int 19, Ironclad Logic, Diplomacy 5 ranks, Benefit: You gain a +5 bonus on Knowledge (planes) checks
Sense Motive 5 ranks. involving evil outsiders. Additionally, when you cast a
summon monster spell to summon an evil outsider, treat your
Benefit: When you use Diplomacy to change the attitude of caster level as 2 levels higher for the purpose of determining
a character, you can first attempt a Sense Motive check the duration.
against that NPC to get a hunch to determine whether the
character is under the inf luence of an enchantment, to use Prophetic Visionary
Sense Assumptions, or to determine biases for a verbal duel. Your oracular abilities give you a glimpse into the future.
If you succeed at the Sense Motive check, you gain a +2
Prerequisite: Mystery class feature.
bonus on the Diplomacy check, and if you learned any biases
for a verbal duel, you learn one additional bias of your Benefit: Once per day, you can enter a deep trance to
choice. You do not worsen an NPC’s attitude if you fail a receive a vision of the future. The trance lasts for 10 minutes,
Diplomacy check by 5 or more. during which time you can take no other actions. If you are
interrupted, you must begin again. When you come out of the
Powerful Shape trance, you know whether a particular action in the
Your wild shapes are mighty and muscular. immediate future will bring good or bad results, as an augury
Prerequisites: Wild shape class feature, druid level 8th. spell with a 70% chance of success.

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46
Pure Faith druid two levels lower when changing form as a move action,
Not only are you immune to disease, like most paladins, but or four levels lower as a swift action.
you also are highly resilient to poisons.
Quicken Blessing
Prerequisite: Divine health class feature. You can deliver one of your blessings with greater speed
than most.
Benefit: You gain a +4 sacred bonus to saving throws
against poison. Prerequisites: Access to a blessing's major power, blessings
class feature.
Purging Emesis
You learn to purge toxins by vomiting. Benefit: When you take this feat, choose one of your
blessings that normally requires a standard action to use. You
Prerequisite: Great Fortitude. can expend two of your daily uses of blessings to deliver that
blessing (regardless of whether it's a minor or a major effect)
Benefit: As a full-round action that provokes attacks of
as a swift action instead.
opportunity, you can attempt to end an ingested poison effect
by making yourself vomit. If you succeed at a new saving Special: You can take this feat multiple times. Each time
throw against the initial effect, you gain the nauseated you do, you choose a different blessing.
condition for 1 round but end the poison effect as if you had
succeeded at the requisite saving throws. Your vomiting Racial Heritage
causes one adjacent square to become slippery until your The blood of a non-human ancestor flows in your veins.
vomit is cleaned (usually taking 1 full round) or dries up
Prerequisite: Human.
(usually 1 hour). Once you use this feat, you must wait at
least 1 hour and consume food or drink before you can use it Benefit: Choose another humanoid race. You count as both
again. human and that race for any effects related to race. For
example, if you choose dwarf, you are considered both a
Putrid Summons human and a dwarf for the purpose of taking traits, feats,
You summon creatures whose very presence turns the how spells and magic items affect you, and so on.
stomach of your foes.
Prerequisites: Spell Focus (conjuration); ability to cast
Radiant Charge
When you charge, you do so with the power of faith.
summon monster or summon nature’s ally.
Prerequisite: Lay on hands class feature.
Benefit: When you cast a summon monster or summon
nature’s ally spell, you can choose to summon a single Benefit: When you hit with a charge attack, you can expend
creature that exudes a putrid odor or befouls the water all of your remaining uses of lay on hands to deal extra
surrounding it, granting it the stench universal monster damage equal to 1d6 per use of lay on hands expended +
ability. The duration of the sickened condition created by this your Charisma bonus. This damage comes from holy power
stench is a number of rounds equal to the spell’s level. When and is not subject to damage reduction, energy immunities,
performing a putrid summon, you summon a creature from or energy resistances.
the next lower list than the spell you are casting. For instance,
if you cast summon monster IV, you summon a creature from Rage Casting
the summon monster III list. Your blood is raw and potent power, and you can burn it to
empower your spells.
Quick Channel
Your divine energies flash with dazzling speed. Prerequisites: Blood casting class feature.

Prerequisites: Knowledge (religion) 5 ranks, channel energy Benefit: When you cast a bloodrager spell, as a swift action
class feature. you can sacrifice some of your life force to augment the
spell's potency. You can opt to take up to 1d6 points of
Benefit: You may channel energy as a move action by damage per spell level of the spell you are casting, choosing
spending 2 daily uses of that ability. the number of dice before rolling. You cannot overcome this
damage in any way, and it cannot be taken from temporary
Quick Favor hit points. For each of these damage dice you roll, the DC of
You can quickly take advantage of your charm. the spell you are casting increases by 1.
Prerequisite: Persuasive.
Raging Absorption
Benefit: Once per day, you can decrease the time required You can absorb hostile spell energy to refuel your continued
for a Diplomacy check to gather information to 4d10 minutes bloodrage.
when you use Diplomacy to gather information again just
Prerequisites: Ability to cast 2nd-level bloodrager spells,
after you previously gathered information there (whether or
bloodrage class feature.
not the previous attempt was successful).
Benefit: While you are bloodraging, if you successfully save
Normal: You must spend 1d4 hours to gather information
against a damaging arcane spell that either targets you or
using Diplomacy.
includes you in its area, and you take no damage from that
Quick Wild Shape spell, you can absorb a portion of its arcane energy to
You sacrifice power for speed in changing form. replenish your bloodrage. You regain 1 round of bloodrage
for every 2 levels of the spell you successfully saved against.
Prerequisites: Wild shape class feature, caster level 8th. You cannot use this feat to regain more rounds of bloodrage
each day than your daily maximum number of rounds, nor
Benefit: You can wild shape as a move action or a swift
can you ever exceed your maximum number of rounds.
action. However, you are limited to forms available to a

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47
Raging Blood Raging Throw
Your blood boils with latent energy, filling you with an You expend some of your rage to throw one opponent at
intense fury. another.
Prerequisite: Eldritch Heritage or sorcerer bloodline class Prerequisites: Str 13, Con 13, rage class feature, Improved
feature. Bull Rush, Power Attack, base attack bonus +6.
Benefit: You gain the 1st-level bloodrager bloodline power Benefit: While raging, when you attempt a bull rush
for your bloodline. In addition, you gain the ability to enter a combat maneuver, you can spend 1 additional round of your
state similar to (but less powerful than) a bloodrager's rage as a swift action to add your Constitution bonus on your
bloodrage. You can enter this lesser bloodrage twice per day, combat maneuver check to the bull rush. Further, if you bull
for up to 4 rounds. During this lesser bloodrage, you gain a rush an opponent into a square another creature occupies or
+2 morale bonus to Strength and Constitution, and no morale into a solid object, the opponent and the creature or object
bonus on Will saving throws. Otherwise, this benefit is the take bludgeoning damage equal to your Strength modifier +
same as the bloodrage class feature. your Constitution modifier.
If you have more than one bloodline, you choose the Raging Vitality
bloodline this feat applies to when you take the feat. While raging, you are full of vigor and health.
Raging Brutality Prerequisites: Con 15, rage class feature.
You expend some of your rage to strike your opponents
Benefit: Whenever you are raging, the morale bonus to
with a more powerful weapon blow.
your Constitution increases by +2. Your rage does not end if
Prerequisites: Str 13, rage class feature, Power Attack, base you become unconscious. While unconscious you must still
attack bonus +12. expend rounds of rage per day each round.
Benefit: While raging and using Power Attack, you can Ranged Disable
spend 3 additional rounds of your rage as a swift action to You can disable devices with ranged weapons.
add your Constitution bonus on damage rolls for melee
attacks or thrown weapon attacks you make on your turn. If Prerequisites: Far Shot, Point-Blank Shot, Weapon Focus,
you are using the weapon two-handed, instead add 1-1/2 Disable Device 9 ranks.
times your Constitution bonus. This bonus damage is not
Benefit: As a full-round action, you can attempt a Disable
multiplied on a critical hit.
Device check with a ranged weapon you have chosen with
Raging Concentration Weapon Focus. You can use this ability against only a simple
device (one that would normally take a full-round action to
When you are in the heat of rage, not even pain can break
disable), and you can’t use it if the device has any cover or
your concentration.
concealment. This use of the ranged weapon deals no damage
Prerequisite: Blood casting class feature. to the device, but it allows you to attempt a Disable Device
check instead. You treat the ranged attack as if you were
Benefit: While in a bloodrage, you gain a bonus on
using tools inappropriate for the job, taking a –4 penalty on
concentration checks equal to the morale bonus granted to
your Disable Device check. You also apply any range penalty
your Constitution by the bloodrage.
for the weapon to the Disable Device check, but you do not
Raging Deathblow gain any bonuses that would normally apply on attack rolls
on the Disable Device check.
Every killing blow gives you a surge of vitality, further
fueling your rage. Ranged Study
Prerequisite: Greater rage class feature. You can use a limited form of studied combat and studied
strike with a weapon of your choice.
Benefit: While raging, whenever your attack reduces an
opponent of a CR greater than or equal to your character Prerequisites: Weapon Focus with the chosen weapon,
level to –1 or fewer hit points, you gain 1 extra round of rage studied combat class feature.
for that day. If that attack was a critical hit, you gain 1
Benefit: When you take this feat, choose one kind of ranged
additional extra round of rage for that day. Whenever you
weapon. You gain the bonuses for studied combat with your
rest to renew your total number of rounds of rage per day,
chosen weapon and can use studied strike with your chosen
any extra rounds you still have from this feat are lost.
weapon as long as the target of your studied strike is within
Raging Hurler 30 feet of you.
An opponent can do little to evade your wrathful pitching Normal: You gain the bonuses for studied combat and can
of weapons and objects. use studied strike only with melee weapons.
Prerequisites: Rage class feature, Throw Anything. Razortusk
Benefit: While raging, you can throw a two-handed Your powerful jaws and steely teeth are deadly enough to
weapon as a standard action, and you double the range give you a bite attack.
increment for weapons you throw. If you also have the Quick
Prerequisite: Half-orc.
Draw feat, you can throw two-handed weapons at your full
normal rate of attacks. Further, you can pick up an Benefit: You can make a bite attack for 1d4 points of
unattended object that you can use as a improvised weapon damage, plus your Strength modifier. You're considered
within your reach as part of the attack action to throw that proficient in this attack and can apply feats or effects
item. appropriate to natural attacks to it. If used as part of a full
attack action, the bite is considered a secondary attack and is

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48
made at your full base attack bonus –5, and adds half your song each day than your daily maximum number of rounds ,
Strength modifier to damage. nor can you ever exceed your maximum number of rounds.

Reactive Healing Remote Bomb


You can channel healing energy in response to an attack You can set off your delayed bombs at great distances.
that would knock you unconscious.
Prerequisite: Delayed bomb discovery.
Prerequisites: Quick Channel or Quicken Spell; channel
Benefit: The maximum delay for your delayed bombs
energy or lay on hands class feature.
increases to a number of minutes equal to your level.
Benefit: When the damage from an attack or an effect
If you have line of effect to your delayed bomb, you may
would reduce you to 0 or fewer hit points, you can expend
detonate it earlier than its preset time by making a DC 20
one use of channel energy (of a form that would heal you) or
Intelligence check; the DC increases by +1 for every 10 feet of
lay on hands as an immediate action to heal yourself. The
distance between you and the bomb.
healing affects only you, even if it would normally affect
others. Resilient Armor
Read Spell Traces When you enhance your armor or shield, you gain a
measure of damage reduction.
You can identify spells by the lingering traces they leave.
Prerequisite: Divine bond (armor or shield) or sacred armor
Benefit: When using identify or any spell of a higher level
class feature.
that normally allows you to detect the school and aura
strength of an active spell, if you exceed the DC by 10 or Benefit: While your armor or shield is under the effect of
more, you also learn the exact spell. If the spell you are using your divine bond or your sacred armor ability, you gain an
would already allow you to learn the exact spell from its amount of damage reduction equal to your armor's
aura, you can attempt to identify the spell from the traces in a enhancement bonus (including the bonus from your divine
lingering aura, though you take a –10 penalty on such an bond or sacred armor) against the first attack to strike you in
attempt. When using greater detect magic to attempt to identify each round. An adamantine weapon overcomes this damage
unique magical signatures, you receive a +2 bonus on your reduction, but any attack against you made with such a
Knowledge (arcana) checks. In addition, you gain a +2 bonus weapon does not count against this effect's duration.
on saving throws against magic aura and other spells and
effects that conceal a spell’s true aura unless you succeed at a Resilient Brute
saving throw. You absorb punishment others find deadly.

Realistic Likeness Prerequisite: Half-orc or orc.


When you are in human form, you can take the shape of a Benefit: Once per day, when a creature confirms a critical
specific individual. hit against you, you may treat half the damage as nonlethal
Prerequisite: Kitsune. damage. You cannot use this ability if you are immune to
nonlethal damage. When your base attack bonus reaches +10,
Benefit: You can precisely mimic the physical features of you may use this ability an additional time per day.
any individual you have encountered. When you use your
racial change shape ability, you can attempt to take the form Resilient Eidolon
of an individual, granting you a +10 circumstance bonus on Your link with your eidolon is strong enough that it can
Disguise checks made to fool others with your remain with you for a short time after you fall unconscious or
impersonation. are killed.

Reckless Rage Prerequisite: Eidolon class feature.


Your boundless rage grants your blows extra strength, Benefit: If you are knocked unconscious, fall asleep, or are
though at the expense of accuracy. killed, your eidolon remains for a number of rounds equal to
Prerequisites: Power Attack; rage or raging song class your summoner level before it is banished. If you are brought
feature. back to consciousness before this duration expires, your
eidolon is not banished. If the duration expires before you are
Benefit: When you use Power Attack while raging or while brought back to consciousness, your eidolon is banished
using raging song, you take an additional –1 penalty on normally.
melee attack rolls and combat maneuver checks, and you
gain an additional +2 bonus on melee damage rolls. Modify Normal: An eidolon is immediately banished when its
this damage bonus appropriately based on the type of summoner is unconscious, asleep, or killed.
weapon you are using, as normal for Power Attack.
Resolute Rager
Recovered Rage Fear passes quickly while you are raging.
You regain rounds of rage or raging song performance Prerequisites: Orc, rage class feature.
when you drop a foe.
Benefit: While raging, when under the effect of a fear effect
Prerequisite: Rage or raging song class feature. that allows a saving throw, you can make a new saving
Benefit: Whenever you reduce a foe to 0 or fewer hit points throw against that fear effect at the start of each of your turns
while you are raging or using raging song, you regain 1 before acting. If you make the new save, the fear effect ends.
round of rage or raging song (your choice if you have both
abilities), as long as the number of Hit Dice that foe possesses
is equal to or greater than 1/2 your character level. You
cannot use this feat to regain more rounds of rage or raging

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49
Reward of Grace wearing heavy armor or carrying a heavy load). If you make
When you lay on hands, divine energy ripples through you, a jump after a running start (see the Acrobatics skill
granting you grace. description), you gain a +4 bonus on your Acrobatics check.
While running, you retain your Dexterity bonus to your
Prerequisite: Lay on hands class feature. Armor Class.
Benefit: Each time you use your lay on hands ability, you Normal: You move four times your speed while running (if
gain a +1 sacred bonus on all attack rolls for 1 round. wearing medium, light, or no armor and carrying no more
than a medium load) or three times your speed (if wearing
Reward of Life heavy armor or carrying a heavy load), and you lose your
When you lay on hands, you are also healed. Dexterity bonus to AC.
Prerequisite: Lay on hands class feature.
Sabotage Magic Item
Benefit: Each time you use your lay on hands ability to heal You can cause magic items to suffer mishaps.
a creature other than yourself, you heal a number of hit
Prerequisites: Magical Aptitude, Disable Device 5 ranks,
points equal to your Charisma bonus. This ability has no
Use Magic Device 5 ranks.
effect if you use lay on hands to harm undead.
Benefit: You can attempt a Use Magic Device check to
Rhetorical Flourish sabotage a magic item rather than to activate it, with the same
You rapidly change topics and employ confusing rhetoric to DC as activating it blindly. If you succeed at the check, you
distract people from your true intent. define a condition under which the magic item will suffer a
Prerequisites: Cha 13, Persuasive. mishap, either dealing 2d6 points of damage to the creature
attempting to use the magic item and failing to perform its
Benefit: When using the Diplomacy skill to make a request desired function or else affecting the wrong target. The
or change a creature's attitude, you can use verbal condition must be either an audible or a visual trigger, as
misdirection. To do so, make a Bluff check against that defined by the magic mouth spell. If you fail the check, you
creature. If you succeed, you gain a +4 bonus on your next suffer a mishap instead, just as if you had failed to activate
Diplomacy check against that creature if the check is made the item blindly by 10 or more.
within the next minute. If you fail by 5 or more, you instead
take a –2 penalty on your next Diplomacy check against that Sabotage Specialist
creature. You have an amazing knack for sabotaging devices.
Alternatively, you can use this feat to retry a single failed Prerequisites: Deft Hands, Disable Device 5 ranks.
Diplomacy check against a creature. You take a –4 penalty on
Benefit: When you use the Disable Device skill to rig simple
your Bluff check when using Rhetorical Flourish in this way.
or tricky devices (such as a saddle or wagon wheel) to work
If you succeed, rather than gaining this feat's normal bonus,
normally for a while and then fail or fall off some time later,
you can retry your last Diplomacy check against the creature
you can designate the time the device will fail, up to 60
if that check was made in the past minute.
minutes after you successfully sabotaged it. The device fails
Ricochet Splash Weapon 1d6–3 rounds after the designated time (a result of –1 or –2
Even when your thrown splash weapons miss, they are means it fails 1 round or 2 rounds before the designated
especially dangerous. time).

Prerequisites: Dex 13, Throw Anything. Normal: You can use the Disable Device skill to rig simple
devices such as saddles or wagon wheels to work normally
Benefit: Whenever your splash weapon misses and the for a while and then fail or fall off some time later (usually
misdirection roll indicates it lands in a square occupied by a after 1d4 rounds or minutes of use).
creature, you may make an attack roll (at a –5 penalty) as if
you had thrown the splash weapon at that creature. If this Sacred Summons
attack roll succeeds, the splash weapon hits and the creature The minions of your divine patrons stand ready to answer
takes full damage instead of splash damage. Squares adjacent your call.
to this creature still take splash damage as normal.
Prerequisites: Aura class feature, ability to cast summon
Normal: A thrown splash weapon that misses deals splash monster.
damage in the square where it lands and in adjacent squares.
Benefit: When using summon monster to summon creatures
Righteous Healing whose alignment subtype or subtypes exactly match your
Your healing spells are more potent when you have a aura, you may cast the spell as a standard action instead of
judgment active. with a casting time of 1 round.

Prerequisite: Judgment class feature. Sacrificial Adept


The deaths of living, sentient creatures fuel your spells and
Benefit: If you cast a cure spell while you have a judgment
heighten their potency.
active, each target regains 1 extra hit point from the cure spell
+ 1 hit point per three inquisitor levels you possess. Prerequisites: Knowledge (arcana) 4 ranks, Knowledge
(planes) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4
Run ranks, ability to cast 3rd-level spells, evil alignment.
You are swift of foot.
Benefit: By partaking in a heinous ritual that takes at least
Benefit: When running, you move five times your normal 10 minutes to complete and which requires you to perform a
speed (if wearing medium, light, or no armor and carrying no successful coup de grace upon a sacrifice, you can enhance
more than a medium load) or four times your speed (if the power of a single spell you know or have prepared for the

| Classes Compendium
50
next 24 hours, regardless of how many times you cast it Benefit: When you channel energy, you can choose a
within that period. Your sacrifice must be a sentient creature number of targets in the area up to your Charisma modifier.
with a total number of Hit Dice greater than or equal to your These targets are not affected by your channeled energy.
caster level, and it must die from your coup de grace; if it
Normal: All targets in a 30-foot burst are affected when you
doesn’t die or comes back to life, you lose all benefits related
channel energy. You can only choose whether or not you are
to that sacrifice.
affected.
After successfully performing the ritual, you choose the
spell that the ritual enhances and gain your choice of a +2 Self-Sufficient
bonus to any attack rolls and combat maneuvers made with You know how to get along in the wild and how to
that spell or a +2 bonus on caster level checks to overcome effectively treat wounds.
spell resistance with that spell for 24 hours.
Benefit: You get a +2 bonus on all Heal checks and Survival
You can perform this ritual a number of times per day equal checks. If you have 10 or more ranks in one of these skills, the
to your Charisma modifier, but you cannot affect the same bonus increases to +4 for that skill.
spell more than once at a time.
Sense Assumptions
Sacrificial Ritualist You can easily intuit an opponent’s preconceptions.
Your magical power used to originate in yourself, but now
Prerequisite: Sense Motive 3 ranks.
you draw it from others.
Benefit: You can attempt a Sense Motive check to intuit
Prerequisites: Mutilating Ritualist, Knowledge (arcana) 4
some of another person’s assumptions after 1 minute of
ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks.
conversation. The DC equals 20, or 10 + the target’s Bluff
Benefit: You can improve your ability to cast an occult modifier, whichever is higher. If you succeed, you learn
ritual by powering it with the blood of creatures. When you whether or not a falsehood of your choice related to the topic
begin the occult ritual with the death of a sentient creature (or of conversation would impose a penalty on Bluff checks to
number of sentient creatures with a total number of Hit Dice convince the target of that falsehood’s truth. If you fail by 4 or
equal to twice the effective level of the ritual), you and all less, you learn nothing. If you fail by 5 or more, the target
secondary casters gain a +4 bonus on all skill checks realizes you are trying to glean information from it. You can
necessary to complete the occult ritual. This feat’s sacrifices retry this check, but the DC increases by 5 for each previous
are in addition to any sacrifices normally required to failure on this check against that target.
complete the ritual.
Sense Link
Scavenger's Eye When you and your eidolon share senses, your combined
Your gaze is naturally drawn to valuable glittering objects. minds grant you exceptional powers of observation.

Prerequisite: Tengu. Prerequisite: Bond senses class feature.

Benefit: You gain a +2 bonus on Appraise checks. You may Benefit: When sharing the senses of your eidolon, you gain
determine the most valuable item in a hoard as a standard a +4 competence bonus on Perception checks for the duration
action and gain an additional +2 bonus on the Appraise check of your bond senses ability.
to do so. In addition, if you fail an Appraise check by 5 or
more, you treat the check as if you had failed by less than 5. Sense Relationships
You can quickly sense relationships between others and use
Normal: Determining the most valuable object in a treasure that knowledge to manipulate them.
hoard takes 1 full-round action.
Prerequisite: Street Smarts.
Sea Legs Benefit: After 1 minute or more of interaction or
You have a sailor's instincts for moving about while aboard
observation, you can attempt a DC 20 Sense Motive check to
seagoing vessels.
get a hunch in order to intuit the relationship between any
Prerequisite: Profession (sailor) 5 ranks. two creatures interacting with one another. If you don’t
understand the language they are speaking, you take a –5
Benefit: You gain a +2 bonus on Acrobatics, Climb, and penalty on the check, and if the creatures are a different type
Swim checks. than you, you take an additional –5 penalty on the check.
Seen and Unseen If you succeed at this check by 5 or more, for the next hour,
Your anonymity makes you difficult to find through you gain a +2 bonus on Bluff checks to lie about one of the
magical or mundane means, and you have learned how to creatures to the other and on Diplomacy checks to request
combat both of your progenitor races. that one act against the other. If you fail the check, you
cannot attempt this ability on the same creatures again until
Prerequisites: Exile's Path, character level 5th, half-elf.
you gain an additional rank in Sense Motive.
Benefit: You gain a +2 bonus on all saving throws against
scrying or divination effects. Additionally, you gain a +2 Shadow Caster
bonus on all Stealth checks, and elves, half-elves, and humans Your command over shadow and darkness create longer-
take a –4 penalty on all efforts to track you through the lasting spell effects.
Survival skill. Prerequisites: Caster level 1st, drow.
Selective Channeling Benefit: When you cast spells of the shadow subschool or
You can choose whom to affect when you channel energy. spells with the darkness or shadow descriptor, you are
considered two levels higher when determining the duration
Prerequisite: Cha 13, channel energy class feature.
of those spells.

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Shadow Ghost Benefit: If you are a multiclassed druid, your wild shape
You can move between the Shadow Plane and the Material ability is calculated as though your druid level were four
Plane more often. higher, to a maximum level equal to your character level.

Prerequisites: Fetchling, shadow walk spell-like ability. Special: This feat has no effect if you are not a multiclassed
druid.
Benefit: You gain the ability to use shadow walk an
additional time each day. Shared Insight
You deftly direct others' attentions where you wish.
Special: You may select this feat multiple times. Its effects
stack. Prerequisites: Wis 13, half-elf.

Shadow Walker Benefit: As a move action, you can grant all friendly
You can pierce the veil between the Shadow Plane and the creatures within 30 feet who can see or hear you a +2 bonus
Material Plane more often, and to greater effect. on Perception checks for a number of rounds equal to your
Wisdom modifier (minimum 1 round).
Prerequisites: Fetchling, shadow walk spell-like ability.
Shared Judgment
Benefit: You can expend one use of your shadow walk
You extend the benefits of your judgment to an ally.
spell-like ability to use dimension door as a spell-like ability.
Your start and end locations for this ability must be in dim Prerequisite: Second judgment class feature.
light or darkness.
Benefit: You can pronounce a single judgment and extend
Shadowy Dash its effects to one adjacent ally instead of pronouncing a
In dim light, you resemble little more than a shadow. second judgment. Similarly, once you have the third
judgment class feature, you can pronounce a single judgment
Prerequisite: Wayang. and extend its effects to two adjacent allies instead of
pronouncing a second and third judgment. Alternatively,
Benefit: Whenever you are in an area of dim light or
once you have the third judgment class feature, you can
darkness, you can move at full speed using Stealth without
pronounce two judgments and extend the effects of one
taking the normal –5 penalty for doing so.
judgment to one adjacent ally instead of pronouncing a third
Normal: When moving at more than half your speed and judgment. Once an ally has gained the effects of your
up to your normal speed, you take a –5 penalty on Stealth judgment, he need not remain adjacent to you to continue
checks. gaining that benefit. You can spend a free action to end this
benefit for one or both allies. If your judgment bonus is
Shapeshifter Foil suspended for you, it is suspended for all allies, but when it
Your command of shapeshifting magic can disrupt similar resumes, it does so for all allies.
effects in others.
Shared Manipulation
Prerequisites: Knowledge (arcana) 5 ranks or Knowledge
You can subtly bolster allies' ability to misdirect and
(nature) 5 ranks, ability to use any polymorph effect.
infuriate their enemies.
Benefit: A creature you deal damage to has difficulty using
Prerequisites: Cha 13, half-elf.
or maintaining polymorph effects until the end your next
turn. To use a polymorph effect it must make a concentration Benefit: As a move action, you can grant all friendly
check (DC 15 + twice the level of the effect). If you deal creatures within 30 feet who can see or hear you a +2 bonus
damage to an opponent under a polymorph effect, that on Bluff or Intimidate checks (choose which skill to affect
opponent must succeed at a Will saving throw (DC 10 + 1/2 each time you use this ability) for a number of rounds equal
your character level + your Wisdom modifier) or be forced to your Charisma modifier (minimum 1 round).
back to its original form. If you score a critical hit against
such an opponent, no saving throw is allowed. Sharp Senses
Your senses are especially sharp, even for your kind.
Shapeshifting Hunter
Prerequisite: Keen senses racial trait.
You blend your knowledge of foes and your shapeshifting
abilities together. Benefit: You receive a +4 racial bonus on Perception skill
checks. This replaces the normal bonus from the keen senses
Prerequisites: Favored enemy class feature, wild shape
racial trait.
class feature.
Normal: The keen senses trait normally grants a +2 racial
Benefit: Your levels of druid stack with your ranger levels
bonus on Perception skill checks.
for determining when you select your next favored enemy.
Also, your ranger levels stack with your druid levels in Sin Seer
determining the number of times per day you can use your
Unlike others who have taken the oath against undeath,
wild shape class feature, up to a maximum of eight times per
your preoccupation with the undead does not cloud your
day.
view of good and evil.
Shaping Focus Prerequisite: Detect undead paladin class feature.
Your powers of shapeshifting outstrip your dabbling in the
druidic faith. Benefit: You gain the detect evil class feature. You may use it
or the detect undead class feature, but not at the same time.
Prerequisites: Wild shape class feature, Knowledge (nature)
5 ranks.

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52
Skald's Vigor Sleep Venom
Your song and your enthusiasm combine to invigorate you You can change the nature of your toxic spittle to put your
in battle. enemies to sleep.
Prerequisites: Raging song class feature. Prerequisite: Vishkanya.
Benefit: While you maintain a raging song, you gain fast Benefit: As a swift action, you may alter the effects of your
healing equal to the Strength bonus your song provides, venom so the target falls unconscious. This changes the initial
starting in the round after you begin the song. If you stop and secondary effect of your venom to the following: initial
maintaining your song, the fast healing ends, even if the effect staggered for 1d4 rounds; secondary effect
effects of your song persist. unconsciousness for 1 minute. You must make the decision to
alter your venom before you apply it to a weapon.
Skeleton Summoner
The walking dead respond to your call. Normal: Vishkanya venom deals Dexterity damage.

Prerequisites: Spell Focus (necromancy), ability to cast Slow Faller


summon monster. You can reduce the amount of falling damage you take
when you are close to a wall.
Benefit: Add "human skeleton" to the list of creatures you
can summon with summon monster I and "human skeletal Prerequisite: Acrobatics 5 ranks or slow fall class feature.
champion" to the list of creatures you can summon with
Benefit: When you are within arm's reach of a wall, you can
summon monster III.
slow your descent, as long as you are not in heavy armor.
Once per day, when you cast summon monster, you may You take damage as if the fall were 10 feet shorter than it
summon a skeletal version of one of the creatures on that actually is. This ability stacks with the slow fall class feature.
spell's summoning list (apply the skeleton template to that
Special: You can take this feat multiple times. Each time
creature to create this monster).
you do, you take damage as if the fall were an additional 10
Skill Focus feet shorter.
Choose a skill. You are particularly adept at that skill.
Smell Fear
Benefit: You get a +3 bonus on all checks involving the You can catch the sour scent of fear on the wind.
chosen skill. If you have 10 or more ranks in that skill, this
Prerequisites: Keen Scent, half-orc or orc.
bonus increases to +6.
Benefit: You receive a +4 bonus on Perception checks to
Special: You can gain this feat multiple times. Its effects do
detect creatures with the shaken, frightened, or panicked
not stack. Each time you take the feat, it applies to a new skill.
conditions using scent. You can substitute your Perception
Skilled Driver skill for Sense Motive skill checks if the subject has one of the
Choose a type a type of vehicle (either air, land, or water). previous conditions or is attempting to cover up their fear in
You are more skilled when driving that vehicle. some way.

Benefit: You gain a +4 bonus on driving checks with your Sneaking Precision
chosen vehicle. Your knowledge of your enemies' vulnerable spots is
especially punishing.
Skilled Rager
With practice, you've mastered your rage to allow yourself Prerequisites: Sneak attack +6d6, Critical Focus, any critical
more versatility. feat, base attack bonus +9.

Prerequisite: Rage class feature. Benefit: Whenever you successfully sneak attack an
opponent for a second time on your turn, you can spend a
Benefit: When you take this feat, choose one Charisma-, swift action to apply the effects of one critical feat you know
Dexterity-, or Intelligence-based skill. While you're raging, to that opponent.
you can use this skill.
Sociable
Special: You can take this feat multiple times. Each time
You have a way of helping others to get along.
you do, it applies to a different skill.
Prerequisites: Cha 13, half-elf.
Slayer's Knack
You know how to battle your favored enemies with such Benefit: As a move action, you grant all friendly creatures
efficacy that any weapon you wield against them becomes within 30 feet who can see or hear you (including yourself) a
more deadly. +2 bonus on Diplomacy checks for a number of rounds equal
to your Charisma modifier (minimum 1 round).
Prerequisites: Favored enemy class feature, base attack
bonus +6. Sorcerous Bloodstrike
You can regain power when you kill a creature.
Benefit: When you take this feat, choose one of your
favored enemy types. Against enemies of that type, the threat Prerequisites: Cha 13, sorcerer bloodline class feature.
range of any weapon you wield is doubled. This effect does
Benefit: Once per day, as an immediate action upon
not stack with any other effect that expands a weapon's threat
reducing a creature to 0 or fewer hit points with one of your
range.
sorcerer spells, you can regain one usage of a sorcerer
Special: You can take this feat multiple times. Each time bloodline power that has a limited number of uses per day.
you take it, you choose a different favored enemy type. The slain creature must have at least half as many Hit Dice as

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53
your sorcerer level. You cannot use this feat to gain another Spell Penetration
usage of a bloodline power that you have not yet used today. Your spells break through spell resistance more easily than
most.
Spell Bane
While your bane weapon is active, creatures that your bane Benefit: You get a +2 bonus on caster level checks (1d20 +
affects find it more difficult to resist your spells. caster level) made to overcome a creature's spell resistance.
Prerequisite: Bane class feature. Spell Perfection
Benefit: While your bane class feature is affecting a creature You are unequaled at the casting of one particular spell.
type, the saving throw's DCs for your spells increase by +2 Prerequisites: Spellcraft 15 ranks, at least three metamagic
for creatures of that type. feats.
Spell Bluff Benefit: Pick one spell which you have the ability to cast.
You know the principles of arcane dueling, and when Whenever you cast that spell you may apply any one
fighting other spellcasters, you have learned to hide the true metamagic feat you have to that spell without affecting its
nature of your spells until the last possible moment. level or casting time, as long as the total modified level of the
spell does not use a spell slot above 9th level. In addition, if
Prerequisites: Bluff 5 ranks, Spellcraft 5 ranks.
you have other feats which allow you to apply a set
Benefit: If another spellcaster tries to counterspell your numerical bonus to any aspect of this spell (such as Spell
casting, she adds +4 to her Spellcraft DC when trying to Focus, Spell Penetration, Weapon Focus [ray], and so on),
determine your spell. double the bonus granted by that feat when applied to this
spell.
Because you have studied how to mask the recognizable
elements of your spellcasting, you gain a +2 bonus on your Spell Specialization
Spellcraft checks to identify and counter an opponent's spell Select one spell. You cast that spell with greater than normal
if it is a spell you know or have in your spellbook. power.
Spell Focus Prerequisites: Int 13, Spell Focus.
Choose a school of magic. Any spells you cast of that school
Benefit: Select one spell of a school for which you have
are more difficult to resist.
taken the Spell Focus feat. Treat your caster level as being
Benefit: Add +1 to the Difficulty Class for all saving throws two higher for all level-variable effects of the spell.
against spells from the school of magic you select.
Every time you gain an even level in the spellcasting class
Special: You can gain this feat multiple times. Its effects do you chose your spell from, you can choose a new spell to
not stack. Each time you take the feat, it applies to a new replace the spell selected with this feat, and that spell
school of magic. becomes your specialized spell.

Spell Hex Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a different
You can transform a 1st-level spell into a hex.
spell.
Prerequisite: Major hex class feature.
Spellsong
Benefit: Select one 1st-level spell in the class that grants you You can blend the power of your performance and
the major hex class feature. You can learn that spell as a hex, spellcasting.
and can use that hex three times per day. This is a spell-like
ability. You use your class level in the major-hex-granting Prerequisites: Cha 13, bardic performance class ability, able
class as your caster level for the spell hex. The spell hex uses to cast 1st-level spells.
your hex DC instead of its original spell DC.
Benefit: You can combine your bardic performance and
If the spell is a touch spell and you miss the creature, you your spellcasting in two ways.
cannot target the creature with that spell hex again for 24
First, you can conceal the activity of casting a bard spell by
hours. If the spell allows a saving throw to negate or take a
masking it in a performance. As a swift action, you may
partial effect from the spell, and the target succeeds at that
combine your casting time of a spell with a Perform check.
saving throw, it cannot be affected by the spell hex for 24
Observers must make a Perception or Sense Motive check
hours, even if it is in the area of the spell hex.
opposed by your Perform check to realize you are also
Spell Mastery casting a spell. This uses 1 round of your bardic performance
ability, regardless of the spell's casting time.
You have mastered a small handful of spells, and can
prepare these spells without referencing your spellbooks at Second, as a move action, you can use 1 round of bardic
all. performance to maintain a bard spell with a duration of
concentration. You can cast another spell in the same round
Prerequisite: 1st-level wizard
you are using bardic magic to maintain concentration; if you
Benefit: Each time you take this feat, choose a number of do this, your concentration on the maintained spell ends
spells that you already know equal to your Intelligence when you end the bardic performance the spell is part of.
modifier. From that point on, you can prepare these spells
without referring to a spellbook. Spider Climber
You tread where only arachnids dare.
Normal: Without this feat, you must use a spellbook to
prepare all your spells, except read magic. Prerequisites: Character level 3rd, drow.

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54
Benefit: You can cast spider climb once per day as a spell-like channelerOA class feature, you gain a +4 bonus on these
ability, using your character level as the caster level. Diplomacy checks. Once the spirit’s attitude is indifferent or
Furthermore, you gain a +4 bonus on saving throws against better, you can request to know what must be done to lay the
the web special attacks of spiders and the effects of web and spirit to rest, though the DC to do so is the DC to change its
other similar spells (such as the web cloud spell). current attitude + 15. This takes into account the
circumstance modifiers for the request in a typical situation,
Spider Step though it could be higher or lower in an unusual
Your physical mastery grants you an impossible stride. circumstance.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk The spirit’s starting attitude is usually hostile since you
level 6th. destroyed it and imprisoned it within you, interfering with its
rejuvenation. If it’s the spirit of an undead creature, it has the
Benefit: As a move action, you can move up to half your
same Charisma bonus it had while fully manifested. If the
slow fall distance (maximum 50 feet) across a wall or ceiling
spirit is that of a haunt, it has an effective Charisma based on
or across ropes, branches, or even water or other surfaces that
its CR using the following table.
cannot support your weight. You must reach a solid, level
surface by the end of your turn or you will fall. Haunt CR Effective Charisma (Modifier)
Spider Summoner 1–4 12 (+1)
You gain the ability to summon powerful spiders.
5–8 16 (+3)
Prerequisites: Ability to cast summon monster or summon
9–12 20 (+5)
nature's ally spells, drow.
13–16 24 (+7)
Benefit: When casting either a summon monster spell or a
summon nature's ally spell, your options increase. Depending 17–20 28 (+9)
on the level of the spell, you can summon the spiders listed
below. 21+ 32 (+11)

Summon Monster: 1st level—giant crab spider*; 4th level—


giant black widow*; 5th level—ogre spider*; 7th level—giant Conversing with a spirit in this manner unsettles the mind.
tarantula* Each time you attempt a Diplomacy check using this ability
Summon Nature's Ally: 1st level—giant crab spider; 4th to influence the spirit’s attitude or make a request, you take 1
level—giant black widow; 5th level—ogre spider; 7th level— point of Wisdom damage. No effect can prevent or reduce the
giant tarantula ability damage, nor can the ability damage be healed or
suppressed by any means until you release the spirit.
Creatures marked with an asterisk (*) are summoned with
the celestial template if you are good, and the fiendish Special: If you are using the sanity system, when you
template if you are evil. If you are neutral, you may choose attempt a Diplomacy check using this ability, you take 1d6
which template to apply to the creature. points of sanity damage instead of 1 point of Wisdom
damage. No effect can prevent or reduce the damage, nor can
Furthermore, when you summon spiders using summon the damage be healed or suppressed by any means until you
monster or summon nature's ally, the DC of the summoned release the spirit.
monster's poison and web effects increases by 2.
Spirit Talker
Spirit of the Wild By forging a temporary bond with a spirit, you gain access
Your mystic connection with one type of wilderness has to an unfamiliar hex.
grown even stronger.
Prerequisites: Hex class feature; shaman level 6th or witch
Prerequisites: Attuned to the Wild, Guardian of the Wild, level 6th.
elf.
Benefit: Once per day, you can spend 10 minutes
Benefit: When you are in a terrain type you have selected communing with a shaman spirit of your choice. When you
the Attuned to the Wild feat for, you gain a +4 bonus on do, you gain the temporary use of one hex from its list of
Perception checks made to act in the surprise round of hexes. This hex is added to your list of available hexes for the
combat. If you act in the surprise round, you gain blindsense next hour, after which you immediately lose all benefits of
out to a range of 30 feet during the surprise round. If you are that hex.
in an area that qualifies as more than one kind of terrain,
these bonuses do not stack; you receive the bonus for only Spirit's Gift
one terrain type. You commune with a spirit of your choice, and it grants
your animal companion or familiar a boon.
Spirit Speaker
By absorbing spirits, you can learn how to set them free. Prerequisite: Ability to acquire an animal companion or a
familiar.
Prerequisites: Cha 13, Con 13, Absorb Spirit, Diplomacy 5
ranks, must have died at least once or been possessed by an Benefit: At the start of each day, you can commune with a
undead creature. single shaman spirit. (Although a shaman would need an
hour of preparation, this action takes you no time.) Once
Benefit: When you absorb a spirit with the Absorb Spirit during the next 24 hours, you can spend a standard action to
feat, you can converse with it through an internal dialogue in grant your animal companion or familiar that shaman spirit's
your mind. While conversing with the spirit, you can attempt spirit animal ability for 1 minute per level in the class that
Diplomacy checks to change its attitude toward you, as a grants your animal companion or familiar.
normal use of that skill. If you are a medium with the haunt

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55
Spiritual Guardian of casting a cure spell or an inflict spell as you normally
Your spiritual guardians are unusually powerful. would. For the purpose of this feat only, the summon nature's
ally spells of the appropriate spell levels count as being on
Prerequisites: Ability to cast spiritual weapon or spiritual ally, your spell list at the same spell level as for a druid.
spirit magic class feature.
Stalker's Focus
Benefit: Whenever you cast spiritual weapon, spiritual ally, or
Your affinity to the natural world allows you to adopt the
a similar spell that grants you a spiritual guardian, that
focus of a particular animal.
guardian uses your shaman level instead of your base attack
bonus to determine its base attack bonus, potentially granting Prerequisites: Knowledge (nature) 3 ranks, Survival 3
it multiple attacks. Additionally, it gains a +2 bonus on caster ranks, no levels in a class that has the animal focus class
level checks to overcome spell resistance as well as on feature.
damage rolls.
Benefit: When you take this feat, choose one type of animal
Splintering Weapon to emulate from those given in the hunter's animal focus class
Your fragile weapon works to your advantage, breaking off feature. Once per day, you or your animal companion (if you
fragments in wounds you inflict. have one) can gain the benefit of that animal focus for 1
minute. Treat your character level as your hunter level for the
Prerequisites: Base attack bonus +1, proficient with purpose of determining the benefits granted by your chosen
weapon, weapon made of primitive material. animal focus.
Benefit: Whenever you use a melee or thrown weapon with Special: If you gain levels in a class that has the animal
the fragile weapon feature or similar quality and hit an focus class feature, when you gain that feature you gain 1
opponent, you can give your weapon the broken condition to additional minute of use each day of your animal focus class
deal that opponent 1d4 points of bleed damage. feature.

Split Hex Stalwart


You can split the effect of one of your targeted hexes, You adopt a defensive stance that allows you to absorb and
affecting another creature you can see. redirect hits.
Prerequisite: Witch level 10th. Prerequisites: Diehard, Endurance, base attack bonus +4.
Benefit: When you use one of your hexes (not a major hex Benefit: While using the total defense action, fighting
or a grand hex) that targets a single creature, you can choose defensively action, or Combat Expertise, you can forgo the
another creature within 30 feet of the first target to also be dodge bonus to AC you would normally gain to instead gain
targeted by the hex. an equivalent amount of DR, to a maximum of DR 5/—, until
the start of your next turn. This damage reduction stacks with
Split Major Hex DR you gain from class features, such as the barbarian's, but
You can split the effect of one of your targeted hexes, not with DR from any other source. If you are denied your
affecting another creature you can see. Dexterity bonus to AC, you are also denied this DR.
Prerequisites: Split hex, caster level 18th.
Starlight Summons
Benefit: When you use one of your major hexes (not a Your summoned minions slink along under the shadows of
grand hex) that targets a creature, you can choose another the stars.
creature within 30 feet of the first target to also be targeted by
Prerequisites: Spell Focus (conjuration), able to cast summon
the major hex.
nature's ally.
Spontaneous Metafocus Benefit: Creatures you summon gain the Blind-Fight feat, a
You can focus to combine one of your known spells and +5 bonus to Perception and Stealth checks in dim light or
metamagic feats. darkness, and their natural weapons are treated as cold iron
Prerequisites: Cha 13, one metamagic feat, able to for overcoming damage reduction.
spontaneously cast spells.
Steadfast Personality
Benefit: Pick a single spell that you are able to cast You rely on your sense of self to keep your mind clear.
spontaneously. When you apply metamagic feats to that
Benefit: Add your Charisma modifier instead of your
spell, you can cast the spell using the normal casting time
Wisdom bonus to Will saves. If you have a Wisdom penalty,
instead of at the slower casting time.
you must apply both your Wisdom penalty and your
Special: You can take this feat multiple times. Each time Charisma modifier.
you select this feat, choose a new spell that you can cast
spontaneously; the feat applies to that spell. Stealthy
You are good at avoiding unwanted attention and slipping
Spontaneous Nature's Ally out of bonds.
Instead of casting a cure spell, you can instead cast summon
Benefit: You get a +2 bonus on all Escape Artist and Stealth
nature's ally.
skill checks. If you have 10 or more ranks in one of these
Prerequisites: Knowledge (nature) 5 ranks, ability to skills, the bonus increases to +4 for that skill.
spontaneously cast cure spells or inflict spells, Animal or
Plant domain.
Benefit: You can "lose" a prepared spell in order to cast any
summon nature's ally spell of the same level or lower, instead

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56
Steam Caster Stony Step
You imbue your fire spells with elemental water, The earth recognizes its kinship with you and does not
transforming them into powerful gouts of steam. impede your movement.
Prerequisite: Undine. Prerequisite: Oread.
Benefit: You may increase the casting time of a fire spell to Benefit: Whenever you move, you may move through 5 feet
a full-round action, infusing it with elemental power (spells of earth- or stone-based difficult terrain (rubble, stone stairs,
with a casting time of 1 full-round action or longer do not and so on) each round as if it were normal terrain. The effects
have an increased casting time). The spell is treated as if it of this feat stack with similar feats such as Acrobatic Steps
had the water descriptor. All fire effects of the altered spell and Nimble Moves. This feat allows you to take a 5-foot step
instead manifest as superheated steam. The altered spell into this kind of difficult terrain.
works normally underwater without requiring a caster level
check. Unlike fire, the steam cannot ignite objects or set Stouthearted
creatures on fire. As the spell still deals fire damage, fire You fight back your fear by voicing the song in your heart.
resistance or immunity still applies to the spell's effects.
Prerequisite: Raging song class feature.
Steel Soul Benefit: While you're maintaining a raging song, if you fail
You are especially resistant to magic. a saving throw against a fear effect, you can expend a round
of performing to reroll your saving throw as an immediate
Prerequisites: Dwarf, hardy racial trait.
action. You must keep this second result, even if it's lower.
Benefit: You receive a +4 racial bonus on saving throws
against spells and spell-like abilities. This replaces the normal Street Smarts
bonus from the dwarf's hardy racial trait. You are able to navigate the streets and personalities of
whatever locale you run across.
Normal: Dwarves normally receive a +2 racial bonus on
saving throws against spells and spell-like abilities. Benefit: You get a +2 bonus on Knowledge (local) and
Sense Motive checks, and Knowledge (local) is always a class
Stoic Pose skill for you. If you have 10 or more ranks in one of these
You can hold yourself as still as a statue, evading detection. skills, the bonus increases to +4 for that skill. The bonus on
Sense Motive checks doesn’t stack with Alertness.
Prerequisite: Svirfneblin.
Benefit: By spending 5 rounds finding a suitable location, Stretched Wings
you can hold yourself so still that you appear to be a Small You strengthen your crippled wings.
object such as a pile of rocks. This allows you to make a Prerequisites: Str 13, Skill Focus (Fly), strix, wing-clipped
Stealth check without cover or concealment, as long as you racial trait.
do not move or take any other actions.
Benefit: Your strix racial fly speed increases to 60 feet
Stone-Faced (average). You ignore the wing-clipped trait's Fly check
Rocks show more expression than you. requirement to fly upward.
Prerequisite: Dwarf. Strong Comeback
Benefit: You receive a +4 bonus on Bluff checks to lie or You learn quickly from past mistakes.
conceal your feelings or true motives, but not to feint in Benefit: Whenever you are allowed to reroll an ability
combat or deliver secret messages. In addition, the DC for check, a skill check, or a saving throw, you gain a +2
Sense Motive checks to get a hunch about you is 25 rather circumstance bonus on the reroll.
than 20.
Stubborn Curse
Stone Sense Your curses are particularly tenacious.
You can feel movement in the very earth and stones around
you. Prerequisite: Ability to cast a spell or spell-like ability with
the curseUM descriptor, or a special ability with a curse
Prerequisites: Improved Stonecunning, Perception 10 effect.
ranks.
Benefit: Any curse effect you create is difficult to remove.
Benefit: You gain tremorsense to a range of 10 feet. When a creature makes a caster level check to remove the
curse, it must roll twice and take the worse result.
Stone Singer
Your songs are in accordance with the ways and lands of Studied Combatant
your people. Your inspiration guides your strikes when you take a
Prerequisites: Cha 13, bardic performance class feature, moment to assess your foe.
dwarf. Prerequisites: Int 13, Amateur Investigator, base attack
Benefit: When you use bardic performance with audible bonus +6, 1 rank in at least one Knowledge skill, no levels in
components underground, the range or area of your chosen a class that has the inspiration class feature.
performance is doubled, and you can affect deaf creatures if Benefit: You can expend one use of inspiration as a move
they possess tremorsense and are in your new range. In action to study a single enemy that you can see. When you do
addition, the DC for saving throws against your bardic so, you gain a +2 insight bonus on melee attack rolls and a +2
performance is increased by +2 for creatures of the earth bonus on damage rolls for a number of rounds equal to your
subtype, regardless of where the performance occurs. Intelligence modifier. The bonus on damage rolls is precision

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57
damage, and is not multiplied on a critical hit. Once affected Summoner's Call
by this feat, a target cannot be affect by your use of it again Whenever you summon your eidolon, it is more powerful
for 24 hours. for a brief period of time.
Subtle Enchantments Prerequisite: Eidolon class feature.
Your enchantments inf luence targets in more subtle ways
Benefit: Whenever you summon your eidolon, you may
and are harder to notice.
give it a +2 enhancement bonus to its Strength, Dexterity, or
Prerequisites: Deceitful, Spell Focus (enchantment). Constitution. This bonus lasts 10 minutes after the
summoning ritual is complete.
Benefit: When you cast an enchantment spell or use an
enchantment spell-like ability to inf luence a creature’s Sunlight Summons
attitude or actions and the foe negates the spell with a Your summoned minions shine with the power of the sun.
successful Will save, she has a 50% chance not to notice that
she just succeeded at a saving throw (she still can attempt to Prerequisites: Spell Focus (conjuration), able to cast summon
identify your spell or spell-like ability as normal). If the foe nature's ally.
fails the saving throw or is otherwise affected by the spell, the
Benefit: Creatures that you summon shed light as a light
Sense Motive DC to notice she is under the effects of an
spell. They are immune to blinding or dazzling effects, and
enchantment increases by 5.
their natural weapons are treated as magical for overcoming
Normal: Anyone who successfully saves against a spell damage reduction.
notices the mental intrusion automatically.
Superior Summoning
Superior Scryer You can summon more creatures.
You are adept at seeing more when scrying.
Prerequisites: Augment Summoning, caster level 3rd.
Prerequisites: Spell Focus (divination), the ability to cast at
Benefit: Each time you cast a summoning spell that
least one spell of the scrying subschool.
conjures more than one creature, add one to the total number
Benefit: When casting a scrying spell, you see through the of creatures summoned.
spell’s sensor with darkvision 60 feet, whether or not you
possess darkvision normally and whether or not the spell Surprise Maneuver
normally allows you to see with darkvision. If the spell sends Your maneuvers are devastating against disadvantaged
back sensory information only within 10 feet of the sensor foes.

(such as with scrying and greater scrying), this feat doesn’t Prerequisites: Combat Expertise; sneak attack +3d6 or
increase that range. You receive a +2 bonus on Perception studied strike +3d6.
checks to notice things through a scrying sensor, and your
prying eyes and insect spies also receive a +2 bonus on Benefit: If you have sneak attack, when you attempt a
Perception checks. combat maneuver check against a creature that you are
flanking or that is denied its Dexterity bonus to AC against
When you use the scrying or greater scrying spell, you have a your attack, you gain a bonus on the combat maneuver check
10% increase to the chance of using spells through the sensor. that's equal to the number of sneak attack dice you roll.
Sure and Fleet If you have the studied combat class feature, you can use
You are both fast and careful. studied strike on a combat maneuver check. When you do so,
you gain a bonus on the combat maneuver check equal to
Prerequisites: Fleet of foot racial trait, halfling.
your number of studied strike dice.
Benefit: You gain a +2 racial bonus on Acrobatics and
Climb checks. Talented Magician
Roguish magic comes easily to you.
Sure Grasp
Prerequisites: Major magic rogue talent, minor magic rogue
Your quick reflexes and skill at climbing keep you from
talent.
falling to your doom.

Benefit: You gain an additional daily use of each of your
Prerequisite: Climb 1 rank.
minor magic and major magic rogue talents.
Benefit: Roll twice while climbing or when making a Reflex
Special: You can take this feat multiple times. Each time
save to avoid falling, and take the higher result.
you do, you gain an additional daily use of each talent.
Surge of Success Taunt
Your success drives your further actions.
You may be small, but your remarks cut others down to
Prerequisite: Human. size.
Benefit: When you confirm a critical hit or roll a natural 20 Prerequisites: Cha 13, Small size or smaller.
on a saving throw, you gain a +2 circumstance bonus on a
Benefit: You can demoralize opponents using Bluff rather
single attack roll, saving throw, skill check, or ability check of
than Intimidate (see the Intimidate skill description for
your choice before the end of your next turn. You must
details) and take no skill check penalty for being smaller than
choose to use this bonus before you make the attack roll,
your target.
saving throw, skill check, or ability check.

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Telepathy Tap Benefit: Once per day, you can sprout a pair of giant black
You are able to notice, intercept, and interpret telepathic crow's wings, granting you a fly speed of 30 feet (average
communication around you. maneuverability). This spell-like ability otherwise functions
as beast shape I (though you do not gain any other benefits of
Prerequisites: Sense Motive 10 ranks, ability to cast detect that spell) with a caster level equal to your level.
thoughts or telepathyOA as a spell or spell-like ability or
telepathy supernatural ability. Theurgy
You can blend the power of arcane and divine magic.
Benefit: When a creature within range of your telepathy (or
within 60 feet if you are using detect thoughts) uses telepathy Prerequisites: Wis 13, Int or Cha 13, able to cast 1st-level
to communicate, including when that creature sends or arcane spells, able to cast 1st-level divine spells.
receives a magical message such as dream or sending, you can
Benefit: You can augment the power of your divine spells
notice the attempt with a successful DC 30 Sense Motive
with arcane energy and augment your arcane spells with
check. At this point, you can either use your telepathy ability
divine energy.
or spend a use or casting of detect thoughts as an immediate
action. If you do so, for every 5 points by which your check When casting a divine spell, you may sacrifice an arcane
exceeds the DC, you glean one fragment of information about spell slot or arcane prepared spell of that spell's level or
the communication, such as the identity of its source; its higher as a swift action. The caster level for that divine spell
general nature; the emotional state of the sender or the increases by +1.
recipient; or a specific person, place, or thing mentioned in
the message. In addition, the creature must attempt a saving When casting an arcane spell, you may sacrifice a divine
throw (with a DC equal to that of the spell if you spent a use spell slot or prepared divine spell of the same or higher level
of detect thoughts or are using telepathy, or 10 + 1/2 your racial as a swift action. Half the damage dealt by the arcane spell
HD + your Charisma modifier if you are using a racial becomes holy (if you channel positive energy) or unholy (if
telepathy ability). If the target fails its save, you can listen to you channel negative energy).
both sides of the telepathic or magical communication as long
as you continue to concentrate each round as a standard
Thoughtful Discernment
Thinking back, you discover a lie in what you once thought
action.
to be words of truth.
Tenacious Survivor Prerequisite: Discern lies class feature.
Your spirit lingers long after any other's would have passed
on. Benefit: Once per day as a free action, you can think back
about a single statement you heard in the last day and
Prerequisites: Con 13, Diehard, Endurance, half-orc or orc. determine if it was a lie. This acts like the discern lies spell, but
Benefit: When you are killed by hit point damage, your instead of affecting a creature, it affects a single statement a
soul lingers in your body for a number of rounds equal to creature has made.
your Constitution bonus. You are still dead, but a creature For example, if the king told you, "My daughter is in the
can make a DC 10 Heal check as a standard action to realize monster's dungeon" before you left to find her, as long as the
that you can still be saved. You can be healed by magic as if king said that to you within the past day, you can use this
you were alive. If you are healed enough hit points that you feat to determine whether or not the king deliberately and
would no longer be dead, you are alive again, but you gain knowingly lied to you when he made that statement.
one permanent negative level.
Threatening Negotiator
Tenacious Transmutation Those who you intimidate know that you’ll go through with
Your mastery of the magic of changing makes your your threats.
transmutations more durable.
Prerequisites: Nerve-Racking Negotiator, Persuasive, Skill
Prerequisite: Spell Focus (transmutation). Focus (Intimidate).
Benefit: The DC of caster level checks to dispel or remove Benefit: When you successfully use the Intimidate skill to
your transmutations increases by 2; even if the spell is force an opponent to act friendly toward you, the duration of
negated, its effects persist for 1 additional round before the attitude change lasts 2d6 hours.
dissipating.
Normal: Changing an opponent’s attitude with Intimidate
Tengu Raven Form normally changes the foe’s attitude to friendly for 1d6×10
You can shift into the form of a giant black raven. minutes.
Prerequisites: Tengu Wings, character level 7th, tengu. Thrill of the Kill
Benefit: Once per day, you can take the form of a Large Killing fuels your rage.
black bird resembling a raven, granting you a fly speed of 60 Prerequisites: Half-orc or orc, rage class feature.
feet (good maneuverability), a +4 size bonus to your Strength,
a –2 penalty to your Dexterity, and a +4 natural armor bonus. Benefit: When you are raging and your attack reduces an
This spell-like ability otherwise functions as beast shape II with enemy to negative hit points or kills it, you regain 1 round of
a caster level equal to your level. rage. You may only use this feat if the fallen enemy had at
least as many Hit Dice as you. You can only gain this benefit
Tengu Wings once per round.
You can grow wings that allow you to fly.
Prerequisites: Character level 5th, tengu.

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59
Touch of Evil on melee attack rolls or a +2 circumstance bonus to its saving
You instill unbidden thoughts and desires into another with throw DC.
your touch.
Triton Portal
Prerequisites: Channel negative energy 6d6, evil alignment. You can channel your inner magic to summon allies.
Benefit: As a standard action, you can expend three uses of Prerequisites: Character level 5th, hydraulic push spell-like
your channel negative energy and make a melee touch attack ability, undine.
against a target. You can attempt an opposed Sleight of Hand
Benefit: Once per day, you may expend your racial
check against the target’s Perception to make this attack
hydraulic push ability to instead cast summon nature's ally III as
without the target noticing. If the attack hits, the target gets a
a spell-like ability with a caster level equal to your character
Will save (DC=10 + 1/2 your character level + your Charisma
level. This use of the ability can only summon 1d3 Small
modifier). On a failed save, you implant a suggestion into the
water elementals, 1d4+1 dolphins, a shark, or an electric eel.
creature’s mind. This works similar to the suggestion spell,
Using this ability is a full-round action.
however, you can suggest to the creature to commit a
harmful or destructive act against another creature or object. True Deception
If you choose the latter, the creature attempts to carry out the
Time spent learning the mystic arts of disguise has given
suggestion in 1d6+1 days as it thinks over the suggestion and
you insight into the anonymity of the everyday.
plans it out. The creature can attempt another Will save at the
original DC to resist the suggestion right before it carries it Prerequisites: Cha 17, Disguise 17 ranks, master disguise
out. If it fails the save, it gains a +4 circumstance bonus on master ninja trick or master of disguise advanced rogue
one die roll used in carrying out the suggestion. This talent, ninja level 10th or rogue level 10th.
relentless planning causes the creature 1 point of Wisdom
Benefit: When using the master disguise master ninja trick
damage (or 1d6 sanity damage, if you are using that system),
or master of disguise advanced rogue talent to take on the
until the suggestion is carried out.
appearance of a specific individual, you can fool divination
Toughness magic and effects designed to locate the subject of your
You have enhanced physical stamina. disguise as per the vigilante’s any guise social talent. In
addition, you gain a +10 bonus on Bluff checks to act like that
Benefit: You gain +3 hit points. For every Hit Die you individual.
possess beyond 3, you gain an additional +1 hit point. If you
have more than 3 Hit Dice, you gain +1 hit points whenever Tunnel Rat
you gain a Hit Die (such as when you gain a level). You are a master of fighting in confined spaces.

Toxic Recovery Prerequisites: Ratfolk, swarming racial trait.


Your system recuperates from the effects of poisons with Benefit: You count as one size smaller than normal for the
astonishing speed. purpose of squeezing.
Prerequisites: Dwarf, hardy racial trait.
Turn Undead
Benefit: Whenever you succeed at a saving throw against Calling upon higher powers, you cause undead to flee from
poison, you heal 1 point of ability damage of the type dealt the might of your unleashed divine energy.
by the poison. Whenever you heal ability damage naturally
Prerequisites: Channel positive energy class feature.
or magically, you heal 1 additional point of ability damage.
This feat has no effect on penalties to ability scores or ability Benefit: You can, as a standard action, use one of your uses
drain. of channel positive energy to cause all undead within 30 feet
of you to flee, as if panicked. Undead receive a Will save to
Trap Wrecker negate the effect. The DC for this Will save is equal to 10 +
You can smash traps instead of disarming them. 1/2 your cleric level + your Charisma modifier. Undead that
Prerequisites: Power Attack, Disable Device 1 rank, orc. fail their save flee for 1 minute. Intelligent undead receive a
new saving throw each round to end the effect. If you use
Benefit: You can attempt to disarm a trap by striking it with channel energy in this way, it has no other effect (it does not
a melee weapon instead of making a Disable Device check. heal or harm nearby creatures).
As a full-round action, make a melee attack against an Armor
Class equal to the trap's Disable Device DC. If you miss, the Twist Away
trap activates. If you hit, roll damage. If this damage is at Your quick reflexes and dexterous movements make up for
least half the trap's Disable Device DC, you disable the trap. your lack of stamina.
If this damage is less than half the trap's Disable Device DC,
Prerequisite: Evasion.
the trap activates. You can only attempt this on nonmagical
traps. You must be able to reach some part of the trap with Benefit: While you are wearing light armor or no armor, if
your attack in order to use this feat. At the GM's discretion, you are forced to attempt a Fortitude saving throw, you can
some traps may not be susceptible to this feat. use an immediate action to instead attempt a Reflex saving
throw (at the same DC). If you succeed at this saving throw
Trapper's Setup and the attack has a reduced effect on a successful save, you
You have an instinct for waiting until just the right moment avoid the effect entirely. Whether the saving throw is
to spring a hazard or trap. successful or not, you are staggered until the end of your next
Prerequisite: Craft (traps) 5 ranks. turn. If you are prevented from becoming staggered, you
can't use Twist Away , nor can you ignore the staggered
Benefit: When you manually trigger a trap against condition from Twist Away or remove it early.
opponents, that trap receives either a +2 circumstance bonus

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60
Ultimate Mercy Unfettered Familiar
By using lay on hands, you can bring the dead back to life. You can channel touch spells through your familiar without
needing to be adjacent to it.
Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy
class feature. Prerequisites: Caster level 5th, ability to acquire a familiar.
Benefit: You can expend 10 uses of lay on hands to bring a Benefit: Once per day, you can cast a touch spell without
single dead creature you touch back to life as a raise dead spell being in contact with your familiar and designate your
with a caster level equal to your paladin level. You must familiar as the "toucher." You don't need line of sight to your
provide the material component for raise dead or choose to familiar to use this ability, but you must be within 30 feet of
accept 1 temporary negative level; this level automatically your familiar when you cast the spell, and if you can't see or
goes away after 24 hours, never becomes a permanent hear your familiar, you must at least be able to speak with it.
negative level, and cannot be overcome in any way except by
Special: You can take this feat multiple times. Each time
waiting for the duration to expire.
you do, you gain another use of this feat, and the distance
Ultimate Resolve you can be from your familiar increases by 10 feet.
Your aura of resolve does not fall with you. Normal: Your familiar must be in contact with you when a
Prerequisite: Aura of resolve class feature. spell is cast in order for it to deliver the spell.

Benefit: Your aura of resolve is a 20-foot emanation, and Unimpeachable Honor


does not end if you fall unconscious. Your devotion to your principles and your allies makes
acting against them unthinkable.
Normal: The aura of resolve affects each ally within 10 feet,
and ends when you fall unconscious. Prerequisite: Iron Will.

Umbral Scion Benefit: Whenever you are under the effects of a charm or
New spell-like abilities are unlocked for you as you rise to compulsion effect and would be compelled to take an action
ascendency among the drow people. that violates your fundamental nature, explicitly violates the
strictures of your religion, or would be an act of an alignment
Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater Drow that directly opposes your own (for instance, a chaotic or evil
Nobility, Improved Drow Nobility, able to use drow spell- act if you are lawful good), you gain a +4 bonus on any
like abilities, drow. saving throw or opposed Charisma check to resist that
command or break free from the effect. Whenever you are
Benefit: Select one of the following: dispel magic, divine favor,
compelled to attack an ally, you take a –4 penalty on your
or suggestion. You may use this spell once per day as a spell-
attack rolls and damage rolls.
like ability. Your caster level is equal to your character level.

Uncanny Alertness Unsanctioned Detection


You can focus your ability to detect evil for more practical
Your research into arcana and the nature of reality has
or mundane purposes
given you heightened senses.
Prerequisite: Detect evil class feature.
Prerequisite: Alertness.
Benefit: As a swift action, you can focus the clarity granted
Benefit: This feat gives you an additional +1 bonus on
by your detect evil ability to heighten your awareness of other
Perception and Sense Motive checks, and you gain a +2
things. This gives you a +10 sacred bonus on Perception and
bonus on saving throws against sleep and charm effects.
Sense Motive checks for one round. This expends your use of
Uncanny Concentration the detect evil class ability for the next 24 hours.
You have learned to enter a deeper state when casting
spells, allowing you to shrug off distractions, damage,
Unsanctioned Knowledge
You have searched though forbidden texts and are privy to
weather effects, and even the effects of other spells.
powerful but proscribed magic.
Prerequisite: Combat Casting.
Prerequisites: Int 13, ability to cast 1st-level paladin spells.
Benefit: You do not need to make concentration checks
Benefit: Pick one 1st-level spell, one 2nd-level spell, one
when affected by vigorous or violent motion or by violent
3rd-level spell, and one 4th-level spell from the bard, cleric,
weather. You gain a +2 bonus on all other concentration
inquisitor, or oracle spell lists. Add these spells to your
checks.
paladin spell list as paladin spells of the appropriate level.
Undead Master Once chosen, these spells cannot be changed.
You can marshal vast armies of the undead to serve you.
Versatile Channeler
Prerequisites: Spell focus (necromancy), the ability to cast You can choose to channel positive and negative energy.
animate dead or command undead.
Prerequisites: Channel energy class feature, necromancer or
Benefit: When you cast animate dead or use the Command neutrally aligned cleric (see below).
Undead feat, you are considered to be four levels higher
Benefit: You may make a choice whenever you use your
when determining the number of Hit Dice you animate.
channel energy class feature.
When you cast command undead, your duration is doubled.
If you normally channel positive energy, you may choose to
channel negative energy as if your effective cleric level were 2
levels lower than normal.

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61
If you normally channel negative energy, you may choose War Blessing
to channel positive energy as if your effective cleric level Your call to your deity imbues you with a temporary
were 2 levels lower than normal. blessing.
Having this feat means you qualify for feats and abilities Prerequisite: Mystery or domains class feature.
that have "channel positive energy" or "channel negative
energy" as a prerequisite (for example, you qualify for the Benefit: Choose two warpriest blessings when you take this
Command Undead feat and the Turn Undead feat). feat. Each of these blessings must be tied to a domain granted
by your deity or to one of the two domains that represent
Note: This feat only applies to necromancers, neutral clerics your spiritual inclination and abilities. Twice per day, you
who worship neutral deities, or neutral clerics who do not can call upon the minor blessing from one or the other of
worship a deity—characters who have the channel energy your chosen blessings. This ability otherwise acts like the
class ability and have to make a choice to channel positive or warpriest blessings class feature. Your effective warpriest
negative energy at 1st level. Clerics whose alignment or deity level is the highest level that you have in the class that has the
makes this choice for them cannot select this feat. mystery or domains class feature.
Vigilant Eidolon War Singer
Your eidolon is highly observant, and its link with you Your songs draw upon the savage chants and brutal ways
increases your own watchfulness. of your people, inspiring those around you to new heights of
Prerequisite: Eidolon class feature. violence and savagery.

Benefit: While your eidolon is within your reach, you gain a Prerequisites: Cha 13, bardic performance class feature,
+4 bonus on Perception checks. If you have 10 or more ranks half-orc or orc.
in Perception, this bonus increases to +8. This does not apply Benefit: When you use bardic performance with audible
if your eidolon is helpless or unconscious. components on a battlefield (any area where a combat
involving a dozen or more combatants is taking place), the
Vermin Heart range or area of your chosen performance is doubled. In
You have a special bond with things that creep, crawl,
addition, the DC for saving throws against your bardic
skitter, and sting.
performance is increased by +2 for creatures of the orc
Prerequisite: Wild empathy class feature. subtype, regardless of where the performance occurs.

Benefit: You may target vermin with spells and special Warrior Priest
abilities that only affect animals (although they are still Your religion is both a shield and a weapon in battle.
affected by spells targeting vermin as well). You may use
wild empathy to influence vermin as easily as you influence Prerequisites: Ability to cast divine spells, domain or
animals. mystery class feature.
Benefit: You gain a +1 bonus on initiative checks and a +2
Voice of the Sibyl bonus on concentration checks made to cast a spell or use a
Your voice is strangely compelling.
spell-like ability when casting defensively or while grappled.
Prerequisite: Cha 15.
Water Skinned
Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Your touch extinguishes small flames.
Perform (oratory) skill checks. If you have 10 or more ranks
in one of these skills, the bonus increases to +3 for that skill. Prerequisite: Undine.
You do not get these bonuses if you do not use your voice Benefit: As a standard action, you can extinguish a small
when using the skill (such as using Bluff to feint in combat). nonmagical fire with a touch, affecting anything up to the
size of a large campfire. This ability does not affect fires with
Walking Sleight a total area greater than 5 square feet. Touching the fire in
You’ve developed your skills at picking up items while on
this way does not harm you.
the move.
Prerequisites: Deft Hands, Sleight of Hand 5 ranks. Well-Prepared
Somehow, you always seem to have the right tools or
Benefit: You no longer take the –20 penalty for attempting a supplies close at hand.
Sleight of Hand check as a move action. You can attempt a
Sleight of Hand check as a standard action in the middle of Prerequisite: Halfling.
your move action. Benefit: Once per day, when confronted with a situation
Normal: You can attempt a Sleight of Hand check as a move that calls for a particular mundane item of equipment, you
action only by taking a –20 penalty on the check. Willing may make a Sleight of Hand check with a DC of 10 plus the
Accomplice Your well-placed support can aid friends and item's cost in gold pieces to "happen" to have such an item on
allies in maintaining their most precious secrets. your person. For example, having a crowbar would be DC 12,
whereas a flask of acid would be DC 20. The item must be
Prerequisites: Cha 13, Bluff 3 ranks, Sense Motive 1 rank. something you can easily carry—if you are on foot and have
Benefit: As a standard action, you can attempt a Bluff check only a backpack, for example, you could not have a large iron
to aid another’s Disguise check. In addition, when attempting cauldron. You cannot have magical items using this feat, nor
such a check to aid a vigilante ally in maintaining that ally’s can you have specific items, such as the key to a particular
social identity, a successful check grants that ally a +5 bonus door. If you are stripped of your equipment or possessions,
instead of the normal +2. you lose the benefits of this feat until you have at least a day
to resupply and "acquire" new items. You must pay for these
items normally.

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62
Special: At the GM's option, a character can substitute the opposite of your alignment (evil if you are good, and good if
Survival skill for Sleight of Hand with this feat. Such a choice you are evil) you gain a +2 on any saving throw or opposed
is permanente. Charisma check to break free from the effect. This bonus
stacks with itself and with the bonus granted by
Wild Speech Unimpeachable Honor.
You speak with the tongue of men and beasts.
Prerequisites: Druid level 6th, wild shape class feature.
Benefit: When using wild shape to take the form in which
you cannot speak (such as an animal), you are able to speak
normally in any language you know. This allows you to cast
spells with verbal components, speak command words, and
activate spell completion and spell trigger items. However, it
does not give you the ability to cast spells requiring somatic
components unless you also have the Natural Spell feat, or
cast spells with material components merged into your form.
When using wild shape to take the form of an animal, you
may use speak with animals to communicate with animals of
your assumed form. This is a spell-like ability with a caster
level equal to your druid level, and you may use it for a
number of minutes per day equal to your druid level. These
minutes do not have to be consecutive, but must be used in
one-minute increments.

Wings of Air
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, sylph.
Benefit: Your bonus on saves against effects with the air or
electricity descriptors and effects that deal electricity damage
increases to +4. In addition, you gain a supernatural fly speed
equal to your base speed (good maneuverability). You may
only fly with this ability when wearing light armor or no
armor.

Witch Knife
You empower your witch spells by incorporating the use of
a special ceremonial knife during your castings.
Prerequisite: Witch class.
Benefit: Each day, when you prepare your spells, you can
select a masterwork or magical dagger, transforming it into a
witch knife, which serves as an additional focus component
for witch patron spells. Add +1 to the DC of all your patron
spells.

Word of Healing
Using the same divine energy as your lay on hands ability,
you can heal others at a distance.
Prerequisite: Lay on hands class feature.
Benefit: You may use your lay on hands to heal another
creature at a range of 30 feet as a standard action that does
not provoke an attack of opportunity. You must be able to
speak and have a free hand to use this ability. The target
heals half the amount they would have healed if you had
touched them, but gains the benefits of your mercies as
normal.

Zealous Mind
You are so steadfast in the principles of your alignment,
even magic has difficult swaying you.
Prerequisites: Iron Will, Unimpeachable HonorUI, lawful
alignment.
Benefit: Whenever you are under the effect of a charm or
compulsion effect cast by or coming from a source with a
chaotic alignment or an alignment on the good and evil axis

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63
COMBAT FEATS

| Classes Compendium
64
COMBAT FEATS Amateur Swashbuckler (Combat)
Any feat designated as a combat feat can be selected as a Although you're not a swashbuckler, you have and can use
fighter's bonus feat. This designation does not restrict panache.
characters of other classes from selecting these feats,
Prerequisite: No levels in a class that has the panache class
assuming that they meet the prerequisites.
feature.
Acrobatic Spellcaster (Combat) Benefit: You gain a small amount of panache and the ability
Your skillful movements prevent foes from disrupting your to perform a single 1st-level swashbuckler deed. Choose a
spells. 1st-level deed from the swashbuckler's deeds class feature
Prerequisites: Combat Casting, Skill Focus (Acrobatics). (you can't select opportune parry and riposte). Once chosen,
this deed can't be changed.
Benefit: When you succeed at an Acrobatics check to move
through a threatened square without provoking attacks of At the start of each day, you gain 1 panache point.
opportunity or to move through an enemy’s space, creatures Throughout the day, you can gain a number of panache
denied attacks of opportunity by your Acrobatics check also points, up to a maximum equal to your Charisma modifier
cannot make attacks of opportunity against you when you (minimum 1). You can regain panache points as the
cast spells for the remainder of your turn. swashbuckler's panache class feature. You can spend these
points to perform the 1st-level deed you chose upon taking
Normal: Casting a spell within an enemy’s reach provokes this feat as well as any other deeds you have gained through
attacks of opportunity even after you succeed at an feats or magic items.
Acrobatics check to move through a threatened square.
Special: If you later gain levels in a class that has the
Adder Strike (Combat) panache class feature, you can immediately trade this feat for
You can quickly apply poison to gloved hands, protected the Extra Panache feat.
feet, or other protected body parts, delivering the poison with
your unarmed strikes.
Anticipate Dodge (Combat)
Your knowledge of mobility and your attack prowess allow
Prerequisites: Poison use class feature, Craft (alchemy) 1 you to thwart elusive opponents.
rank, Improved Unarmed Strike.
Prerequisites: Dodge, Mobility; base attack bonus +7,
Benefit: As a swift action, you can apply one dose of contact brawler level 4th, or monk level 4th.
or injury poison to two body parts that you use for unarmed
strikes. You must still protect yourself against exposure to Benefit: You automatically know whether a creature you
contact poisons you apply in this way. can see has a dodge bonus to its AC. You gain up to a +2
bonus on attack rolls against a target that has a dodge bonus.
Normal: Applying poison to a weapon or single piece of This bonus cannot exceed the dodge bonus of the creature
ammunition is a standard action. you attack.

Agile Maneuvers (Combat) Arc Slinger (Combat)


You've learned to use your quickness in place of brute force You can twirl your sling in a way that maximizes its
when performing combat maneuvers. effectiveness.
Benefit: You add your Dexterity bonus to your base attack Prerequisites: Point-Blank Shot, proficient with sling or
bonus and size bonus when determining your Combat halfling sling staff.
Maneuver Bonus (see Combat) instead of your Strength
bonus. Benefit: When using a sling or sling staff, you reduce your
penalty on ranged attack rolls due to range by 2. Point-Blank
Normal: You add your Strength bonus to your base attack Shot's damage bonus applies within the first normal range
bonus and size bonus when determining your Combat increment of your sling (50 feet) or sling staff (80 feet).
Maneuver Bonus.
Arcane Armor Mastery (Combat)
Amateur Gunslinger (Combat) You have mastered the ability to cast spells while wearing
Although you are not a gunslinger, you have and can use armor.
grit.
Prerequisites: Arcane Armor Training, Medium Armor
Prerequisite: You have no levels in a class that has the grit Proficiency, caster level 7th.
class feature.
Benefit: As a swift action, reduce the arcane spell failure
Benefit: You gain a small amount of grit and the ability to chance due to the armor you are wearing by 20% for any
perform a single 1st-level deed from the gunslinger deed spells you cast this round. This bonus replaces, and does not
class feature. At the start of the day, you gain 1 grit point, stack with, the bonus granted by Arcane Armor Training.
though throughout the day you can gain grit points up to a
maximum of your Wisdom modifier (minimum 1). You can Arcane Armor Training (Combat)
regain grit using the rules for the gunslinger's grit class You have learned how to cast spells while wearing armor.
feature. You can spend this grit to perform the 1st-level deed
Prerequisites: Light Armor Proficiency, caster level 3rd.
you chose upon taking this feat, and any other deed you have
gained through feats or magic items. Benefit: As a swift action, reduce the arcane spell failure
chance due to the armor you are wearing by 10% for any
Special: If you gain levels in a class that grants the grit class
spells you cast this round.
feature, you can immediately trade this feat for the Extra Grit
feat.

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Arcane Strike (Combat) Benefit: Whenever you score a critical hit with a melee
You draw upon your arcane power to enhance your weapon, you can make a shield bash attack against the same
weapons with magical energy. target using the same bonus as a free action.

Prerequisite: Ability to cast arcane spells. Battle Cry (Combat)


Your shout heartens your allies and encourages them in the
Benefit: As a swift action, you can imbue your weapons
fight.
with a fraction of your power. For 1 round, your weapons
deal +1 damage and are treated as magic for the purpose of Prerequisites: Cha 13; base attack bonus +5 or Perform (act,
overcoming damage reduction. For every five caster levels oratory, or sing) 5 ranks.
you possess, this bonus increases by +1, to a maximum of +5
Benefit: A number of times per day equal to your Charisma
at 20th level.
bonus, you can let out a battle cry as a swift action. When you
Armor Proficiency, Heavy (Combat) do, allies within 30 feet who can hear you gain a +1 morale
You are skilled at wearing heavy armor. bonus on attack rolls and a +4 morale bonus on saving
throws against fear. This effect lasts for 1 minute.
Prerequisites: Light Armor Proficiency, Medium Armor
Proficiency. If an ally is under the effect of this feat and fails a saving
throw against a fear effect, she can choose to end the battle
Benefit: See Armor Proficiency, Light. cry's effect on her to reroll the failed save. The ally must take
the result of the reroll, even if it's lower. Each ally can use this
Normal: See Armor Proficiency, Light.
effect only once per use of this feat.
Special: Fighters and paladins automatically have Heavy
Armor Proficiency as a bonus feat. They need not select it. Befuddling Strike (Combat)
You know just where to strike to temporarily send your
Armor Proficiency, Light (Combat) enemy into a confused stupor.
You are skilled at wearing light armor.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
Benefit: When you wear a type of armor with which you base attack bonus +8.
are proficient, the armor check penalty for that armor applies
Benefit: Befuddling Strike forces a foe damaged by your
only to Dexterity- and Strength-based skill checks.
unarmed attack to attempt a Fortitude saving throw (DC = 10
Normal: A character who is wearing armor with which he is + 1/2 your character level + your Wisdom modifier), in
not proficient applies its armor check penalty to attack rolls addition to dealing damage normally. You must declare that
and to all skill checks that involve moving. you are using this feat before you make your attack roll—
thus, a failed attack roll ruins the attempt. An opponent who
Special: All characters except monks, sorcerers, and
fails this saving throw is confused for 1d4 rounds. You can
wizards automatically have Light Armor Proficiency as a
attempt to use Befuddling Strike once per day for every 4
bonus feat. They need not select it.
character levels you have, but you can use it no more than
Armor Proficiency, Medium (Combat) once per round. Constructs, incorporeal creatures, mindless
creatures, plants, undead, and creatures that are immune to
You are skilled at wearing medium armor.
critical hits cannot be affected by this ability.
Prerequisite: Light Armor Proficiency.
Betrayal Sense (Combat)
Benefit: See Armor Proficiency, Light. You can sense betrayal and intrigue as well as physical
Normal: See Armor Proficiency, Light. traps.

Special: Barbarians, clerics, druids, fighters, paladins, and Prerequisites: Wis 13, rogue level 3rd, trap sense class
rangers automatically have Medium Armor Proficiency as a feature.
bonus feat. They need not select it. Benefit: You gain a bonus on Perception checks to pierce
another creature’s disguise and Sense Motive checks to avoid
Barroom Brawler (Combat) being surprised by an attack. These bonuses are equal to the
You have learned how to mimic the combat tricks and bonus you gain from trap sense.
forms of others.
Prerequisite: Base attack bonus +4. Binding Throw (Combat)
You can strike your enemy and use the blow as an
Benefit: Once per day as a move action, you can gain the opportunity to grab and hold him.
benefit of a combat feat that you do not possess for 1 minute.
You must otherwise meet all of the feat's requirements. Prerequisites: Improved Grapple, Improved Trip,
Improved Unarmed Strike, Ki Throw.
Special: If you have the martial flexibility class feature, this
feat instead grants you one additional use per day of that Benefit: After you successfully use the Ki Throw feat on an
ability. opponent, you can use a swift action to attempt a grapple
combat maneuver against that opponent.
Bashing Finish (Combat) Normal: The grapple combat maneuver is a standard action.
You follow a powerful blow from your weapon with an
opportunistic bash from your shield. Special: A monk can gain Binding Throw as a bonus feat
starting at 14th level.
Prerequisites: Improved Shield Bash, Shield Master, Two-
Weapon Fighting, base attack bonus +11.

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66
Blood Beak (Combat) Bodyguard (Combat)
Your bleed attack is bloody and dangerous. Your swift strikes ward off enemies attacking nearby allies.
Prerequisites: Base attack bonus +5, natural weapon racial Prerequisite: Combat Reflexes.
trait, tengu.
Benefit: When an adjacent ally is attacked, you may use an
Benefit: Increase the damage of your beak attack to 1d6. attack of opportunity to attempt the aid another action to
Furthermore, when you confirm a critical hit with your beak improve your ally's AC. You may not use the aid another
attack, you also deal 1 point of bleed damage. action to improve your ally's attack roll with this attack.
Special: The bleed effect from this feat stacks with that of Normal: Aid another is a standard action.
the Bleeding Critical feat and similar effects, adding 1 point
to your bleed damage. Body Shield (Combat)
With a sly maneuver, you force a grappled opponent into
Blooded Arcane Strike (Combat) the path of an incoming attack.
Arcane energy guides your devastating attack.
Prerequisites: Dex 13, Improved Grapple, Improved
Prerequisites: Arcane Strike, ability to cast arcane spells, Unarmed Strike, base attack bonus +6.
bloodrage class feature.
Benefit: As an immediate action while you are grappling an
Benefit: While you are bloodraging, you don't need to adjacent creature, you can make a grapple combat maneuver
spend a swift action to use your Arcane Strike—it is always check against that creature to gain cover against a single
in effect. When you use this ability with Vital Strike, attack. If you are successful and the attack misses you, that
Improved Vital Strike, or Greater Vital Strike, the bonus on attack targets the creature you used as cover, using the same
damage rolls for Arcane Strike is multiplied by the number of attack roll. You cannot use this feat against a creature
times (two, three, or four) you roll damage dice for one of grappling you, and the cover you gain ends after the attack
those feats. you gained cover against is resolved.

Bloody Assault (Combat) Bonebreaker (Combat)


Sacrificing accuracy, you can inflict bloody wounds that are When your opponent is unable to adequately defend
slow to heal. against them, your precise unarmed strikes break bone and
tear tissue.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Prerequisites: Dex 13, Improved Grapple, Improved
Benefit: You can choose to take a –5 penalty on all melee
Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
attack rolls and combat maneuver checks to inflict 1d4 points
of bleed damage with your weapon melee attacks, in addition Benefit: When you make a successful Stunning Fist attempt
to the normal damage dealt by the weapon. A creature against an opponent that is grappled, helpless, or stunned,
continues to take bleed damage every round at the start of its you can forgo any other Stunning Fist effect to deal 1d6
turn. Bleed damage can be stopped by a DC 15 Heal check or Strength or Dexterity damage to that opponent.
through any magical healing. Bleed damage from this feat
does not stack with itself. You must choose to use this feat Blazing Aura (Combat)
before making the attack roll, and its effects last until your An inferno rages inside you, causing your body to radiate
next turn (although the bleeding lasts until healed, as intense heat.
normal).
Prerequisites: Inner Flame, Scorching Weapons, character
Bludgeoner (Combat) level 13th, ifrit.
You can knock foes out cold with just about any blunt Benefit: When you use Scorching Weapons, on your turn as
instrument. a free action, you may create an aura of heat that lasts for 1
round. This aura deals 1d6 points of fire damage to any
Benefit: You take no penalty on attack rolls for using a
creature that begins its turn adjacent to you.
lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a Blind-Fight (Combat)
lethal weapon to deal nonlethal damage. You cannot use a You are skilled at attacking opponents that you cannot
lethal weapon to deal nonlethal damage in a sneak attack. clearly perceive.

Special: A rogue with this feat can use a lethal bludgeoning Benefit: In melee, every time you miss because of
weapon to deal nonlethal damage with a sneak attack. concealment (see Combat), you can reroll your miss chance
percentile roll one time to see if you actually hit.
Blundering Defense (Combat)
An invisible attacker gets no advantages related to hitting
Your feverish and sometimes comical defensive techniques
you in melee. That is, you don't lose your Dexterity bonus to
offer enough distraction to aid allies.
Armor Class, and the attacker doesn't get the usual +2 bonus
Prerequisites: Cautious Fighter, halfling. for being invisible. The invisible attacker's bonuses do still
apply for ranged attacks, however.
Benefit: Whenever you fight defensively or use the total
defense action, allies gain a luck bonus to AC and CMD equal You do not need to make Acrobatics skill checks to move at
to 1/2 the dodge bonus you gain from the action you are full speed while blinded.
taking. Allies only gain this bonus while they are adjacent to
Normal: Regular attack roll modifiers for invisible attackers
you.
trying to hit you apply, and you lose your Dexterity bonus to
AC. The speed reduction for darkness and poor visibility also
applies.

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67
Special: The Blind-Fight feat is of no use against a character Special: You can only apply the effects of one of the
who is the subject of a blink spell. following feats to a given critical hit: Bull Rush Strike,
Disarming Strike, Repositioning Strike, Sundering Strike, or
Blistering Feint (Combat) Tripping Strike. You may choose to use this feat after you
Your foes flinch from the heat of your weapon, giving you make your confirmation roll.
an opportunity to slip past their defenses.
Bullying Blow (Combat)
Prerequisites: Combat Expertise, Improved Feint, ifrit.
With a simple hit, you more easily intimidate an opponent.
Benefit: You gain a +2 bonus on feint checks made while
Prerequisites: Intimidate 1 rank, orc.
wielding a weapon that deals fire damage. Anytime you
successfully feint a creature while using such a weapon, you Benefit: As a standard action, you may make a melee attack
may deal its fire damage to the enemy. with a –2 penalty on the attack roll. If the attack damages
your opponent, you may make an Intimidate check to
Blood Spurt (Combat) demoralize that opponent as a free action.
When cut in combat, you spray your blood into the faces of
your foes. Normal: Intimidating an opponent is a standard action.

Prerequisites: Base attack bonus +2, susceptibility to bleed But a Scratch (Combat)
damage. Your bravado convinces your enemies that their deadliest
attacks are mere trif les, making you seem nigh invulnerable.
Benefit: Whenever a creature adjacent to you hits you with
a melee attack that deals bleed damage, that creature must Prerequisites: Cha 13, Bluff 4 ranks.
succeed at a Fortitude save (DC = 10 + 1/2 your character
Benefit: When an opponent confirms a critical hit against
level + your Constitution modifier) or become blinded for
you with a melee weapon, you can attempt a special Bluff
1d4 rounds as your blood sprays it in the face. Additionally,
check against that opponent as an immediate action. The DC
if you have a special ability that deals bleed damage (such as
of this check is the same as the DC to demoralize the
a rogue’s bleeding strike rogue talent), as a standard action,
opponent with the Intimidate skill. If you are successful, the
you can deal 1 point of bleed damage to yourself to spray
attacking opponent is shaken for 1 round as if you had
blood in the face of an adjacent creature of your choice,
successfully demoralized it with Intimidate. Exceeding the
causing the same effect. The creature only needs to attempt
DC by 5 or more does not add to the shaken condition’s
the saving throw for the first of its attacks that deals bleed
duration. If you fail the special Bluff check granted by this
damage.
feat, you can attempt it against opponents who saw you
Break Guard (Combat) attempt the earlier check and fail, but you take a –2
You can use one of your two weapons to occupy your cumulative penalty on that Bluff check and any subsequent
opponent's defenses while attacking with the other. Bluff checks attempted in conjunction with this feat against
those opponents for 24 hours.
Prerequisites: Dex 15, Int 13, Combat Expertise, Improved
Disarm, Two-Weapon Fighting. Canny Tumble (Combat)
Your acrobatic prowess distracts your foes.
Benefit: While wielding two weapons, whenever you
successfully use one weapon to disarm an opponent, you can Prerequisites: Dodge, Mobility, Acrobatics 5 ranks.
spend a swift action to attack the opponent you attempted to
Benefit: When you use Acrobatics to move through an
disarm using your other weapon.
opponent's threatened area or space without provoking an
Brutal Coup de Grace (Combat) attack of opportunity from that opponent, you gain a +2
Your killing blows are so brutal that they scare other foes. circumstance bonus on your next melee attack roll against
that opponent and that opponent is denied its Dexterity
Prerequisites: Dazzling Display, Weapon Focus, base attack bonus to AC, as long as you make that attack before the start
bonus +5, proficiency with the selected weapon. of your next turn.
Benefit: When you deliver a coup de grace with the selected Catch Off-Guard (Combat)
weapon and kill the target, enemies within 30 feet of you who
Foes are surprised by your skilled use of unorthodox and
can see or hear you must succeed at a Will saving throw (DC
improvised weapons.
= 10 + 1/2 your character level + your Charisma bonus) or
become shaken. This is a mind-affecting fear effect. Benefit: You do not suffer any penalties for using an
improvised melee weapon. Unarmed opponents are flat-
Bull Rush Strike (Combat) footed against any attacks you make with an improvised
Your critical hits can push back your foes. melee weapon.
Prerequisites: Str 13, Improved Bull Rush, Power Attack, Normal: You take a –4 penalty on attack rolls made with an
base attack bonus +9. improvised weapon.
Benefit: Whenever you score a critical hit with a melee Cat and Mouse (Combat)
attack, you can push your opponent back, in addition to the
You can forgo an obvious counterstrike against an opponent
normal damage dealt by the attack. If your confirmation roll
to better spot breaches in its defenses.
exceeds your opponent's CMD, you may push your opponent
back as if from the bull rush combat maneuver. You do not Prerequisites: Bluff 5 ranks, Sense Motive 5 ranks,
need to move with the target if successful. This does not opportune parry and riposte deed.
provoke an attack of opportunity.
Benefit: When you use the opportune parry and riposte
Normal: You must perform a bull rush combat maneuver to deed to successfully parry an opponent’s attack, if you have
bull rush an opponent. your immediate action available and choose not to attempt a

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68
riposte, you gain a +1 dodge bonus to your AC and a +2 Chokehold (Combat)
bonus on all combat maneuver checks against the opponent While grappling, you can cut off an opponent's air and
you successfully parried for 1 round. blood supply.
Cautious Fighter (Combat) Prerequisites: Improved Grapple, Improved Unarmed
You care more about survival than victory. Strike, base attack bonus +6 or monk level 5th.
Prerequisite: Halfling. Benefit: While you have an opponent up to one size
category larger than you grappled, you can attempt a grapple
Benefit: When fighting defensively or using total defense,
combat maneuver with a –5 penalty on the check. If you
your dodge bonus to AC increases by 2.
succeed, you have pinned your opponent and hold the
Channel Smite (Combat) opponent in a chokehold. When you maintain the grapple,
you also maintain the chokehold. A creature in a chokehold
You can channel your divine energy through a melee
cannot breathe or speak, and thus cannot cast spells that have
weapon you wield.
a verbal component. An opponent you have in a chokehold
Prerequisite: Channel energy class feature. has to hold his breath or begin suffocating. Any creature that
does not breathe, is immune to bleed damage, or is immune
Benefit: Before you make a melee attack roll, you can
to critical hits is immune to the effects of your chokehold.
choose to spend one use of your channel energy ability as a
When the grapple is ended, so is the chokehold.
swift action. If you channel positive energy and you hit an
undead creature, that creature takes an amount of additional Circuitous Shot (Combat)
damage equal to the damage dealt by your channel positive You can bounce ranged attacks off objects to obscure their
energy ability. If you channel negative energy and you hit a point of origin and surprise foes.
living creature, that creature takes an amount of additional
damage equal to the damage dealt by your channel negative Prerequisites: Dex 19, Blind-Fight, Improved Precise Shot,
energy ability. Your target can make a Will save, as normal, Point-Blank Shot, Precise Shot, base attack bonus +11.
to halve this additional damage. If your attack misses, the
Benefit: You can choose to take a –2 penalty on a ranged
channel energy ability is still expended with no effect.
weapon attack to ricochet it off a stone or metal surface and
Channeling Force (Combat) resolve the attack as if it originated from the chosen ricochet
point for the purpose of determining cover (but not for
You distill your channeled energy into a sheen of force that
determining concealment). Add the entire distance the
surrounds your weapon for a limited time.
weapon or ammunition traveled to determine range penalties
Prerequisites: Ability to cast at least one force spell, channel for the attack. Bouncing a shot this way can potentially
energy class feature. enable you to make ranged attacks against foes who have
total cover against you by going around obstacles, but such a
Benefit: As a swift action, you can expend one use of
foe still has total concealment against your attack.
channel energy to grant your weapon attacks a bonus on
damage rolls equal to the number of dice of your channel Clambering Escape (Combat)
energy. This extra damage is force damage. This benefit lasts You can escape an area effect by throwing an enemy in its
for your next three weapon attacks or until the end of the path to shield yourself.
combat encounter, whichever comes first.
Prerequisites: Int 13, Combat Expertise, Improved
Charge Through (Combat) Reposition, evasion class feature.
You can overrun enemies when charging.
Benefit: When you successfully use your evasion class
Prerequisites: Str 13, Improved Overrun, Power Attack, feature to avoid taking damage from an effect that allows a
base attack bonus +1. Ref lex saving throw, you can attempt a special reposition
combat maneuver check against any one foe within reach as
Benefit: When making a charge, you can attempt to overrun
an immediate action. If successful, you switch positions with
one creature in the path of the charge as a free action. If you
the target of your combat maneuver. If your foe was not
successfully overrun that creature, you can complete the
initially within range of the effect that you evaded, it must
charge. If the overrun is unsuccessful, the charge ends in the
save against the effect as if it had been within the area of
space directly in front of that creature.
effect.
Normal: You must have a clear path toward the target of
your charge. Claw Pounce (Combat)
You can charge and make an attack with your paws.
Charging Hurler (Combat) Prerequisites: Str 13, Dex 15, Nimble Striker, base attack
You know how to use your momentum to enhance your
bonus +10, catfolk, cat's claws racial trait or Aspect of the
thrown weapon attacks.
Beast (claws of the beast manifestation).
Prerequisite: Point-Blank Shot.
Benefit: When you make a charge, you can make a full
Benefit: You can use the charge rules to make a thrown attack with your claws.
weapon attack. All the parameters of a charge apply, except
Normal: Charging is a special full-round action that limits
that you must only move closer to your opponent, and you
you to a single attack.
must end your movement within 30 feet of that opponent. If
you do, you can make a single thrown weapon attack against Cleave (Combat)
that opponent, gaining the +2 bonus on the attack roll and You can strike two adjacent foes with a single swing.
taking a –2 penalty to your AC until the start of your next
turn. Prerequisites: Str 13, Power Attack, base attack bonus +1.

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69
Benefit: As a standard action, you can make a single attack Clustered Shots (Combat)
at your full base attack bonus against a foe within reach. If You take a moment to carefully aim your shots, causing
you hit, you deal damage normally and can make an them all to strike nearly the same spot.
additional attack (using your full base attack bonus) against a
foe that is adjacent to the first and also within reach. You can Prerequisites: Point-Blank Shot, Precise Shot, base attack
only make one additional attack per round with this feat. bonus +6.
When you use this feat, you take a –2 penalty to your Armor
Benefit: When you use a full-attack action to make multiple
Class until your next turn.
ranged weapon attacks against the same opponent, total the
Cleave Through (Combat) damage from all hits before applying that opponent's damage
reduction.
You are ferocious at hewing smaller opponents.
Special: If the massive damage optional rule is being used,
Prerequisites: Str 13, Cleave, Power Attack, base attack
that rule applies if the total damage you deal with this feat is
bonus +11, dwarf.
equal to or exceeds half the opponent's full normal hit points
Benefit: When using Cleave or Great Cleave, if your initial (minimum 50 points of damage).
attack hits, you may take a single 5-foot step as a free action
before making your additional attacks. If doing so places a Cockatrice Strike (Combat)
creature within your threatened area, that creature becomes a With a single strike, you transmute flesh to stone.
legal target for your additional Cleave attack(s) as long as it
Prerequisites: Improved Unarmed Strike, Gorgon's Fist,
meets all the other prerequisites.
Medusa's Wrath, base attack bonus +14.
Normal: You may only make additional attacks with Cleave
Benefit: As a full-round action, you can make a single
against creatures you threaten when you make your initial
unarmed strike against a dazed, flat-footed, paralyzed,
attack.
staggered, stunned, or unconscious foe. If that attack is a
Cleaving Finish (Combat) critical hit, the target is petrified unless it succeeds on a
Fortitude saving throw with a DC of 10 + 1/2 your character
When you strike down an opponent, you can continue your
level + your Wisdom modifier. This is a supernatural
swing into another target.
polymorph effect.
Prerequisites: Str 13, Cleave, Power Attack.
Combat Expertise (Combat)
Benefit: If you make a melee attack, and your target drops You can increase your defense at the expense of your
to 0 or fewer hit points as a result of your attack, you can accuracy.
make another melee attack using your highest base attack
bonus against another opponent within reach. You can make Prerequisite: Int 13.
only one extra attack per round with this feat.
Benefit: You can choose to take a –1 penalty on melee attack
Close-Quarters Thrower (Combat) rolls and combat maneuver checks to gain a +1 dodge bonus
to your Armor Class. When your base attack bonus reaches
You are agile enough to avoid melee attacks while throwing
+4, and every +4 thereafter, the penalty increases by –1 and
weapons or bombs.
the dodge bonus increases by +1. You can only choose to use
Prerequisites: Dex 13, Dodge, Weapon Focus with selected this feat when you declare that you are making an attack or a
thrown weapon. full-attack action with a melee weapon. The effects of this feat
last until your next turn.
Benefit: Choose a type of thrown weapon. You do not
provoke attacks of opportunity for making ranged attacks Combat Patrol (Combat)
using the selected weapon. If you are an alchemist, and you You range across the battlefield, dealing with threats
select this feat and choose alchemist bombs, you do not wherever they arise.
provoke attacks of opportunity for the process of drawing
components of, creating, and throwing a bomb. Prerequisites: Combat Reflexes, Mobility, base attack bonus
+5.
Normal: Making a ranged attack provokes attacks of
opportunity. Benefit: As a full-round action, you may set up a combat
patrol, increasing your threatened area by 5 feet for every 5
Cloven Helm (Combat) points of your base attack bonus. Until the beginning of your
Your helm turns aside lethal blows. next turn, you may make attacks of opportunity against any
opponent in this threatened area that provokes attacks of
Prerequisites: Dented Helm, Hard-Headed, base attack
opportunity. You may move as part of these attacks,
bonus +11, dwarf.
provided your total movement before your next turn does
Benefit: When wearing a helmet, you add +1 to your AC not exceed your speed. Any movement you make provokes
against critical hit confirmation rolls; this benefit stacks with attacks of opportunity as normal.
Dented Helm. When you use Dented Helm to deflect a
critical hit, you may apply all damage from the critical hit to Combat Reflexes (Combat)
your helmet before applying any damage to yourself. If you You can make additional attacks of opportunity.
take no damage, any additional effects, such as critical feats Benefit: You may make a number of additional attacks of
or poison, are negated. opportunity per round equal to your Dexterity bonus. With
this feat, you may also make attacks of opportunity while
flat-footed.

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70
Normal: A character without this feat can make only one Special: Starting at 6th level, a ranger with the archery
attack of opportunity per round and can't make attacks of combat style may select Crossbow Mastery as a combat style
opportunity while flat-footed. feat.
Special: The Combat Reflexes feat does not allow a rogue to Crusader's Fist (Combat)
use her opportunist ability more than once per round. You pour divine energy into the enemy you strike.
Combat Style Master (Combat) Prerequisites: Lay on hands class feature or touch of
You shift between combat styles, combining them to corruption class feature, Improved Unarmed Strike, base
increased effect. attack bonus +6.
Prerequisites: Improved Unarmed Strike, two or more style Benefit: When you attack with an unarmed strike and hit a
feats, base attack bonus +6 or monk level 5th. creature that you can harm with your lay on hands or touch
of corruption feature, you can use a swift action to expend a
Benefit: You can switch your style as a free action. At the
daily use of that feature to deal its normal damage as if you
start of combat, pick one of your styles. You start the combat
had hit with the feature's normal touch attack. This extra
in that style, even in the surprise round.
damage is not multiplied if you scored a critical hit.
Normal: It takes a swift action to begin or switch your
styles. Crushing Blow (Combat)
Your focus allows you to smash your enemy's defenses.
Counter Reflexes (Combat) Prerequisites: Improved Unarmed Strike, Stunning Fist.
Your opponent's advanced training in moving around you
is surpassed only by your readiness for it. Benefit: You can make a Stunning Fist attempt as a full-
round action. If successful, instead of stunning your target,
Prerequisites: Anticipate Dodge, Dodge, Mobility; base
you reduce the target's AC by an amount equal to your
attack bonus +9, brawler level 6th, or monk level 6th.
Wisdom modifier for 1 minute. This penalty does not stack
Benefit: Opponents with the Mobility feat do not gain the with other penalties applied due to Crushing Blow.
dodge bonus granted by that feat when they provoke attacks
of opportunity by moving out of or within your threatened Cunning Intuition (Combat)
area. You can read your foe’s body language to gauge your foe
and gain an edge in combat.
Counterpunch (Combat) Prerequisites: Alertness, Improved Initiative, Lightning
With deft reflexes, you capitalize on opponents' mistakes.
Reflexes, Quick Draw, Ready for Anything, base attack bonus
Prerequisites: Dex 18, Combat Reflexes, Improved +13 or rogue level 13th, Sense Motive 13 ranks.
Unarmed Strike, Weapon Focus (unarmed strike); base attack
Benefit: When you ready an action, you do not need to
bonus +16 or brawler level 12th.
declare what action you will take, only the trigger for that
Benefit: Once per round, when you are fighting unarmed action and an action type (either standard, move, swift, or
with both hands free and an opponent misses you with a free). If you choose the standard action type, you can take a
melee attack, the opponent provokes an attack of opportunity move action instead when your readied action triggers. When
from you. You must use an unarmed strike for this attack of the condition triggers, you can choose a specific action of the
opportunity. appropriate type to take.

Covering Defense (Combat) Dastardly Finish (Combat)


You are skilled at protecting yourself and your allies with You can take advantage of an enemy's debilitated state to
your shield. attempt a coup de grace.

Prerequisites: Shield Focus, base attack bonus +6. Prerequisite: Sneak attack +5d6.

Benefit: When you use the total defense action while using Benefit: You can deliver a coup de grace to cowering or
a light, heavy, or tower shield, you can provide a cover bonus stunned targets.
to AC against all attacks to an adjacent ally your size or
Normal: You can only coup de grace helpless targets.
smaller. This cover bonus is equal to your shield's shield
bonus and lasts until the beginning of your next turn. Your Dazing Assault (Combat)
shield does not provide a cover bonus to Reflex saves. You can daze foes with wild attacks.
Crossbow Mastery (Combat) Prerequisites: Str 13, Power Attack, base attack bonus +11.
You can load crossbows with blinding speed and even fire
Benefit: You can choose to take a –5 penalty on all melee
them in melee with little fear of reprisal.
attack rolls and combat maneuver checks to daze opponents
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, you hit with your melee attacks for 1 round, in addition to
Rapid Shot. the normal damage dealt by the attack. A successful Fortitude
save negates the effect. The DC of this save is 10 + your base
Benefit: The time required for you to reload any type of
attack bonus. You must choose to use this feat before making
crossbow is reduced to a free action, regardless of the type of
the attack roll, and its effects last until your next turn.
crossbow used. You can fire a crossbow as many times in a
full attack action as you could attack if you were using a bow. Dazing Fist (Combat)
Reloading a crossbow for the type of crossbow you chose You know just where to strike to daze your foe.
when you took Rapid Reload no longer provokes attacks of
opportunity. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
base attack bonus +4.

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Benefit: You must declare that you are using this feat before Death or Glory (Combat)
you make your attack roll (thus, a failed attack roll ruins the Even when facing a larger foe, you aren't afraid to take
attempt). Dazing Fist forces a foe damaged by your unarmed great risks in order to finish the fight.
attack to attempt a Fortitude saving throw (DC = 10 + 1/2
your character level + your Wisdom modifier), in addition to Prerequisites: Str 13, Power Attack, base attack bonus +6.
dealing damage normally. A foe who fails this saving throw
Benefit: Against a creature of size Large or larger, you can
is dazed for 1 round, until just before your next turn. You can
make a single melee attack as a full-round action, gaining a
attempt to use Dazing Fist once per day for every 4 character
+4 bonus on the attack roll, damage roll, and critical
levels you have, but no more than once per round.
confirmation roll. You gain an additional +1 on this bonus at
Constructs, incorporeal creatures, plants, undead, and
base attack bonus +11, +16, and +20 (for a maximum of +7 at
creatures that are immune to critical hits cannot be affected
base attack +20). After you resolve your attack, the opponent
by this ability.
you attack can spend an immediate action to make a single
Dazzling Display (Combat) melee attack against you with the same bonuses.
Your skill with your favored weapon can frighten enemies. Special: You can combine the full-round action attack this
feat allows with the benefit of Vital Strike, Improved Vital
Prerequisite: Weapon Focus, proficiency with the selected
Strike, or Greater Vital Strike.
weapon.
Benefit: While wielding the weapon in which you have Deathless Initiate (Combat)
Weapon Focus, you can perform a bewildering show of For you, impending death is a call to wrath.
prowess as a full-round action. Make an Intimidate check to
Prerequisites: Str 13, Con 13, orc or half-orc, Diehard,
demoralize all foes within 30 feet who can see your display.
Endurance, base attack bonus +6.
Deadly Aim (Combat) Benefit: You are not staggered while using the Diehard feat,
You can make exceptionally deadly ranged attacks by but if you take a move and a standard action or a full-round
pinpointing a foe's weak spot, at the expense of making the action while you are at 0 or fewer hit points you take 1 point
attack less likely to succeed. of damage. Further, while using the Diehard feat, you gain a
+2 bonus on melee attacks and damage rolls.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged Deathless Master (Combat)
attack rolls to gain a +2 bonus on all ranged damage rolls. Even if you suffer a grievous wound, you can shrug off the
When your base attack bonus reaches +4, and every +4 damage and continue your relentless assault.
thereafter, the penalty increases by –1 and the bonus to
Prerequisites: Str 13, Con 15, orc or half-orc, Deathless
damage increases by +2. You must choose to use this feat
Initiate, Diehard, Endurance, Ironhide**, base attack bonus
before making an attack roll and its effects last until your next
+9.
turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage. Benefit: When you are at 0 or fewer hit points, you do not
lose 1 hit point when you take an action.
Deadly Finish (Combat)
Your attacks don't just fell your opponents—they kill them Deathless Zealot (Combat)
outright. Only the most serious wounds can stop you.
Prerequisite: Base attack bonus +11. Prerequisites: Str 13, Con 17, orc or half-orc, Deathless
Initiate, Deathless Master, Diehard, Endurance, Ironhide**,
Benefit: When you hit with a melee attack and reduce your
base attack bonus +12.
opponent to –1 or fewer hit points, you can force that
opponent to succeed at a Fortitude save (DC 15 + the damage Benefit: Whenever a creature rolls to confirm a critical hit
your attack dealt) or die. against you, it must roll twice and take the lowest result.

Deadly Stroke (Combat) Defensive Combat Training (Combat)


With a well-placed strike, you can bring a swift and painful You excel at defending yourself from all manner of combat
end to most foes. maneuvers.
Prerequisites: Dazzling Display, Greater Weapon Focus, Benefit: You treat your total Hit Dice as your base attack
Shatter Defenses, Weapon Focus, proficiency with the bonus when calculating your Combat Maneuver Defense (see
selected weapon, base attack bonus +11. Combat).
Benefit: As a standard action, make a single attack with the Defensive Weapon Training (Combat)
weapon for which you have Greater Weapon Focus against a You know how to defend yourself against a certain class of
stunned or flat-footed opponent. If you hit, you deal double weaponry.
the normal damage and the target takes 1 point of
Constitution bleed (see Conditions). The additional damage Prerequisites: Int 13, base attack bonus +5.
and bleed is not multiplied on a critical hit.
Benefit: Choose a weapon group from the fighter's weapon
Death from Above (Combat) training class ability list (except natural weapons). You gain a
+2 dodge bonus on AC when an opponent attacks you using
You allow gravity to add extra force to your charges.
a weapon from that group. If you also have the weapon
Benefit: Whenever you charge an opponent from higher training class feature in the selected group, your dodge bonus
ground, or from above while flying, you gain a +5 bonus on from this feat increases to +3.
attack rolls in place of the bonuses from charging and being
on higher ground.

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72
Special: You can select this feat more than once. Its effects Devastating Strike (Combat)
do not stack. Each time you select this feat, it applies to a Pitting all of your strength and resolve against your enemy,
different weapon group. you deliver a strike that is impossible to ignore.
Deflect Arrows (Combat) Prerequisites: Vital Strike, base attack bonus +9.
You can knock arrows and other projectiles off course,
Benefit: Whenever you use Vital Strike, Improved Vital
preventing them from hitting you.
Strike, or Greater Vital Strike, you gain a +2 bonus on each
Prerequisites: Dex 13, Improved Unarmed Strike. extra weapon damage dice roll those feats grant (+6
maximum). This bonus damage is multiplied on a critical hit.
Benefit: You must have at least one hand free (holding
nothing) to use this feat. Once per round when you would Disarming Strike (Combat)
normally be hit with an attack from a ranged weapon, you Your critical hits can disarm your foes.
may deflect it so that you take no damage from it. You must
be aware of the attack and not flat-footed. Attempting to Prerequisites: Int 13, Combat Expertise, Improved Disarm,
deflect a ranged attack doesn't count as an action. Unusually base attack bonus +9.
massive ranged weapons (such as boulders or ballista bolts)
Benefit: Whenever you score a critical hit with a melee
and ranged attacks generated by natural attacks or spell
attack, you can disarm your opponent, in addition to the
effects can't be deflected.
normal damage dealt by the attack. If your confirmation roll
Demoralizing Lash (Combat) exceeds your opponent's CMD, you may disarm your
opponent as if from the disarm combat maneuver. This does
You cow your enemies with the lash of a whip.
not provoke an attack of opportunity.
Prerequisites: Base attack bonus +1, Intimidate 1 rank,
Normal: You must perform a disarm combat maneuver to
hobgoblin.
disarm an opponent.
Benefit: To use this feat, you must use a whip (or another
Special: You can only apply the effects of one of the
weapon in the flails fighter weapon group) to attack a foe
following feats to a given critical hit: Bull Rush Strike,
demoralized by an Intimidate check. If the attack hits, you
Disarming Strike, Repositioning Strike, Sundering Strike, or
extend the duration the creature is shaken by 1 round. This
Tripping Strike. You may choose to use this feat after you
feat has no effect on creatures whose shaken conditions are
make your confirmation roll.
from sources other than Intimidate checks.

Dented Helm (Combat) Disengaging Feint (Combat)


You can feint to disengage from combat.
Your helm protects you from hard hits.
Prerequisites: Int 13, Combat Expertise, Improved Feint.
Prerequisites: Hard-Headed, base attack bonus +6, dwarf.
Benefit: As a standard action, use Bluff to feint against an
Benefit: When wearing a helmet, you add +1 to your AC
opponent. Instead of denying that opponent his Dexterity
against critical hit confirmation rolls. When a critical hit is
bonus to AC, a successful feint allows you to move up to
confirmed against you, as an immediate action, you can
your speed without provoking an attack of opportunity from
apply half of the damage from the attack to your helmet
the opponent you feinted for leaving the square you start in.
rather than yourself, applying hardness as normal. If the
damage destroys your helmet, any leftover damage is applied Disengaging Flourish (Combat)
to you. After using this feat, you are staggered until the end
Distracting your opponents gives you the opportunity to
of your next turn. You may not use this feat if your helmet
make a swift retreat.
has the broken condition or the attack ignores armor bonuses
to AC. Prerequisites: Int 13, Combat Expertise, Disengaging Feint,
Improved Feint.
Desperate Swing (Combat)
You land your most telling blows in desperate situations. Benefit: As a standard action, make a Bluff check against
each opponent that currently threatens you. If you succeed
Prerequisites: Cautious Fighter, base attack bonus +1, against at least one opponent, you can move up to your
halfling. speed. This movement does not provoke attacks of
opportunity from any opponent you succeeded at feinting
Benefit: Once per day, you can make a single melee attack
against.
while taking the total defense action. You take a –4 penalty
on attack rolls when making this attack. You also gain a +4 Disengaging Shot (Combat)
bonus on critical confirmation rolls made while fighting
You make one last attack before beating a hasty retreat.
defensively or making an attack of opportunity using this
feat. Prerequisites: Int 13, Combat Expertise, Disengaging Feint,
Dodge, Improved Feint, Mobility.
Destroyer's Blessing (Combat)
Breaking things adds to your power. Benefit: Whenever you use Disengaging Feint or
Disengaging Flourish, you can make a single melee attack
Prerequisites: Half-orc or orc, rage class feature. against one opponent you succeeded at feinting against. That
opponent is denied his Dexterity bonus to AC against this
Benefit: When you are raging and you succeed at a sunder
attack.
combat maneuver, you regain 1 round of rage. If the sunder
attempt causes the object to gain the broken condition, you
heal 1 hit point. You can only gain these benefits once per
round.

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73
Disheartening Display (Combat) Domain Strike (Combat)
Your show of prowess further demoralizes others. You unleash a domain power upon your enemy as part of
your unarmed strike.
Prerequisites: Dazzling Display, Weapon Focus, base attack
bonus +6, proficiency with chosen weapon. Prerequisites: Domain class feature, Improved Unarmed
Strike.
Benefit: When you successfully use Dazzling Display
against any shaken, frightened, or panicked opponents, their Benefit: When you gain this feat, choose one domain-
fear increases by one step. An already panicked creature granted power that you can use to affect no more than one
demoralized by this feat cowers. Once affected by this feat, a opponent. If you make a successful unarmed strike against an
creature cannot be affected by it again (by you or anyone opponent, in addition to dealing your unarmed strike
else) for 24 hours. damage, you can use a swift action to deliver the effects of
the chosen granted power to that opponent. Doing so
Disrupting Fist (Combat) provokes no attacks of opportunity.
Your powerful fists can reduce undead foes to dust.
Special: You can take this feat multiple times. Each time
Prerequisites: Channel Smite, Improved Unarmed Strike, you take it, you apply it to a different qualifying domain
base attack bonus +9, channel positive energy 4d6. power.
Benefit: On a confirmed critical hit using an unarmed strike Double Slice (Combat)
against an undead creature, you can expend two uses of your
Your off-hand weapon while dual-wielding strikes with
channel energy ability as a swift action to destroy that
greater power.
undead creature. The undead creature can negate this effect
with a successful Will saving throw (DC = 10 + your base Prerequisite: Dex 15, Two-Weapon Fighting.
attack bonus).
Benefit: Add your Strength bonus to damage rolls made
Disrupting Shot (Combat) with your off-hand weapon.
With a well-placed shot, you make it harder for a nearby Normal: You normally add only half of your Strength
opponent to cast spells. modifier to damage rolls made with a weapon wielded in
Prerequisites: Dex 13, Point-Blank Shot, fighter level 6th. your off-hand.

Benefit: If you ready an action to shoot an opponent casting Drag Down (Combat)
a spell within 30 feet and successfully hit that opponent with When you are knocked prone, you are skilled at bringing
a ranged attack, the concentration DC to successfully cast the your opponent down with you.
spell is increased by +4.
Prerequisites: Int 13, Combat Expertise, Improved Trip.
Disruptive (Combat) Benefit: Whenever an opponent successfully trips you, you
Your training makes it difficult for enemy spellcasters to can attempt to trip that opponent as an immediate action.
safely cast spells near you.
Prerequisites: 6th-level fighter.
Draining Strike (Combat)
With a well-aimed strike, you cause your target to become
Benefit: The DC to cast spells defensively increases by +4 fatigued or exhausted.
for all enemies that are within your threatened area. This
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
increase to casting spells defensively only applies if you are
base attack bonus +8.
aware of the enemy's location and are capable of taking an
attack of opportunity. If you can only take one attack of Benefit: You must declare that you are using this feat before
opportunity per round and have already used that attack, this you make your attack roll (thus, a failed attack roll ruins the
increase does not apply. attempt). Draining Strike forces a foe that was damaged by
your unarmed attack to attempt a Fortitude saving throw
Distance Thrower (Combat) (DC = 10 + 1/2 your character level + your Wisdom
You are accurate with thrown weapons at longer ranges modifier), in addition to dealing damage normally. An
than normal. opponent who fails this saving throw is fatigued for 1 minute
Prerequisite: Str 13. or until the foe is subject to any spell or effect that heals hit
point damage. If you have a base attack bonus of +14 or
Benefit: With a thrown weapon, you reduce your penalty higher, the target is exhausted for the same duration instead.
on ranged attack rolls due to range by 2. You can attempt to use Draining Strike once per day for
every 4 character levels you have, but you can use it no more
Dodge (Combat) than once per round. Constructs, incorporeal creatures,
Your training and reflexes allow you to react swiftly to plants, undead, and creatures that are immune to critical hits
avoid an opponents' attacks. cannot be affected by this ability.
Prerequisite: Dex 13.
Dreadful Carnage (Combat)
Benefit: You gain a +1 dodge bonus to your AC. A Slaying an enemy demoralizes your other nearby foes.
condition that makes you lose your Dex bonus to AC also
Prerequisites: Str 15, Power Attack, Furious Focus, base
makes you lose the benefits of this feat.
attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit
points, you can make an Intimidate check to demoralize all
enemies within 30 feet as a free action. Enemies that cannot

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74
see both you and the enemy you reduced to 0 or fewer hit Exotic Weapon Proficiency (Combat)
points are unaffected. Choose one type of exotic weapon, such as the spiked chain
or whip. You understand how to use that type of exotic
Eldritch Claws (Combat) weapon in combat, and can utilize any special tricks or
Who needs magic weapons? Eldritch tricks are no match for
qualities that exotic weapon might allow.
your bestial ferocity.
Prerequisite: Base attack bonus +1.
Prerequisites: Str 15, natural weapons, base attack bonus
+6. Benefit: You make attack rolls with the weapon normally.
Benefit: You natural weapons are considered both magic Normal: A character who uses a weapon with which he is
and silver for purpose of overcoming damage reduction. not proficient takes a –4 penalty on attack rolls.

Elemental Fist (Combat) Special: You can gain Exotic Weapon Proficiency multiple
You empower your strike with elemental energy times. Each time you take the feat, it applies to a new type of
exotic weapon.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike,
base attack bonus +8. Extreme Prejudice (Combat)
Your hatred of a particular type of creature has honed your
Benefit: When you use Elemental Strike pick one of the
killer instinct.
following energy types: acid, cold, electricity, or fire. On a
successful hit, the attack deals damage normally plus 1d6 Prerequisites: Seething Hatred, sneak attack +3d6, studied
points of damage of the chosen type. You must declare that target class feature.
you are using this feat before you make your attack roll (thus
Benefit: When you succeed at a sneak attack against a
a failed attack roll ruins the attempt). You may attempt an
creature you selected as the target of your Seething Hatred
elemental fist attack once per day for every four levels you
feat, you use d8s to roll sneak attack damage instead of d6s.
have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist Faerie's Strike (Combat)
as a bonus feat at 1st level, even if he does not meet the Ephemeral wisps of nature spirits dance about those you
prerequisites. A monk may attempt an Elemental Fist attack a strike.
number of times per day equal to his monk level, plus one
Prerequisites: Nature Magic or the ability to cast druid or
more time per day for every four levels he has in classes other
ranger spells; Vital Strike, Knowledge (nature) 5 ranks.
than monk.
Benefit: When you use Vital Strike (or Improved Vital
Elven Accuracy (Combat) Strike or Greater Vital Strike), the creature you hit with the
Your sharp eyesight makes difficult shots easier. attack must succeed at a Will save (DC = 10 + 1/2 your
character level + your Wisdom modifier) or be illuminated as
Prerequisite: Elf.
if by faerie fire for 1 minute. You can use this benefit a number
Benefit: If you miss due to concealment when making a of times per day equal to your Wisdom modifier (minimum
ranged attack with a longbow or shortbow (including 1).
composite bows), you can reroll your miss chance roll one
time to see if you actually hit. False Opening (Combat)
When you make a ranged attack while threatened, you can
Elven Battle Training (Combat) fool your opponent into thinking he has an opening.
You have been specially trained to wield a variety of
Prerequisites: Dex 13, Dodge, Close Quarters Thrower or
traditional elven weapons.
Point-Blank Master, Weapon Focus with selected ranged
Prerequisites: Base attack bonus +1, elf. weapon.
Benefit: You have received special training with traditional Benefit: Choose a ranged weapon or a thrown weapon.
elven weapons (longbows, composite longbows, longswords, When you make a ranged attack using that weapon, you can
rapiers, shortbows, composite shortbows, and any weapon choose to provoke an attack of opportunity from one or more
with the word "elven" in its name). You receive a +2 bonus to opponents who threaten you. You gain a +4 dodge bonus
your CMD against disarm and sunder maneuvers directed at against such attacks. An opponent that makes such an attack
one of these weapons you are wielding. In addition, if you and misses you loses his Dexterity bonus to AC against you
are wielding one of these melee weapons, you may make an until the end of your turn.
additional attack of opportunity each round (this bonus
stacks with Combat Reflexes). Far Shot (Combat)
You are more accurate at longer ranges.
Enforcer (Combat)
Prerequisites: Point-Blank Shot.
You are skilled at causing fear in those you brutalize.
Benefit: You only suffer a –1 penalty per full range
Prerequisite: Intimidate 1 rank.
increment between you and your target when using a ranged
Benefit: Whenever you deal nonlethal damage with a melee weapon.
weapon, you can make an Intimidate check to demoralize
Normal: You suffer a –2 penalty per full range increment
your target as a free action. If you are successful, the target is
between you and your target.
shaken for a number of rounds equal to the damage dealt. If
your attack was a critical hit, your target is frightened for 1
round with a successful Intimidate check, as well as being
shaken for a number of rounds equal to the damage dealt.

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75
Felling Escape (Combat) points, thereby killing you), you may spend 1 round of rage
Through the use of fluid contortions and manipulations of to reduce the damage by 1 hit point (leaving you perilously
leverage, you can throw your opponent to the ground after close to death at –17 hit points); if you spend 17 rounds of
escaping a grapple. rage, you reduce the damage to 1 (the minimum), leaving
you with 1 hit point.
Prerequisites: Int 13, Combat Expertise, Improved Trip.
Note: If this damage still makes you fall unconscious, your
Benefit: When you break an opponent's grapple with a rage ends just like it normally would, lowering your
combat maneuver check or Escape Artist check, you can Constitution to its normal value and reducing your hit point
spend a swift action to make a trip attempt against that total as normal. Therefore, it is possible to use this feat to
opponent. prevent yourself from instantly dying, yet you still die
because your negative hit points exceed your normal
Felling Smash (Combat) Constitution score—take your normal Constitution into
You commit all your focus to a devastating blow, trying to account when deciding how many rounds of rage to spend
crush your opponent to the ground. with this feat.
Prerequisites: Int 13, Str 13, Combat Expertise, Improved
Trip, Power Attack, base attack bonus +6.
Final Embrace (Combat)
Your coils are particularly deadly, allowing you to constrict
Benefit: If you use the attack action to make a single melee opponents of your size or smaller.
attack at your highest base attack bonus while using Power
Prerequisites: Str 13, Int 3; naga, serpentfolk, or creature
Attack and you hit an opponent, you can spend a swift action
that has the constrict special attack as a racial ability; base
to attempt a trip combat maneuver against that opponent.
attack bonus +3.
Fencing Grace (Combat) Benefit: You gain the constrict and grab special attacks.
Your dashing style and f luid rapier forms allow you to use Your constrict attack deals damage equal to your unarmed
agility rather than brute force to fell your foes. strike or primary natural weapon melee attack. Further, you
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus can grab and constrict opponents up to your size.
(rapier). Normal: You can grab and constrict creatures one size
Benefit: When wielding a rapier one-handed, you can add smaller than you.
your Dexterity modifier instead of your Strength modifier to
that weapon’s damage. The rapier must be one appropriate
Final Embrace Horror (Combat)
Your constricting attack has become stronger and more
for your size. You do not gain this benefit while fighting with
lethal.
two weapons or using f lurry of blows, or anytime another
hand is otherwise occupied. Prerequisites: Str 15, Int 3; naga, serpentfolk, or creature
that has the constrict special attack; Final Embrace; base
In addition, if you have the panache class feature, you gain
attack bonus +6.
a +2 bonus to your CMD against attempts to disarm you of
your rapier while you have at least 1 panache point. Benefit: A creature that takes damage from your constrict
attack is also shaken until the start of your next turn.
Feral Combat Training (Combat)
You were taught a style of martial arts that relies on the Final Embrace Master (Combat)
natural weapons from your racial ability or class feature. Few creatures can survive the crushing horror of your Final
Embrace.
Prerequisites: Improved Unarmed Strike, Weapon Focus
with selected natural weapon. Prerequisites: Str 17, Int 3; naga, serpentfolk, or creature
that has the constrict special attack; Final Embrace; Final
Benefit: Choose one of your natural weapons. While using
Embrace Horror; base attack bonus +9.
the selected natural weapon, you can apply the effects of feats
that have Improved Unarmed Strike as a prerequisite. Benefit: Double the number of damage dice for your
constrict special attack.
Special: If you are a monk, you can use the selected natural
weapon with your flurry of blows class feature. Fire Hand (Combat)
Ferocious Tenacity (Combat) Born with a torch in your hand, you have a gift with
anything that burns.
You spit in the face of death.
Prerequisite: Goblin.
Prerequisites: Ferocity racial trait, half-orc or orc, rage class
feature. Benefit: You can wield a torch as a weapon without taking
the nonproficient penalty and gain a +1 bonus on attack rolls
Benefit: Once per day when raging, if you are hit by an
with melee weapons that deal fire damage.
attack that would deal enough hit points of damage to kill
you (negative hit points equal to your Constitution score), as Flanking Foil (Combat)
an immediate action you may expend 1 or more rounds of
Fighting multiple foes is easy for you.
rage to negate some of this damage and keep yourself alive.
Each round of rage you spend reduces the attack's damage by Benefit: Whenever you hit an adjacent opponent with a
1 point, but cannot reduce the damage taken below 1 hit melee attack, until the start of your next turn, that opponent
point. does not gain any flanking bonus on attack rolls while it is
flanking you and cannot deal sneak attack damage to you. It
For example, if you are raging, have a raging Constitution
can still provide a flank for its allies.
score of 18, are currently at 2 hit points, and take 20 hit points
of damage from a hit (which is enough to bring you to –18 hit

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76
Focused Shot (Combat) attacks made against humanoids (giant) gain a +2
Your anatomical insight adds deadliness to your shots. circumstance bonus on attack rolls.

Prerequisites: Int 13, Point Blank Shot, Precise Shot. Gloom Strike (Combat)
Few creatures are as accustomed to fighting in the shadows
Benefit: As a standard action, you may make an attack with
as you.
a bow or crossbow and add your Intelligence modifier on the
damage roll. You must be within 30 feet of your target to deal Prerequisites: Blind-Fight, fetchling.
this extra damage. Creatures immune to critical hits and
Benefit: When you are within an area of dim light or
sneak attacks are immune to this extra damage.
darkness, you gain a +1 bonus on attack rolls against enemies
Special: Starting at 2nd level, a ranger with the archery that are also within dim light or darkness.
combat style may select Focused Shot as a combat style feat.
Gnome Weapon Focus (Combat)
Following Step (Combat) Your extensive training with traditional gnome weapons
You can repeatedly close the distance when foes try to move gives you an advantage.
away, without impeding your normal movement.
Prerequisites: Base attack bonus +1, gnome, proficient with
Prerequisites: Dex 13, Step Up. all martial weapons.
Benefit: When using the Step Up feat to follow an adjacent Benefit: You gain a +1 bonus on attack rolls with gnome
foe, you may move up to 10 feet. You may still take a 5-foot weapons (weapons with "gnome" in the title).
step during your next turn, and any movement you make
using this feat does not subtract any distance from your Goblin Cleaver (Combat)
movement during your next turn. You are ferocious at hewing smaller opponents.

Normal: You can only take a 5-foot step to follow an Prerequisites: Str 13, Cleave, Power Attack, dwarf.
opponent using Step Up.
Benefit: When using Cleave or Great Cleave, if your initial
Fortified Armor Training (Combat) attack hits, you may take your additional attacks against any
creature smaller than you that you threaten; your targets
You have learned to let your armor bear the brunt of the
need not be adjacent to one another. Additional attacks you
worst attacks.
make against humanoids (goblinoid) gain a +2 circumstance
Prerequisite: Proficient with armor or shield. bonus on attack rolls.
Benefit: If an opponent scores a critical hit against you, you Goblin Gunslinger (Combat)
can turn the critical hit into a normal hit. If you do, either You have learned how to fire the big guns.
your armor or your shield gains the broken condition (your
choice). Prerequisite: Goblin.

Furious Focus (Combat) Benefit: You can wield Medium firearms without taking the
penalty for an inappropriately sized weapon.
Even in the midst of fierce and furious blows, you can find
focus in the carnage and your seemingly wild blows strike Normal: You take a –2 penalty when using an
home. inappropriately sized weapon.
Prerequisites: Str 13, Power Attack, base attack bonus +1. Gorgon's Fist (Combat)
Benefit: When you are wielding a two-handed weapon or a With one well-placed blow, you leave your target reeling.
one-handed weapon with two hands, and using the Power
Prerequisites: Improved Unarmed Strike, Scorpion Style,
Attack feat, you do not suffer Power Attack's penalty on
base attack bonus +6.
melee attack rolls on the first attack you make each turn. You
still suffer the penalty on any additional attacks, including Benefit: As a standard action, make a single unarmed melee
attacks of opportunity. attack against a foe whose speed is reduced (such as from
Scorpion Style). If the attack hits, you deal damage normally
Gang Up (Combat) and the target is staggered until the end of your next turn
You are adept at using greater numbers against foes. unless it makes a Fortitude saving throw (DC 10 + 1/2 your
character level + your Wis modifier). This feat has no effect
Prerequisites: Int 13, Combat Expertise.
on targets that are staggered.
Benefit: You are considered to be flanking an opponent if at
least two of your allies are threatening that opponent, Gory Finish (Combat)
regardless of your actual positioning. By drawing upon wells of savagery, you can slay your foe
in creative and horrifyingly gruesome manners, intimidating
Normal: You must be positioned opposite an ally to flank nearby foes.
an opponent.
Prerequisites: Dazzling Display, Weapon Focus.
Giant Killer (Combat)
Benefit: When you use the attack action, you can use a
Your cleaving strokes menace giants and larger foes.
weapon with which you have Weapon Focus to make a single
Prerequisites: Str 13, Cleave, Goblin Cleaver, Orc Hewer, attack at your highest base attack bonus. If you reduce your
Power Attack, Strike Back, base attack bonus +11, dwarf. target to negative hit points, you can spend a swift action to
make an Intimidate check to demoralize all foes within 30
Benefit: This functions as Goblin Cleaver, but your
feet who could see your attack.
additional attacks can be made against creatures one size
category larger than you or smaller. In addition, any such

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Graceful Steal (Combat) If you successfully pinpoint an invisible or hidden attacker,
You can steal with surprising subtlety. that attacker gets no advantages related to hitting you with
ranged attacks, regardless of the range. That is, you don't lose
Prerequisites: Dex 13, Agile Maneuvers, Improved Steal, your Dexterity bonus to Armor Class, and the attacker
Sleight of Hand 3 ranks. doesn't get the usual +2 bonus for being invisible.
Benefit: When attempting Sleight of Hand checks to lift or Special: The Greater Blind-Fight feat is of no use against a
palm objects, you can use your Combat Maneuver Bonus for character who is the subject of a blink spell.
a steal combat maneuver in place of your Sleight of Hand
modifier, though if you do so, you must use your Dexterity Greater Bull Rush (Combat)
modifier and not your Strength modifier. You can steal items Your bull rush attacks throw enemies off balance.
with the steal combat maneuver even if they are hidden in a
Prerequisites: Improved Bull Rush, Power Attack, base
bag or pack (provided you can reach the item within), but the
attack bonus +6, Str 13.
opponent gains at least a +5 bonus to its CMD (as for a
fastened object) in this case. Benefit: You receive a +2 bonus on checks made to bull
rush a foe. This bonus stacks with the bonus granted by
Grasping Strike (Combat) Improved Bull Rush. Whenever you bull rush an opponent,
The surrounding foliage lurches forth at your enemies in his movement provokes attacks of opportunity from all of
concert with your strikes. your allies (but not you).
Prerequisites: Nature Magic or the ability to cast druid or Normal: Creatures moved by bull rush do not provoke
ranger spells; Vital Strike, Knowledge (nature) 5 ranks. attacks of opportunity.
Benefit: When you use Vital Strike (or Improved Vital
Strike or Greater Vital Strike), you cause the foliage in the
Greater Dirty Trick (Combat)
When you pull a dirty trick, your foe is truly hindered.
area to reach out and entangle your foe (as the condition) if it
fails a Reflex save (DC = 10 + 1/2 your character level + your Prerequisites: Int 13, Combat Expertise, Improved Dirty
Wisdom modifier). The effect lasts for 1 minute or until the Trick, base attack bonus +6.
enemy breaks free with a successful Strength check or an
Escape Artist check (DC = the effect's saving throw DC), Benefit: You receive a +2 bonus on checks made to attempt
whichever comes first. a dirty trick. This bonus stacks with the bonus granted by
Improved Dirty Trick. Whenever you successfully perform a
You can use this benefit a number of times per day equal to dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for
your Wisdom modifier (minimum 1). You can use this ability every 5 by which your attack exceeds the target's CMD. In
as a free action after you hit an enemy with an attack. This is addition, removing the condition requires the target to spend
a supernatural ability. a standard action.

Great Cleave (Combat) Normal: The condition imposed by a dirty trick lasts for 1
You can strike many adjacent foes with a single blow. round plus 1 round for every 5 by which your attack exceeds
the target's CMD. Removing the condition requires the target
Prerequisites: Str 13, Cleave, Power Attack, base attack to spend a move action.
bonus +4.
Benefit: As a standard action, you can make a single attack
Greater Disarm (Combat)
You can knock weapons far from an enemy's grasp.
at your full base attack bonus against a foe within reach. If
you hit, you deal damage normally and can make an Prerequisites: Combat Expertise, Improved Disarm, base
additional attack (using your full base attack bonus) against a attack bonus +6, Int 13.
foe that is adjacent to the previous foe and also within reach.
If you hit, you can continue to make attacks against foes Benefit: You receive a +2 bonus on checks made to disarm a
adjacent to the previous foe, so long as they are within your foe. This bonus stacks with the bonus granted by Improved
reach. You cannot attack an individual foe more than once Disarm. Whenever you successfully disarm an opponent, the
during this attack action. When you use this feat, you take a – weapon lands 15 feet away from its previous wielder, in a
2 penalty to your Armor Class until your next turn. random direction.
Normal: Disarmed weapons and gear land at the feet of the
Great Hatred (Combat) disarmed creature.
Your rage burns with vast intensity.
Prerequisites: Gnome, hatred racial trait. Greater Drag (Combat)
Foes that you drag are thrown out of balance.
Benefit: You gain an additional +1 bonus on melee and
thrown weapon attacks against targets of your hatred racial Prerequisites: Str 13, Improved Drag, Power Attack, base
trait. attack bonus +6.
Benefit: You receive a +2 bonus on checks made to drag a
Greater Blind-Fight (Combat) foe. This bonus stacks with the bonus granted by Improved
Your enemies cannot hide from you. Drag. Whenever you drag a foe, his movement provokes
Prerequisites: Perception 15 ranks, Improved Blind-Fight. attacks of opportunity from all of your allies (but not you).

Benefit: Your melee attacks ignore the miss chance for less Normal: Creatures moved by drag do not provoke attacks
than total concealment, and you treat opponents with total of opportunity.
concealment as if they had normal concealment (20% miss
chance instead of 50%). You may still reroll a miss chance
percentile roll as normal.

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Greater Feint (Combat) Benefit: You receive a +2 bonus on checks made to
You are skilled at making foes overreact to your attacks. reposition a foe. This bonus stacks with the bonus granted by
Improved Reposition. Whenever you reposition a foe, his
Prerequisites: Combat Expertise, Improved Feint, base movement provokes attacks of opportunity from all of your
attack bonus +6, Int 13. allies (but not you).
Benefit: Whenever you use feint to cause an opponent to Normal: Creatures moved by reposition do not provoke
lose his Dexterity bonus, he loses that bonus until the attacks of opportunity.
beginning of your next turn, in addition to losing his
Dexterity bonus against your next attack. Greater Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Normal: A creature you feint loses its Dexterity bonus
against your next attack. Prerequisites: Shield Focus, Shield Proficiency, base attack
bonus +1, 8th-level fighter.
Greater Grapple (Combat)
Maintaining a grapple is second nature to you. Benefit: Increase the AC bonus granted by any shield you
are using by 1. This bonus stacks with the bonus granted by
Prerequisites: Improved Grapple, Improved Unarmed Shield Focus.
Strike, base attack bonus +6, Dex 13.
Greater Shield Specialization (Combat)
Benefit: You receive a +2 bonus on checks made to grapple
Your masterful shieldwork provides even greater protection
a foe. This bonus stacks with the bonus granted by Improved
to your vital areas.
Grapple. Once you have grappled a creature, maintaining the
grapple is a move action. This feat allows you to make two Prerequisites: Proficiency with selected shield, Greater
grapple checks each round (to move, harm, or pin your Shield Focus, Shield Focus, Shield Specialization with
opponent), but you are not required to make two checks. You selected shield, fighter level 12th.
only need to succeed at one of these checks to maintain the
Benefit: Choose one type of shield (buckler, light, heavy, or
grapple.
tower shield) for which you possess the Shield Specialization
Normal: Maintaining a grapple is a standard action. feat. With the selected shield, you gain a +2 bonus to your
Armor Class against critical hit confirmation rolls (this bonus
Greater Overrun (Combat) stacks with that from Shield Specialization). In addition, once
Enemies must dive to avoid your dangerous move. per day you may negate a critical hit, and damage is instead
rolled normally.
Prerequisites: Improved Overrun, Power Attack, base
attack bonus +6, Str 13. Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type
Benefit: You receive a +2 bonus on checks made to overrun
of shield.
a foe. This bonus stacks with the bonus granted by Improved
Overrun. Whenever you overrun opponents, they provoke Greater Snap Shot (Combat)
attacks of opportunity if they are knocked prone by your
You can prey on any gap in your foe's guard with impunity,
overrun.
and with even greater range.
Normal: Creatures knocked prone by your overrun do not
Prerequisites: Dex 17, Improved Snap Shot, Point-Blank
provoke an attack of opportunity.
Shot, Rapid Shot, Snap Shot, base attack bonus +12.
Greater Penetrating Strike (Combat) Benefit: Whenever you make an attack of opportunity
Your attacks penetrate the defenses of most foes. using a ranged weapon and hit, you gain a +2 bonus on the
damage roll and a +2 bonus on rolls to confirm a critical hit
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level
with that attack. These bonuses increase to +4 when you have
fighter.
base attack bonus +16, and to +6 when you have base attack
Benefit: Your attacks with weapons selected with Weapon bonus +20.
Focus ignore up to 10 points of damage reduction. This
amount is reduced to 5 points for damage reduction without Greater Steal (Combat)
a type (such as DR 10/—). You have a knack for snatching items from your opponents
in combat.
Greater Rending Fury (Combat)
Prerequisites: Int 13, Combat Expertise, Improved Steal,
When your claws latch on to an opponent, the effect is
base attack bonus +6.
bloody and horrific.
Benefit: You receive a +2 bonus on checks made to steal an
Prerequisites: Improved Rending Fury, Rending Fury, base
item from a foe. This bonus stacks with the bonus granted by
attack bonus +12, rend special attack.
Improved Steal. If you successfully steal an item from a foe
Benefit: Whenever you rend an opponent, you deal 1d6 during combat, it does not notice the theft until after combat
bleed damage to that opponent. This is an addition to the is over or if it attempts to use the missing item.
effects of the rend.
Normal: Creatures automatically notice items taken from
Greater Reposition (Combat) them through the steal combat maneuver.
When you reposition foes, they are left vulnerable to the
attacks of your allies.
Greater Sunder (Combat)
Your devastating strikes cleave through weapons and
Prerequisites: Int 13, Combat Expertise, Improved armor and into their wielders, damaging both item and
Reposition, base attack bonus +6. wielder alike in a single terrific strike.

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Prerequisites: Improved Sunder, Power Attack, base attack Benefit: When you use your deity's favored weapon to
bonus +6, Str 13. attempt a single attack with the attack action, you roll two
dice for your attack roll and take the higher result. You do
Benefit: You receive a +2 bonus on checks made to sunder
not need to use your Weapon of the Chosen feat to gain this
an item. This bonus stacks with the bonus granted by
feat's benefit. As usual, the reroll does not apply to any
Improved Sunder. Whenever you sunder to destroy a
confirmation rolls.
weapon, shield, or suit of armor, any excess damage is
applied to the item's wielder. No damage is transferred if you Greater Weapon Specialization (Combat)
decide to leave the item with 1 hit point. Choose one type of weapon (including unarmed strike or
grapple) for which you possess the Weapon Specialization
Greater Trip (Combat) feat. Your attacks with the chosen weapon are more
You can make free attacks on foes that you knock down.
devastating than normal.
Prerequisites: Combat Expertise, Improved Trip, base
Prerequisites: Proficiency with selected weapon, Greater
attack bonus +6, Int 13.
Weapon Focus with selected weapon, Weapon Focus with
Benefit: You receive a +2 bonus on checks made to trip a selected weapon, Weapon Specialization with selected
foe. This bonus stacks with the bonus granted by Improved weapon, 12th-level fighter.
Trip. Whenever you successfully trip an opponent, that
Benefit: You gain a +2 bonus on all damage rolls you make
opponent provokes attacks of opportunity.
using the selected weapon. This bonus to damage stacks with
Normal: Creatures do not provoke attacks of opportunity other damage roll bonuses, including any you gain from
from being tripped. Weapon Specialization.

Greater Two-Weapon Fighting (Combat) Special: You can gain Greater Weapon Specialization
multiple times. Its effects do not stack. Each time you take the
You are incredibly skilled at fighting with two weapons at
feat, it applies to a new type of weapon.
the same time.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Greater Whip Mastery (Combat)
Two-Weapon Fighting, base attack bonus +11. You can use a whip to make combat maneuvers with ease.

Benefit: You get a third attack with your off-hand weapon, Prerequisites: Improved Whip Mastery, Weapon Focus
albeit at a –10 penalty. (whip), Whip Mastery, base attack bonus +8.

Greater Vital Strike (Combat) Benefit: You are so quick with your whip that you never
drop it due to a failed disarm or trip combat maneuver
You can make a single attack that deals incredible damage.
attempt. Further, you gain the ability to grapple using your
Prerequisites: Improved Vital Strike, Vital Strike, base whip. To do so, use the normal grapple rules with the
attack bonus +16. following changes.
Benefit: When you use the attack action, you can make one Attack: You cannot use your whip to attack while you are
attack at your highest base attack bonus that deals additional using it to grapple an opponent.
damage. Roll the weapon's damage dice for the attack four
Damage: When dealing damage to your grappled opponent,
times and add the results together before adding bonuses
you deal your whip's weapon damage rather than your
from Strength, weapon abilities (such as flaming), precision
unarmed strike damage.
based damage, and other damage bonuses. These extra
weapon damage dice are not multiplied on a critical hit, but Free Hands: You take no penalty on your combat maneuver
are added to the total. check for having fewer than two hands free when you use
your whip to grapple.
Greater Weapon Focus (Combat)
Choose one type of weapon (including unarmed strike or Reach: Rather than pulling your grappled opponent adjacent
grapple) for which you have already selected Weapon Focus. to you when you successfully grapple and when you move
You are a master at your chosen weapon. the grapple, you must keep him within your whip's reach
minus his own reach to maintain the grapple. If the difference
Prerequisites: Proficiency with selected weapon, Weapon in reach is less than 0, such as is the case for a Medium whip
Focus with selected weapon, base attack bonus +1, 8th-level wielder and a Gargantuan creature, you cannot grapple that
fighter. opponent with your whip. If you have to pull a creature
Benefit: You gain a +1 bonus on attack rolls you make using adjacent to you to grapple it with your whip, you still
the selected weapon. This bonus stacks with other bonuses on provoke an attack of opportunity from that opponent unless
attack rolls, including those from Weapon Focus. you have the Improved Grapple feat.

Special: You can gain Greater Weapon Focus multiple Tie Up: While adjacent to your opponent, you can attempt to
times. Its effects do not stack. Each time you take the feat, it use your whip to tie him up. If you do so to an opponent you
applies to a new type of weapon. have grappled rather than pinned, you take only a –5 penalty
on the combat maneuver check rather than the normal –10.
Greater Weapon of the Chosen (Combat)
Your deity guides your hand when you fight with her
Grudge Fighter (Combat)
favored weapon. You feel great anger at anyone who dares to attack you, and
this fury makes your own attacks that much stronger.
Prerequisites: Improved Weapon of the Chosen, Weapon
Focus with deity's favored weapon, Weapon of the Chosen, Prerequisite: Orc.
must worship and receive spells from a deity.

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Benefit: You gain a +1 morale bonus on attack and damage Haunted Gnome Shroud (Combat)
rolls made against any creature that attacked you in the Your disturbing glamer expands to make your exact
current combat. location hard to pinpoint.
Gruesome Slaughter (Combat) Prerequisites: Cha 13, gnome magic racial trait, Haunted
You can inspire extreme revulsion when you slaughter your Gnome, Haunted Gnome Assault, Knowledge (arcana) 6
enemies. ranks.
Prerequisites: Intimidating Prowess, Killing Flourish, Benefit: You gain another independent use of your gnome
Intimidate 11 ranks, slayer level 11th. magic like that which Haunted Gnome Assault grants.
Further, while you are under the effect of haunted fey aspect,
Benefit: Creatures you demoralize by using the Killing
you also have concealment (20% miss chance) against an
Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2
opponent until that opponent deals you damage.
your character level + the higher of your Strength and
Dexterity modifiers) or become sickened for 1 minute. Hex Strike (Combat)
Chanting and cursing, you put a hex on your enemy as part
Hammer the Gap (Combat) of your unarmed strike.
You repeatedly strike the same location, causing increasing
amounts of damage. Prerequisites: Hex class feature, Improved Unarmed Strike.
Prerequisite: Base attack bonus +6. Benefit: When you gain this feat, choose one hex that you
can use to affect no more than one opponent. If you make a
Benefit: When you take a full-attack action, each
successful unarmed strike against an opponent, in addition to
consecutive hit against the same opponent deals extra
dealing your unarmed strike damage, you can use a swift
damage equal to the number of previous consecutive hits you
action to deliver the effects of the chosen hex to that
have made against that opponent this turn. This damage is
opponent. Doing so does not provoke attacks of opportunity.
multiplied on a critical hit.
Special: You can take this feat multiple times. Each time
Hard-Headed (Combat) you take it, you apply it to a different qualifying hex.
Your thick skull is almost a weapon unto itself.
Horse Master (Combat)
Prerequisites: Base attack bonus +1, dwarf.
You blend horsemanship skills from disparate traditions
Benefit: You gain a +1 bonus on attack rolls and combat into a seamless mounted combat technique.
maneuver checks made using a helmet. You receive a +2
Prerequisites: Expert trainer class feature, Ride 6 ranks.
bonus on saves against spells and special abilities that cause
you to become staggered or stunned. Benefit: Use your character level to determine your
effective druid level for determining the powers and abilities
Haunted Gnome (Combat) of your mount.
You use your gnome magic to take on an eerie illusory
appearance. Normal: You use your cavalier level to determine your
effective druid level for determining the powers and abilities
Prerequisites: Cha 13, gnome magic racial trait, Knowledge of your mount.
(arcana) 1 rank.
Improved Awesome Blow (Combat)
Benefit: You add haunted fey aspect to your list of gnome
You are skilled at sending your opponents flying.
magic spell-like abilities, and you can use this spell-like
ability twice per day. Prerequisites: Str 13; Awesome Blow or awesome blow
class feature; Power Attack
Haunted Gnome Assault (Combat)
Discharging your disturbing glamer as you strike a telling Benefit: You receive a +2 bonus on checks to perform an
blow, you haunt a foe with lingering fear. awesome blow combat maneuver. You also gain a +2 bonus
to your combat maneuver defense whenever an opponent
Prerequisites: Cha 13, gnome magic racial trait, Haunted tries to perform an awesome blow combat maneuver against
Gnome, Knowledge (arcana) 3 ranks. you. Whenever you successfully perform an awesome blow
combat maneuver, your opponent's movement provokes
Benefit: You gain one use of your gnome magic that is
attacks of opportunity from all your allies (but not from you).
independent of your gnome magic spell-like abilities. When
you wish to cast a gnome magic spell-like ability for which Normal: Creatures moved by awesome blow do not
you have no daily uses remaining, you can expend this provoke attacks of opportunity.
independent use to do so.
Improved Blind-Fight (Combat)
Further, while you are under the effect of haunted fey aspect,
Your keen senses guide your hand against hidden foes.
you can discharge that spell as a free action after you hit an
opponent with a charge attack or score a critical hit against an Prerequisites: Perception 10 ranks, Blind-Fight.
opponent. If you do, that opponent becomes shaken for 1
Benefit: Your melee attacks ignore the miss chance for less
round.
than total concealment. You may still reroll your miss chance
percentile roll for total concealment.
If you successfully pinpoint an invisible or hidden attacker
within 30 feet, that attacker gets no advantages related to
hitting you with ranged attacks. That is, you don't lose your
Dexterity bonus to Armor Class, and the attacker doesn't get
the usual +2 bonus for being invisible.

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Special: The Improved Blind-Fight feat is of no use against Improved Dirty Trick (Combat)
a character who is the subject of a blink spell. You are skilled at pulling dirty tricks on your foes.
Improved Bull Rush (Combat) Prerequisites: Int 13, Combat Expertise.
You are skilled at pushing your foes around.
Benefit: You do not provoke an attack of opportunity when
Prerequisite: Str 13, Power Attack, base attack bonus +1. performing a dirty trick combat maneuver. In addition, you
receive a +2 bonus on checks made to attempt a dirty trick.
Benefit: You do not provoke an attack of opportunity when
You also receive a +2 bonus to your Combat Maneuver
performing a bull rush combat maneuver. In addition, you
Defense when an opponent tries a dirty trick on you.
receive a +2 bonus on checks made to bull rush a foe. You
also receive a +2 bonus to your Combat Maneuver Defense Normal: You provoke an attack of opportunity when
whenever an opponent tries to bull rush you. performing a dirty trick combat maneuver.
Normal: You provoke an attack of opportunity when Improved Disarm (Combat)
performing a bull rush combat maneuver. You are skilled at knocking weapons from a foe's grasp.
Improved Bravery (Combat) Prerequisite: Int 13, Combat Expertise.
Your bravery protects you from more than just fear.
Benefit: You do not provoke an attack of opportunity when
Prerequisites: Cha 13, bravery class feature. performing a disarm combat maneuver. In addition, you
receive a +2 bonus on checks made to disarm a foe. You also
Benefit: Add your bravery bonus against all mind-affecting
receive a +2 bonus to your Combat Maneuver Defense
effects instead of just against fear.
whenever an opponent tries to disarm you.
Improved Charging Hurler (Combat) Normal: You provoke an attack of opportunity when
Every muscle in your body adds its force to your thrown performing a disarm combat maneuver.
weapons.
Improved Drag (Combat)
Prerequisites: Charging Hurler, Point-Blank Shot.
You are skilled at dragging foes around the battlefield.
Benefit: When you use Charging Hurler, your target can be
Prerequisites: Str 13, Power Attack, base attack bonus +1.
at any range up to your weapon's maximum range. If your
target is within 30 feet, you gain a +2 bonus on damage rolls. Benefit: You do not provoke an attack of opportunity when
performing a drag combat maneuver. In addition, you
Normal: Using Charging Hurler requires you to end your
receive a +2 bonus on checks made to drag a foe. You also
movement within 30 feet of your opponent.
receive a +2 bonus to your Combat Maneuver Defense when
Improved Cleaving Finish (Combat) an opponent tries to drag you.
You can cut down many opponents in a single strike. Normal: You provoke an attack of opportunity when
performing a drag combat maneuver.
Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave,
Power Attack, base attack bonus +6. Improved Feint (Combat)
Benefit: You can use Cleaving Finish any number of times You are skilled at fooling your opponents in combat.
per round.
Prerequisites: Int 13, Combat Expertise.
Improved Critical (Combat) Benefit: You can make a Bluff check to feint in combat as a
Attacks made with your chosen weapon are quite deadly. move action.
Prerequisite: Proficient with weapon, base attack bonus +8. Normal: Feinting in combat is a standard action.
Benefit: When using the weapon you selected, your threat Improved Grapple (Combat)
range is doubled.
You are skilled at grappling opponents.
Special: You can gain Improved Critical multiple times. The
Prerequisite: Dex 13, Improved Unarmed Strike.
effects do not stack. Each time you take the feat, it applies to a
new type of weapon. Benefit: You do not provoke an attack of opportunity when
performing a grapple combat maneuver. In addition, you
This effect doesn't stack with any other effect that expands
receive a +2 bonus on checks made to grapple a foe. You also
the threat range of a weapon.
receive a +2 bonus to your Combat Maneuver Defense
Improved Devastating Strike (Combat) whenever an opponent tries to grapple you.
The fury and power channeled through your attack is Normal: You provoke an attack of opportunity when
enough to kill a lesser being outright. performing a grapple combat maneuver.
Prerequisites: Devastating Strike, Vital Strike, base attack Improved Initiative (Combat)
bonus +13.
Your quick reflexes allow you to react rapidly to danger.
Benefit: Whenever you use Vital Strike, Improved Vital
Benefit: You get a +4 bonus on initiative checks.
Strike, or Greater Vital Strike, you gain a bonus on attack
rolls to confirm a critical hit equal to the bonus on damage Improved Ki Throw (Combat)
rolls you gain from Devastating Strike. Your enemies are living weapons in your hands.
Prerequisites: Improved Bull Rush, Ki Throw.

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Benefit: When using the Ki Throw feat, you may throw Improved Reposition (Combat)
your target into any square you threaten that is occupied by You have learned how to force your enemies to move
another creature. Make a bull rush combat maneuver check around the battlefield.
with a –4 penalty against the secondary target. If this check
succeeds, the thrown creature lands prone in the secondary Prerequisites: Int 13, Combat Expertise.
target's square, while the secondary target is pushed back
Benefit: You do not provoke an attack of opportunity when
and knocked prone in an adjacent square. If the check fails,
performing a reposition combat maneuver. In addition, you
the thrown creature lands prone in the nearest square you
receive a +2 bonus on checks made to reposition a foe. You
threaten adjacent to the secondary target.
also receive a +2 bonus to your Combat Maneuver Defense
If you throw a Large or larger creature into an area when an opponent tries to reposition you.
containing multiple secondary targets, you take an additional
Normal: You provoke an attack of opportunity when
penalty of –4 on your combat maneuver check for each target
performing a reposition combat maneuver.
after the first.
Special: A monk may take this as a bonus feat at 14th level. Improved Sabotaging Sunder (Combat)
You become further adept at sabotaging your foes’ items.
Improved Low Blow (Combat) Prerequisites: Str 13, Improved Sunder, Power Attack,
You are adept at hitting larger opponents where it hurts.
Sabotaging Sunder, Disable Device 9 ranks.
Prerequisites: Base attack bonus +4, halfling, low-blow
Benefit: You do not provoke an attack of opportunity when
racial trait.
performing the special sunder combat maneuver from the
Benefit: Your bonus to confirm critical hits against Sabotaging Sunder feat. In addition, you can attempt to use
opponents larger than yourself improves to +2. Furthermore, that maneuver on items held by the target, but you still
once per day, after you fail to hit with a critical hit cannot do so against items hidden in a bag, a pack, or another
confirmation roll, you can reroll the confirmation roll, but container.
must take the new result even if it is worse.
Improved Second Chance (Combat)
Improved Overrun (Combat) You can turn a missed strike into a second chance without
You are skilled at running down your foes. sacrificing later attacks.

Prerequisite: Str 13, Power Attack, base attack bonus +1. Prerequisites: Int 13, Combat Expertise, Second Chance,
base attack bonus +11.
Benefit: You do not provoke an attack of opportunity when
performing an overrun combat maneuver. In addition, you Benefit: When you reroll a missed attack using the Second
receive a +2 bonus on checks made to overrun a foe. You also Chance feat, you can still make the rest of your attacks that
receive a +2 bonus to your Combat Maneuver Defense turn, albeit at a –5 penalty to each attack.
whenever an opponent tries to overrun you. Targets of your
Normal: When using the Second Chance feat, you must
overrun attempt may not chose to avoid you.
normally forgo the rest of your attacks that turn.
Normal: You provoke an attack of opportunity when
performing an overrun combat maneuver. Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it
Improved Precise Shot (Combat) to attack.
Your ranged attacks ignore anything but total concealment
Prerequisite: Shield Proficiency.
and cover.
Benefit: When you perform a shield bash, you may still
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base
apply the shield's shield bonus to your AC.
attack bonus +11.
Normal: Without this feat, a character that performs a
Benefit: Your ranged attacks ignore the AC bonus granted
shield bash loses the shield's shield bonus to AC until his
to targets by anything less than total cover, and the miss
next turn (see Equipment).
chance granted to targets by anything less than total
concealment. Total cover and total concealment provide their Improved Sidestep (Combat)
normal benefits against your ranged attacks. You are adept at sidestepping your opponent's melee
Normal: See the normal rules on the effects of cover and attacks without compromising your mobility.
concealment in Combat. Prerequisites: Dex 15, Dodge, Mobility, Sidestep.
Improved Rending Fury (Combat) Benefit: After sidestepping an opponent's missed attack
Honing the deadliness of your claws, you are a living using the Sidestep feat, you may still take a 5-foot step during
hurricane of rending fury. your next turn, or you may move up to your full speed if you
take an action to move during your next turn.
Prerequisites: Rending Fury, base attack bonus +9, rend
special attack. Normal: If you use the Sidestep feat, you cannot take a 5-
foot step during your next turn.
Benefit: Whenever you successfully rend an opponent, you
deal an extra 1d6 damage. This damage is not multiplied on a Improved Snap Shot (Combat)
critical hit. You can take advantage of your opponent's vulnerabilities
from a greater distance, and without exposing yourself.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Shot, Snap
Shot, Weapon Focus, base attack bonus +9.

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Benefit: You threaten an additional 5 feet with Snap Shot. Improved Two-Weapon Fighting (Combat)
Normal: Making a ranged attack provokes attacks of You are skilled at fighting with two weapons.
opportunity. Prerequisites: Dex 17, Two-Weapon Fighting, base attack
bonus +6.
Improved Steal (Combat)
You have a knack for snatching items from your opponents. Benefit: In addition to the standard single extra attack you
get with an off-hand weapon, you get a second attack with it,
Prerequisites: Int 13, Combat Expertise.
albeit at a –5 penalty.
Benefit: You do not provoke an attack of opportunity when
Normal: Without this feat, you can only get a single extra
performing a steal combat maneuver. In addition, you receive
attack with an off-hand weapon.
a +2 bonus on checks made to steal an item from a foe. You
also receive a +2 bonus to your Combat Maneuver Defense Improved Unarmed Strike (Combat)
when an opponent tries to steal an item from you. You are skilled at fighting while unarmed.
Normal: You provoke an attack of opportunity when Benefit: You are considered to be armed even when
performing a steal combat maneuver. unarmed—you do not provoke attacks of opportunity when
you attack foes while unarmed. Your unarmed strikes can
Improved Sunder (Combat) deal lethal or nonlethal damage, at your choice.
You are skilled at damaging your foes' weapons and armor.
Normal: Without this feat, you are considered unarmed
Prerequisite: Str 13, Power Attack, base attack bonus +1.
when attacking with an unarmed strike, and you can deal
Benefit: You do not provoke an attack of opportunity when only nonlethal damage with such an attack.
performing a sunder combat maneuver. In addition, you
receive a +2 bonus on checks made to sunder an item. You Improved Vital Strike (Combat)
also receive a +2 bonus to your Combat Maneuver Defense You can make a single attack that deals a large amount of
whenever an opponent tries to sunder your gear. damage.

Normal: You provoke an attack of opportunity when Prerequisites: Vital Strike, base attack bonus +11.
performing a sunder combat maneuver. Benefit: When you use the attack action, you can make one
attack at your highest base attack bonus that deals additional
Improved Surprise Follow-Through (Combat) damage. Roll the weapon's damage dice for the attack three
You follow up an attack with a surprising series of
times and add the results together before adding bonuses
sweeping blows.
from Strength, weapon special abilities (such as flaming),
Prerequisites: Str 13, Cleave, Great Cleave, Power Attack, precision based damage, and other damage bonuses. These
Surprise Follow Through, base attack bonus +8. extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Benefit: When using Great Cleave, each opponent you
attack on your turn (other than the first) is denied his Improved Weapon of the Chosen (Combat)
Dexterity bonus against you. You gain even greater favor when you use your deity's
favored weapon.
Improved Trip (Combat)
You are skilled at sending your opponents to the ground. Prerequisites: Weapon Focus with your deity's favored
weapon, Weapon of the Chosen.
Prerequisite: Int 13, Combat Expertise.
Benefit: This feat acts as Weapon of the Chosen, except you
Benefit: You do not provoke an attack of opportunity when gain the benefits on all attacks until the start of your next
performing a trip combat maneuver. In addition, you receive turn. Your attacks gain a single alignment component of your
a +2 bonus on checks made to trip a foe. You also receive a +2 deity—either chaotic, evil, good, or lawful—for the purpose
bonus to your Combat Maneuver Defense whenever an of overcoming damage reduction. If your deity is neutral
opponent tries to trip you. with no other alignment components, your attacks instead
Normal: You provoke an attack of opportunity when overcome damage reduction as though your weapon were
performing a trip combat maneuver. both cold iron and silver.

Improved Two-Weapon Feint (Combat) Improved Whip Mastery (Combat)


Your primary weapon keeps a foe off balance, allowing you You are able to entangle opponents with the coils of your
to slip your off-hand weapon past his defenses. whip.

Prerequisites: Dex 17, Int 13, Combat Expertise, Improved Prerequisites: Weapon Focus (whip), Whip Mastery, base
Two-Weapon Fighting, Two-Weapon Feint, Two-Weapon attack bonus +5.
Fighting, base attack bonus +6. Benefit: While wielding a whip, you threaten the area of
Benefit: While using Two-Weapon Fighting to make melee your natural reach plus 5 feet. You can also use a whip to
attacks, you can forgo your first primary-hand melee attack grasp an unattended Small or Tiny object within your whip's
to make a Bluff check to feint an opponent. If you reach and pull that object into your square. To do so, you
successfully feint, that opponent is denied his Dexterity must hit AC 10 with a melee touch attack. Further, you can
bonus to AC until the end of your turn. use the whip to grasp onto an object within your whip's
reach, using 5 feet of your whip as if it were a grappling
hook, allowing you to use the rest of your whip to swing on
like a rope. As a free action, you can release the object your

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84
whip is grasping, but you cannot use the whip to attack while Intimidating Prowess (Combat)
the whip is grasping an object. Your physical might is intimidating to others.
Improvised Weapon Mastery (Combat) Benefit: Add your Strength modifier to Intimidate skill
You can turn nearly any object into a deadly weapon, from checks in addition to your Charisma modifier.
a razor-sharp chair leg to a sack of flour.
Jawbreaker (Combat)
Prerequisites: Catch Off-Guard or Throw Anything, base You deliver a powerful strike to the mouth, breaking teeth
attack bonus +8. and bone.
Benefit: You do not suffer any penalties for using an Prerequisites: Improved Unarmed Strike, Stunning Fist,
improvised weapon. Increase the amount of damage dealt by Heal 6 ranks.
the improvised weapon by one step (for example, 1d4
becomes 1d6) to a maximum of 1d8 (2d6 if the improvised Benefit: When you make a successful Stunning Fist attempt
weapon is two-handed). The improvised weapon has a against an opponent that is grappled, helpless, or stunned,
critical threat range of 19–20, with a critical multiplier of ×2. instead of imparting any other Stunning Fist effect, you can
cripple that opponent's mouth, dealing normal unarmed
In Harm's Way (Combat) strike damage and 1d4 points of bleed damage. Until the
You put yourself in danger's path to save your allies. bleed damage ends, the target is unable to use its mouth to
attack, speak clearly, and employ verbal spell components. A
Prerequisite: Bodyguard.
creature that is immune to critical hits or that has no
Benefit: While using the aid another action to improve an discernible mouth is immune to the effects of this feat.
adjacent ally's AC, you can intercept a successful attack
against that ally as an immediate action, taking full damage Ki Throw (Combat)
from that attack and any associated effects (bleed, poison, Your physical control and mastery of momentum allows
etc.). A creature cannot benefit from this feat more than once you to throw enemies.
per attack. Prerequisites: Improved Trip, Improved Unarmed Strike.
Incite Paranoia (Combat) Benefit: On a successful unarmed trip attack against a
You can convince anyone of her allies’ ill intent. target your size or smaller, you may throw the target prone in
any square you threaten rather than its own square. This
Prerequisites: Int 13, Combat Expertise, Deceitful, Greater
movement does not provoke attacks of opportunity, and you
Feint, Improved Feint, base attack bonus +6.
cannot throw the creature into a space occupied by other
Benefit: When you successfully feint in combat, if you creatures.
succeed by 5 or more, the target no longer provides f lanking
Special: A monk may gain Ki Throw as a bonus feat at 10th
to its allies and no longer gains or grants the benefits of
level. A monk with this feat can affect creatures larger than
teamwork feats until the beginning of your next turn. In
his own size by spending 1 ki point per size category
addition, when you attempt a Bluff check to lie and the lie
difference.
implies that one or more of the target’s allies have betrayed
her or are secretly against her, your lie is one step more Kick Up (Combat)
believable than normal, from far-fetched to unlikely and from You have learned how to kick items on the ground up to a
unlikely to believable (if the lie was already less believable ready hand.
than far-fetched, this feat has no effect).
Prerequisites: Dex 12, Acrobatic, Acrobatics 1 rank; slayer
Inner Flame (Combat) level 1st or swashbuckler level 1st.
Your body generates so much heat that your mere touch
Benefit: As long as you have at least one hand free, you can
scorches your enemies.
use a swift action to retrieve a single unattended item or
Prerequisites: Scorching Weapons, character level 7th, ifrit. weapon that weighs 10 pounds or less from the ground,
either in your square or in any adjacent square not occupied
Benefit: Your bonus on saves against fire attacks and spells
or threatened by an enemy. Additionally, when you kick up a
with the fire descriptor or light descriptor increases to +4.
weapon and attempt a feint before the end of your turn, you
When you use Scorching Weapons, the affected weapons deal
receive a +2 circumstance bonus on the feint attempt.
an additional 1d6 points of fire damage instead of 1, and
when you are grappling, you deal this damage to your Killing Flourish (Combat)
grappling opponent on your turn. You inspire dread in other foes when you slay an enemy.
Inspiring Bravery (Combat) Prerequisites: Intimidating Prowess, Intimidate 4 ranks,
Your bravery inspires bravery in others. slayer level 4th.
Prerequisites: Cha 13, bravery class feature. Benefit: When you reduce your target to fewer than 0 hit
points with a melee attack, as a swift action you can attempt
Benefit: As long as you are conscious and not stunned,
an Intimidate check to demoralize all foes within 30 feet who
dazed, or confused, allies within 30 feet who can see and hear
can see your attack.
you gain your bravery bonus on saving throws against fear. If
you have Improved Bravery, they gain your bravery bonus Kobold Ambusher (Combat)
on saving throws against all mind-affecting effects. If you You are adept at moving fast and staying hidden.
have Social Bravery, your bravery bonus is added to the DC
of checks to demoralize them, feint against them, change their Prerequisites: Stealth 4 ranks, kobold.
attitude, or convince them to perform a request.
Benefit: You take no penalty on Stealth checks when you
move up to your full speed. You can use the run or charge

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85
action and remain hidden, taking a –10 penalty on the check Benefit: When making a full-attack action with a bow, your
to do so. first attack fires two arrows. If the attack hits, both arrows hit.
Apply precision-based damage (such as sneak attack) and
Normal: When moving greater than half speed up to your
critical hit damage only once for this attack. Damage bonuses
full speed, you take a –5 penalty on Stealth checks. When you
from using a composite bow with a high Strength bonus
are able to run or charge while using Stealth, you take a –20
apply to each arrow, as do other damage bonuses, such as a
penalty on the Stealth check.
ranger's favored enemy bonus. Damage reduction and
Kobold Sniper (Combat) resistances apply separately to each arrow.
You snipe quickly, making it harder for others to find the Martial Weapon Proficiency (Combat)
location of your attack.
Choose a type of martial weapon. You understand how to
Prerequisites: Stealth 1 rank, kobold. use that type of martial weapon in combat.

Benefit: When you are sniping, you only take a –10 penalty Benefit: You make attack rolls with the selected weapon
on your Stealth checks to stay hidden. normally (without the non-proficient penalty).

Normal: You take a –20 penalty on your Stealth check to Normal: When using a weapon with which you are not
maintain your obscured location while sniping. proficient, you take a –4 penalty on attack rolls.

Landing Roll (Combat) Special: Barbarians, fighters, paladins, and rangers are
proficient with all martial weapons. They need not select this
You have learned the technique of rolling safely away when
feat.
an enemy trips you.
You can gain Martial Weapon Proficiency multiple times.
Prerequisites: Dex 13, Dodge, Mobility.
Each time you take the feat, it applies to a new type of
Benefit: If you are tripped, you can spend an immediate weapon.
action to move 5 feet without provoking an attack of
opportunity. This does not count as taking a 5-foot step. You Master Combat Performer (Combat)
fall prone after this movement. You are a master of the techniques and weapons of the
arena and the stage.
Lightning Stance (Combat)
Prerequisites: Performing Combatant or at least three
The speed at which you move makes it nearly impossible
performance feats, base attack bonus +6.
for opponents to strike you.
Benefit: You can make performance combat checks as a free
Prerequisites: Dex 17, Dodge, Wind Stance, base attack
action. You are proficient in all weapons with the
bonus +11.
performance special quality.
Benefit: If you take two actions to move or a withdraw
action in a turn, you gain 50% concealment for 1 round. Master Siege Engineer (Combat)
You are significantly faster at loading a siege engine, as well
Low Profile (Combat) as a better shot.
Yours small stature helps you avoid ranged attacks.
Prerequisites: Siege Weapon Engineer, Knowledge
Prerequisites: Dex 13, Small size or smaller. (engineering) 10 ranks.
Benefit: You gain a +1 dodge bonus to AC against ranged Benefit: If you are the crew lead on a siege engine, your
attacks. In addition, you do not provide soft cover to crew can use move actions to load a siege engine. When you
creatures when ranged attacks pass through your square. spend actions to aim a siege engine, you and your crew can
use move actions instead of full-round actions to aim the
Lucky Strike (Combat) siege engine.
Your luck increases the potency of your weapon attacks.
Normal: Full-round actions are required to load and aim
Prerequisites: Base attack bonus +5, adaptive luck racial siege engines.
trait, halfling.
Medusa's Wrath (Combat)
Benefit: Spend a use of your adaptive luck racial trait to
You can take advantage of your opponent's confusion,
reroll the damage from a single weapon attack. You deal
delivering multiple blows.
damage equal to the new damage roll, or the original roll,
whichever is greater. Prerequisites: Improved Unarmed Strike, Gorgon's Fist,
Scorpion Style, base attack bonus +11.
Lunge (Combat)
You can strike foes that would normally be out of reach. Benefit: Whenever you use the full-attack action and make
at least one unarmed strike, you can make two additional
Prerequisites: Base attack bonus +6. unarmed strikes at your highest base attack bonus. These
bonus attacks must be made against a dazed, flat-footed,
Benefit: You can increase the reach of your melee attacks by
paralyzed, staggered, stunned, or unconscious foe.
5 feet until the end of your turn by taking a –2 penalty to
your AC until your next turn. You must decide to use this Merciless Butchery (Combat)
ability before any attacks are made.
Your talent for slaughter lets you dispatch helpless
Manyshot (Combat) opponents before they can recover.
You can fire multiple arrows at a single target. Prerequisites: Dastardly Finish, sneak attack +5d6, studied
target class feature.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base
attack bonus +6.

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86
Benefit: As a standard action that does not provoke attacks Misdirection Attack (Combat)
of opportunity, you can attempt a coup de grace against a After misdirecting your opponent’s weapon attack, you
cowering, helpless, or stunned opponent that you have leave your opponent open to further violence.
designated as your studied target.
Prerequisites: Int 13, Combat Expertise, Deceitful,
Missile Shield (Combat) Misdirection Redirection, Misdirection Tactics, Bluff 10 ranks.
You are skilled at deflecting ranged attacks with your
Benefit: When you successfully use the Misdirection Tactics
shield.
feat to negate a melee weapon attack, the opponent whose
Prerequisites: Dex 13, Shield Focus. attack you negated provokes an attack of opportunity from
you, even though you normally can’t take attacks of
Benefit: You must be using a light, heavy, or tower shield to
opportunity while using the total defense action. This effect is
use this feat. Once per round when you would normally be
in addition to the effect gained from Misdirection
hit with an attack from a ranged weapon (not including spell
Redirection.
effects, natural attacks, or massive ranged weapons), you
may deflect it so that you take no damage, as if you had the Misdirection Redirection (Combat)
Deflect Arrows feat. You must be aware of the attack and not After misdirecting your opponent’s weapon attack, you
flat-footed. trick it into striking someone else.
Martial Dominance (Combat) Prerequisites: Int 13, Combat Expertise, Misdirection
Your skill at arms intimidates your foes. Tactics, Deceitful, Bluff 10 ranks.
Prerequisites: Base attack bonus +5, Intimidate 1 rank. Benefit: When you successfully use the Misdirection Tactics
feat to negate a melee weapon attack, you redirect your foe’s
Benefit: You can use your base attack bonus in place of
attack and trick your foe into striking another creature of
your ranks in Intimidate to determine your Intimidate skill
your choice within the foe’s melee reach. To resolve this
bonus. When you confirm a critical hit against a creature, you
attack, your foe must make a new attack roll against the new
can attempt an Intimidate check to demoralize that creature
target.
as an immediate action.
Misdirection Tactics (Combat)
Martial Mastery (Combat) You have learned to use deception and trickery to misdirect
You broaden your study of weapons to encompass multiple
your opponent’s weapon attack.
similar weapons.
Prerequisites: Int 13, Combat Expertise, Deceitful, Bluff 4
Prerequisites: Martial Versatility, fighter level 16th, human.
ranks.
Benefit: Each combat feat you have that applies to a specific
Benefit: While you are using the total defense action, if a
weapon (e.g., Weapon Focus) can be used with all weapons
melee attack would still hit your AC, you can attempt a Bluff
in the same weapon group.
check with a DC equal to the foe’s attack roll as an immediate
Martial Versatility (Combat) action. If you succeed at the check, you negate the attack
(treat it as a miss). If the attack still hits, you cannot use this
You further broaden your study of weapons to encompass
feat against the same opponent for 24 hours.
multiple similar weapons.
Prerequisites: Fighter level 4th, human. Mobility (Combat)
You can easily move through a dangerous melee.
Benefit: Choose one combat feat you know that applies to a
specific weapon (e.g., Weapon Focus). You can use that feat Prerequisites: Dex 13, Dodge.
with any weapon within the same weapon group.
Benefit: You get a +4 dodge bonus to Armor Class against
Special: You may take this feat more than once. Each time it attacks of opportunity caused when you move out of or
applies to a different feat. within a threatened area. A condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes you
Measure Foe (Combat) lose dodge bonuses.
You can read a foe’s martial skill from its body language.
Dodge bonuses stack with each other, unlike most types of
Prerequisite: Street Smarts, base attack bonus +1. bonuses.
Benefit: You can attempt a Sense Motive check as a free Monastic Legacy (Combat)
action to deduce a foe’s martial training after observing the Your formal unarmed training continues to bolster your
foe’s movements for at least 1 minute or observing the foe’s training in other areas.
attacks for at least 2 rounds. You take a –10 penalty on your
check if you are observing movements, rather than attacks. Prerequisites: Still mind class feature, Improved Unarmed
The DC equals 20 + the creature’s base attack bonus or 10 + Strike.
the creature’s Bluff or Disguise modifier, whichever is higher.
Benefit: Add half the levels you have in classes other than
If you succeed, you learn the foe’s base attack bonus and monk to your monk level to determine your effective monk
one combat feat it has, and you learn an additional combat level for your base unarmed strike damage. This feat does not
feat it has for every 5 points by which you exceed the DC. make levels in classes other than monk count toward any
You also gain a +1 insight bonus on attack rolls against that other monk class features.
foe and to your AC against that foe until the foe gains a level
or otherwise improves its abilities. If you fail this check
against a particular foe, you can’t try again against that foe
until you gain more ranks in Sense Motive.

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Moonlight Stalker (Combat) Benefit: If your mount moves its speed or less, you can still
You are adept at using shadows to conceal your attacks. take a full-attack action.

Prerequisites: Int 13, Blind-Fight, Combat Expertise, Bluff 3 Normal: If your mount moves more than 5 feet, you can
ranks, darkvision or low-light vision racial trait. only take an attack action.

Benefit: While you have concealment from an opponent, Neckbreaker (Combat)


you gain a +2 bonus on attack and damage rolls against that With a quick jerk, you snap an enemy's neck.
opponent.
Prerequisites: Bonebreaker, Greater Grapple, Improved
Moonlight Stalker Feint (Combat) Grapple, Improved Unarmed Strike, Jawbreaker, Stunning
You strike through the shadows so quickly that your Fist, Heal 12 ranks.
opponent can barely react to your attacks. Benefit: If you have an opponent your size or smaller
Prerequisites: Int 13, Blind-Fight, Combat Expertise, helpless or pinned, after you initiate or maintain a grapple,
Improved Feint, Moonlight Stalker, Bluff 6 ranks, darkvision you can make a Stunning Fist attempt at a –5 penalty on the
or low-light vision racial trait. attack roll. If you succeed, you wrench that opponent's neck,
dealing 2d6 Strength or Dexterity damage. If the targeted
Benefit: Once per round, against an opponent from whom ability score is reduced to 0, any remaining damage is dealt to
you have concealment, you can spend a swift action to make that opponent's Constitution score. A creature that is immune
a Bluff check to feint. to critical hits or that has no discernible head and neck is
immune to the effects of this feat.
Normal: Feinting is a standard action.

Moonlight Stalker Master (Combat) Net Adept (Combat)


You have trained to use the net as a melee weapon.
You leave your opponents swinging at shadows while you
slide elusively through the darkness. Prerequisites: Exotic Weapon Proficiency (net), base attack
bonus +1.
Prerequisites: Int 13, Blind-Fight, Combat Expertise,
Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Benefit: You can treat a net as a one-handed melee reach
Bluff 9 ranks, darkvision or low-light vision racial trait. weapon with a 10-foot reach. Further, you take no penalty on
melee attack rolls for using an unfolded net, and you can use
Benefit: While you have concealment, your opponents' miss
one full-round action or two move actions to fold a net.
chance against you increases by 10%. If an opponent misses
you due to your concealment, you can spend an immediate Normal: A net is a ranged weapon that imposes a –4
action to move 5 feet, this movement does not provoke penalty on ranged attack rolls if it is unfolded. Folding a net
attacks of opportunity and does not count as a 5-foot step. takes a proficient user 2 rounds.

Mounted Archery (Combat) Net and Trident (Combat)


You are skilled at making ranged attacks while mounted. Your skill with lighter weapons allows you to wield one
alongside your net.
Prerequisites: Ride 1 rank, Mounted Combat.
Prerequisites: Dex 15, Exotic Weapon Proficiency (net), Net
Benefit: The penalty you take when using a ranged weapon
Adept, Two-Weapon Fighting.
while mounted is halved: –2 instead of –4 if your mount is
taking a double move, and –4 instead of –8 if your mount is Benefit: You can treat a net as a one-handed ranged
running. weapon, allowing you to wield a light or one-handed melee
weapon and still make ranged attacks with your net. When
Mounted Combat (Combat) you use your light or one-handed melee weapon to attack an
You are adept at guiding your mount through combat. entangled opponent, you gain a +2 bonus on damage rolls
Prerequisite: Ride 1 rank. and on attack rolls to confirm a critical hit.

Benefit: Once per round when your mount is hit in combat, Normal: A net is a two-handed ranged weapon.
you may attempt a Ride check (as an immediate action) to
negate the hit. The hit is negated if your Ride check result is
Net Maneuvering (Combat)
With sweeping movements and brute force, you can use
greater than the opponent's attack roll.
your net to put foes at a disadvantage.
Mounted Shield (Combat) Prerequisites: Exotic Weapon Proficiency (net), Net Adept,
Your defensive tactics defend both you and your mount. base attack bonus +3.
Prerequisites: Mounted Combat, Shield Focus. Benefit: In melee, you can use a net to trip or disarm
Benefit: You may add your base shield bonus (including opponents instead of entangling them. You gain a +2 bonus
the bonus from Shield Focus but not including enhancement on disarm checks made to use a net in this way. Further, if
bonuses) to your mount's AC. In addition, you may add this you have an opponent entangled in your net, you can
bonus when making a Ride check to negate a hit against your attempt to drag or reposition that opponent as long as he is
mount using the Mounted Combat feat. within your net's reach or you control the trailing rope on
your net.
Mounted Skirmisher (Combat)
You are adept at attacking from upon a swift moving steed.
Prerequisites: Ride rank 14, Mounted Combat, Trick
Riding.

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88
Net Trickery (Combat) Benefit: Your presence can act as a fast and effective
You have become very proficient at using your net to hinder Dazzling Display. As a standard action, you use the benefit of
your enemies. Dazzling Display even when you are not wielding a weapon
in which you have Weapon Focus. If you are wielding such a
Prerequisites: Exotic Weapon Proficiency (net), Net Adept, weapon, you gain a +2 bonus on the Intimidate check.
Net Maneuvering, base attack bonus +6.
Opening Volley (Combat)
Benefit: In place of one of your melee attacks, you can use
Your ranged assault leaves your foe disoriented and
your net to attempt a dirty trick combat maneuver to blind an
vulnerable to your melee attack.
opponent. If you have an opponent entangled in your net,
you can attempt to trip that opponent as long as he is within Benefit: Whenever you deal damage with a ranged attack,
your net's reach or you control the trailing rope on your net. you gain a +4 circumstance bonus on the next melee attack
You also gain a +2 bonus on drag and reposition combat roll you make against the opponent. This attack must occur
maneuver checks you make using your net. before the end of your next turn.

Nightmare Fist (Combat) Orc Hewer (Combat)


You are even more deadly in magical darkness. You are ferocious at hewing your enemies, especially orcs.
Prerequisites: Improved Unarmed Strike, Intimidate 1 rank, Prerequisites: Str 13, Cleave, Goblin Cleaver, Power Attack,
ability to create magical darkness. dwarf.
Benefit: While fighting within an area of magical darkness, Benefit: This feat functions as Goblin Cleaver, but your
you gain a +2 bonus on damage rolls with unarmed strikes, additional attacks can be made against creatures your size or
or a +4 bonus against opponents that are shaken, frightened, smaller. In addition, any such attacks that you make against
or panicked. You also gain a +2 morale bonus on Acrobatics humanoids (orc) gain a +2 circumstance bonus on attack rolls.
and Intimidate checks.
Orc Weapon Expertise (Combat)
Nightmare Striker (Combat) You can do more with the weapons orcs favor the most.
Your faerie fire not only illuminates your foes, but it also
Prerequisites: Base attack bonus +1, orc.
shows you their weaknesses.
Benefit: When you take this feat, choose one of the benefits
Prerequisites: Improved Unarmed Strike, Nightmare Fist,
below. Whenever you wield a weapon that has "orc" in its
Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast
name, you gain the benefit you chose so long as you are
faerie fire.
actually proficient with that weapon.
Benefit: While a faerie fire you have cast (not one cast from a
Bully: Gain a +1 bonus on damage rolls against creatures at
spell completion or spell trigger item) outlines an opponent,
least one size smaller than you.
the DC for that opponent to resist your Stunning Fist
attempts increases by +2. If you hit an opponent with a Defender: Gain a +1 shield bonus to your AC (or +2 if
Stunning Fist attempt, and that opponent fails her saving wielding a two-handed weapon).
throw, you can render the target shaken for 1d2 rounds plus
1 round for every 5 by which the opponent failed her save. Disrupter: Add 3 to the DC of opponents’ concentration
checks. This only applies if you are aware of the enemy's
Nightmare Weaver (Combat) location and are capable of taking an attack of opportunity. If
You can use your ability to create magical darkness to you have already used all of your available attacks of
terrorize enemies. opportunity for the round, this increase does not apply.

Prerequisites: Improved Unarmed Strike, Nightmare Fist, Killer: Gain a +2 competence bonus on attack rolls made to
Intimidate 2 ranks, ability to cast darkness. confirm critical hits.

Benefit: By spending a full-round action to cast darkness, Thug: Deal +1 point of nonlethal damage with the weapon.
you can also make Intimidate checks to demoralize all foes in Trickster: Gain a +2 bonus on a single type of combat
the spell's initial area. maneuver check that you can perform with that weapon.
Special: This feat counts as Dazzling Display for purposes This feat has no effect if you are not proficient with the
of qualifying for Deadly Stroke and Shatter Defenses. weapon you're using.
Nimble Striker (Combat) Special: You can gain this feat multiple times. Each time
You were born to charge your enemies and nobody does it you take this feat, you must choose a different benefit. You
better. may only apply one of these benefits per round (chosen as a
free action at the start of your turn).
Prerequisites: Dex 13, base attack bonus +1, catfolk, sprinter
racial trait. Ostentatious Rager (Combat)
Benefit: You do not take a –2 penalty to AC when you use You can enthrall onlookers with a show of ferocious might
the Cleave feat, Lunge feat, or when you charge. or compel enemies to regard you as a crucial threat.

Notorious Vigilante (Combat) Prerequisites: Intimidate 5 ranks, rage class feature.


You are widely known as dangerous and fearsome. Benefit: You can earn money with Intimidate by
performing feats of strength and intimidation, exactly as if
Prerequisites: Dazzling Display, Weapon Focus, any
you were doing so with the Perform skill.
nongood alignment, great renown social talent, proficiency
with chosen weapon. Additionally, while you’re raging, if a foe would be
demoralized by your Intimidate skill and the foe is not

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currently shaken by your intimidation, you can instead Perfect Strike (Combat)
distract that foe until the beginning of your next turn. During When wielding a monk weapon, your attacks can be
that time, the foe takes a –5 penalty on Perception checks that extremely precise.
don’t involve you and takes a –2 penalty to its AC against
any creature other than you. These effects end early if a Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
creature other than you attacks the foe or if you demoralize base attack bonus +8.
the foe and apply the shaken condition.
Benefit: You must declare that you are using this feat before
Paralyzing Strike (Combat) you make your attack roll (thus a failed attack roll ruins the
attempt). You must use one of the following weapons to
Finding just the right pressure point, you paralyze your foe
make the attack: kama, nunchaku, quarterstaff, sai, and
with a single hit.
siangham. You can roll your attack roll twice and take the
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, higher result. If one of these rolls is a critical threat, the other
base attack bonus +14. roll is used as your confirmation roll (your choice if they are
both critical threats). You may attempt a perfect attack once
Benefit: You must declare that you are using this feat before
per day for every four levels you have attained (but see
you make your attack roll (thus, a failed attack roll ruins the
Special), and no more than once per round.
attempt). Paralyzing Strike forces a foe damaged by your
unarmed attack to attempt a Fortitude saving throw (DC = 10 Special: A weapon master monk or zen archer monk
+ 1/2 your character level + your Wisdom modifier), in receives Perfect Strike as a bonus feat at 1st level, even if he
addition to dealing damage normally. An opponent who fails does not meet the prerequisites. A monk may attempt an
this saving throw is paralyzed for 1 round, until just before perfect strike attack a number of times per day equal to his
your next turn. You can attempt to use Paralyzing Strike once monk level, plus one more time per day for every four levels
per day for every 4 character levels you have, but no more he has in classes other than monk.
than once per round. Constructs, incorporeal creatures,
plants, undead, and creatures that are immune to critical hits Performance Weapon Mastery (Combat)
cannot be affected by this ability. You wield all your weapons with the flair of a performer.

Parting Shot (Combat) Benefit: You treat all weapons you are proficient in as if
they had the performance weapon quality.
You are an expert skirmisher, able to rain missiles upon
your enemies whether advancing or retreating. Performing Combatant (Combat)
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, You treat every combat as a performance, bringing flare and
Shot on the Run, base attack bonus +6. showmanship.

Benefit: Once per encounter, when using the withdraw Prerequisites: Dazzling Display, any one performance feat.
action, you can make a single ranged attack at any point
Benefit: You can make performance combat checks in any
during your movement.
combat. When making a performance check outside of
Normal: You cannot attack when using the withdraw performance combat, you can pick a single performance feat
action. to use. You automatically gain any bonus on the performance
combat check the feat grants, and then you make a DC 20
Special: Starting at 6th level, a ranger with the archery performance combat check. On a success, you gain the full
combat style may select Parting Shot as a combat style feat. effect of the performance feat you chose.
Passing Trick (Combat) Piercing Grapple (Combat)
Slipping past a foe gives you the chance to feint. You can use small but deadly weapons to restrain a foe,
Prerequisites: Int 13, Combat Expertise, Dodge, Improved forcing it to choose between pain and capitulation.
Feint, Mobility, size Small or smaller. Prerequisites: Dex 13, Improved Grapple, Improved
Benefit: Whenever you make a successful Acrobatics check Unarmed Strike, Quick Draw, Intimidate 7 ranks.
to move through an opponent's space, you can spend a swift Benefit: You can draw a light or one-handed piercing
action to make a Bluff check against that opponent to feint in weapon and stab your opponent with it when you initiate a
combat. grapple. You take a –2 penalty on your combat maneuver
Special: If you have the Underfoot feat and the opponent is check to initiate the grapple, but since you pull the weapon
larger than you, you gain a +2 bonus on the Bluff check this out as part of the grapple, you don’t take the usual –4
feat allows. penalty. If you succeed, you grapple your opponent as
normal, and the weapon doesn’t count as being in your hand
Penetrating Strike (Combat) either for the purposes of the –4 penalty or for dealing
Your attacks are capable of penetrating the defenses of some damage while maintaining a grapple. If your opponent
creatures. successfully breaks the grapple, it takes an amount of
damage equal to the base weapon damage of the weapon you
Prerequisites: Weapon Focus, base attack bonus +1, 12th- used to initiate the grapple plus an additional 1d4 points of
level fighter, proficiency with weapon. bleed damage. A successful DC 15 Heal check or any magical
Benefit: Your attacks with weapons selected with Weapon healing ends the bleed effect. If you choose to end the
Focus ignore up to 5 points of damage reduction. This feat grapple, you can opt to not deal the bleed damage, but either
does not apply to damage reduction without a type (such as way, your opponent still takes the base weapon damage.
DR 10/—). While maintaining this grapple, you gain a +2 circumstance
bonus on all Intimidate checks made against your opponent.

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90
Pin Down (Combat) bonuses to its Armor Class. You do not gain the benefit of
You easily block enemy escapes. this feat if you move this round.

Prerequisites: Combat Reflexes, fighter level 11th. Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.
Benefit: Whenever an opponent you threaten takes a 5-foot
step or uses the withdraw action, that opponent provokes an Prerequisite: Weapon Specialization with selected ranged
attack of opportunity from you. If the attack hits, you deal no weapon.
damage, but the targeted creature is prevented from making
Benefit: Choose one type of ranged weapon. You do not
the move action that granted a 5-foot step or the withdraw
provoke attacks of opportunity when firing the selected
action and does not move.
weapon while threatened.
Pinning Knockout (Combat) Normal: Using a ranged weapon while you are threatened
An opponent you have pinned is easy for you to knock out. provokes attacks of opportunity.
Prerequisites: Dex 13, Greater Grapple, Improved Grapple, Special: Starting at 6th level, a ranger with the archery
Improved Unarmed Strike, base attack bonus +9 or monk combat style may select Point Blank Master as a combat style
level 9th. feat, but he must have Weapon Focus instead of Weapon
Benefit: While you have an opponent pinned, when you Specialization in the selected weapon.
succeed at a grapple combat maneuver check to deal an
opponent nonlethal damage using an unarmed strike or a
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks
light or one-handed weapon, double your damage result.
against close targets.
Any creature that is immune to critical hits is immune to the
effects of this feat. Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.
Pinning Rend (Combat)
You tear flesh when you damage an opponent that you Power Attack (Combat)
have pinned. You can make exceptionally deadly melee attacks by
sacrificing accuracy for strength.
Prerequisites: Dex 13, Greater Grapple, Improved Grapple,
Improved Unarmed Strike, base attack bonus +9 or monk Prerequisites: Str 13, base attack bonus +1.
level 9th.
Benefit: You can choose to take a –1 penalty on all melee
Benefit: While you have an opponent pinned, when you attack rolls and combat maneuver checks to gain a +2 bonus
succeed at a grapple combat maneuver check to deal an on all melee damage rolls. This bonus to damage is increased
opponent damage using an unarmed strike or a light or one- by half (+50%) if you are making an attack with a two-
handed weapon, that opponent also takes bleed damage handed weapon, a one handed weapon using two hands, or a
equal to your unarmed strike or weapon damage dice. Any primary natural weapon that adds 1-1/2 times your Strength
creature that is immune to critical hits is immune to the modifier on damage rolls. This bonus to damage is halved (–
effects of this feat. 50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus
Pinpoint Poisoner (Combat) reaches +4, and every 4 points thereafter, the penalty
You deftly use specially prepared needles to apply poison increases by –1 and the bonus to damage increases by +2.
for maximum effect. You must choose to use this feat before making an attack roll,
Prerequisites: Poison use class feature, Craft (alchemy) 6 and its effects last until your next turn. The bonus damage
ranks, Adder Strike, Improved Unarmed Strike, Two- does not apply to touch attacks or effects that do not deal hit
Weapon Fighting or flurry of blows class feature. point damage.

Benefit: When you use Adder Strike, you can instead Precise Shot (Combat)
poison up to two blowgun darts that you can then use to You are adept at firing ranged attacks into melee.
strike your opponent in melee. (Drawing such darts is a free
Prerequisite: Point-Blank Shot.
action.) While holding these darts, you can spend a standard
action to attack with one or a full-attack action to attack with Benefit: You can shoot or throw ranged weapons at an
both. Such attacks are considered melee touch attacks that opponent engaged in melee without taking the standard –4
deal 1d2 damage plus any bonuses you gain on your normal penalty on your attack roll.
unarmed strike damage, and they deliver the poison. You can
instead throw such darts as if they were shuriken, making Prone Shooter (Combat)
your ranged attack rolls against the target's AC. While prone, you use the ground to stabilize your aim while
using a crossbow or firearm.
Normal: Applying poison to a weapon or single piece of
ammunition is a standard action. Prerequisites: Base attack bonus +1.

Pinpoint Targeting (Combat) Benefit: If you have been prone since the end of your last
You can target the weak points in your opponent's armor. turn, the penalty to your Armor Class against melee attacks
made against you is reduced to -2. In addition, the bonus to
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank your Armor Class against ranged attacks made against you is
Shot, Precise Shot, base attack bonus +16. increased to +6.
Benefit: As a standard action, make a single ranged attack.
The target does not gain any armor, natural armor, or shield

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Prone Slinger (Combat) Quick Bull Rush (Combat)
Your sideways sling release allows you to launch bullets You can barrel into your opponent and follow this with an
and stones even while prone. attack.
Benefit: While prone, you can use a sling to make ranged Prerequisites: Str 13, Improved Bull Rush, Power Attack,
attacks. base attack bonus +6.
Normal: Crossbows and firearms are the only ranged Benefit: On your turn, you can perform a single bull rush
weapons that can be used while prone. combat maneuver in place of one of your melee attacks. You
must choose the melee attack with the highest base attack
Punishing Kick (Combat) bonus to make the bull rush.
Your kicks are so powerful you use them to push or knock
back your foes. Normal: A bull rush combat maneuver is a standard action.

Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, Quick Dirty Trick (Combat)
base attack bonus +8. You can perpetrate a dirty trick and deliver an attack before
your opponent is the wiser.
Benefit: You must declare that you are using this feat before
you make your attack roll (thus a failed attack roll ruins the Prerequisites: Int 13, Combat Expertise, Improved Dirty
attempt). On a successful hit, the attack deals damage Trick, base attack bonus +6.
normally and you can choose to push your target 5 feet or
Benefit: On your turn, you can perform a single dirty trick
attempt to knock them prone. If you decide to push the
combat maneuver in place of one of your melee attacks. You
target, it is moved 5 feet directly away from you. This
must choose the melee attack with the highest base attack
movement does not provoke attacks of opportunity, and the
bonus to make the dirty trick combat maneuver.
target must end this move in a safe space it can stand in. If
you decide to attempt to knock the target prone, the target Normal: A dirty trick combat maneuver is a standard
receives a Fortitude saving throw with a DC of 10 + 1/2 your action.
character level + your Wisdom modifier to avoid the effect.
You may attempt a punishing kick attack once per day for Quick Drag (Combat)
every four levels you have attained (but see Special), and no You drag your enemy and deliver a punishing blow.
more than once per round.
Prerequisites: Str 13, Improved Drag, Power Attack, base
Special: A hungry ghost monk receives Punishing Kick as a attack bonus +6.
bonus feat at 1st level, even if he does not meet the
Benefit: On your turn, you can perform a single drag
prerequisites. A monk may attempt a punishing kick attack a
combat maneuver in place of one of your melee attacks. You
number of times per day equal to his monk level, plus one
must choose the melee attack with the highest base attack
more time per day for every four levels he has in classes other
bonus to make the drag.
than monk.
Normal: A drag combat maneuver is a standard action.
Pushing Assault (Combat)
A strike made with a two-handed weapon can push a Quick Draw (Combat)
similar sized opponent backward. You can draw weapons faster than most.
Prerequisites: Str 15, Power Attack, base attack bonus +1. Prerequisite: Base attack bonus +1.
Benefit: When you hit a creature your size or smaller with a Benefit: You can draw a weapon as a free action instead of
two-handed weapon attack modified by the Power Attack as a move action. You can draw a hidden weapon (see the
feat, you can choose to push the target 5 feet directly away Sleight of Hand skill) as a move action.
from you instead of dealing the extra damage from Power
Attack. If you score a critical hit, you can instead push the A character who has selected this feat may throw weapons
target 10 feet directly away from you. This movement does at his full normal rate of attacks (much like a character with a
not provoke attacks of opportunities, and the target must end bow).
this move in a safe space it can stand in. You choose which Alchemical items, potions, scrolls, and wands cannot be
effect to apply after the attack roll has been made, but before drawn quickly using this feat.
the damage is rolled.
Normal: Without this feat, you may draw a weapon as a
Quarterstaff Master (Combat) move action, or (if your base attack bonus is +1 or higher) as
You can wield a quarterstaff as either a two-handed or one- a free action as part of movement. Without this feat, you can
handed weapon. draw a hidden weapon as a standard action.
Prerequisites: Weapon Focus (quarterstaff), base attack Quick Reposition (Combat)
bonus +5. Your opponent becomes an unwitting dance partner,
Benefit: By employing a number of different stances and following your lead while you fight.
techniques, you can wield a quarterstaff as a one-handed Prerequisites: Int 13, Combat Expertise, Improved
weapon. At the start of your turn, you decide whether or not Reposition, base attack bonus +6.
you are going to wield the quarterstaff as a one-handed or
two-handed weapon. When you wield it as a one-handed Benefit: On your turn, you can perform a single reposition
weapon, your other hand is free, and you cannot use the staff combat maneuver in place of one of your melee attacks. You
as a double weapon. You can take the feat Weapon must choose the melee attack with the highest base attack
Specialization in the quarterstaff even if you have no levels in bonus to make the reposition.
fighter.

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92
Normal: A reposition combat maneuver is a standard swift action to make a grapple combat maneuver check at a –
action. 5 penalty.

Quick Steal (Combat) Rapid Reload (Combat)


You are adept at relieving foes of their belongings even Choose a type of crossbow (hand, light, heavy) or a single
while you strike. type of one-handed or two-handed firearm that you are
proficient with. You can reload such a weapon quickly.
Prerequisites: Int 13, Combat Expertise, Improved Steal,
base attack bonus +6. Prerequisites: Weapon Proficiency (crossbow type chosen)
or Exotic Weapon Proficiency (firearm).
Benefit: On your turn, you can perform a single steal
combat maneuver in place of one of your melee attacks. You Benefit: The time required for you to reload your chosen
must choose the melee attack with the highest base attack type of weapon is reduced to a free action (for a hand or light
bonus to make the steal. crossbow), a move action (for heavy crossbow or one-handed
firearm), or a standard action (two-handed firearm).
Normal: A steal combat maneuver is a standard action.
Reloading a crossbow or firearm still provokes attacks of
Quick Study (Combat) opportunity.
You can learn quickly, although you do not always retain If you have selected this feat for a hand crossbow or light
what you learn long. crossbow, you may fire that weapon as many times in a full-
attack action as you could attack if you were using a bow.
Prerequisites: Int 13, bravery +3 class feature, fighter level
10th. Normal: A character without this feat needs a move action
to reload a hand or light crossbow, a standard action to
Benefit: Once per day, you can train with someone who has
reload a one-handed firearm, or a full-round action to load a
a combat feat you do not possess to gain that feat. You must
heavy crossbow or a two-handed firearm.
train with that person for 8 hours and must meet the feat’s
prerequisites to gain it this way. You gain this feat until you Special: You can gain Rapid Reload multiple times. Each
learn another one using this feat. time you take the feat, it applies to a new type of crossbow or
a new type of firearm.
Quiet Death (Combat)
You have learned to dispatch your enemies with the silence Rapid Shot (Combat)
and grace of an accomplished assassin. You can make an additional ranged attack.
Prerequisites: Dex 19, Stealth 10 ranks, rogue level 10th. Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When you ambush an enemy or enemies that are Benefit: When making a full-attack action with a ranged
unaware of your presence, you can roll a Stealth check with a weapon, you can fire one additional time this round at your
–5 penalty. The result indicates the Perception DC to hear highest bonus. All of your attack rolls take a –2 penalty when
your attacks (rather than the normal DC of –10 to hear using Rapid Shot.
pitched combat) until an opponent’s first action, when the DC
returns to –10. Other enemies present can still see the attack; Ray Shield (Combat)
Quiet Death only prevents the sounds of battle from alerting You can even deflect rays with your shield.
further enemies.
Prerequisites: Dex 15, Missile Shield, Spellbreaker.
Ranged Feint (Combat) Benefit: You must be using a light, heavy, or tower shield to
You can mislead foes about your aim with ranged attacks. use this feat. Once per round when you would normally be
Prerequisites: Base attack bonus +2, Bluff 3 ranks. hit with a ranged touch attack (including rays and similar
magical effects), you may deflect it so that you take no
Benefit: You can feint with a ranged weapon by throwing a damage from it. Your shield suffers the full effects of the spell
thrown weapon or firing one arrow, bolt, bullet, or other or effect, if applicable.
piece of ammunition; this feint takes the same action as
normal to feint, but depending on your weapon, you might Ready for Anything (Combat)
have to reload or draw another weapon afterward. When you You never let down your guard.
successfully use a ranged feint, you deny that enemy its
Prerequisites: Alertness, Improved Initiative, Lightning Ref
Dexterity bonus to AC against your ranged attacks as well as
lexes, Quick Draw, base attack bonus +6 or uncanny dodge
your melee attacks for the same duration as normal. If your
class feature.
feints normally deny a foe its Dexterity bonus to AC against
attacks other than your own, this applies only against others’ Benefit: You can always act in the surprise round even if
melee attacks. you fail a Perception check to notice foes, but you are still
considered f lat-footed until you take an action.
Normal: You can feint only with a melee weapon, and only
against a creature you threaten with that weapon. Rebounding Leap (Combat)
Rapid Grappler (Combat) Your riding and lancing expertise allows you to enter and
leave the saddle with great speed.
You are a quick hand at grappling.
Prerequisites: Leaping lance class feature, Acrobatics 5
Prerequisites: Dex 13, Greater Grapple, Improved Grapple,
ranks, Ride 11 ranks.
Improved Unarmed Strike, base attack bonus +9 or monk
level 9th. Benefit: When you succeed at the Acrobatics check to jump
as part of your leaping lance class feature, you can remount
Benefit: Whenever you use Greater Grapple to successfully
your steed as a swift action.
maintain a grapple as a move action, you can then spend a

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Rebuffing Reduction (Combat) action to deliver the effects of the chosen revelation to that
Your damage reduction can turn the force of blows back on opponent. Doing so provokes no attacks of opportunity.
your enemies. Special: You can take this feat multiple times. Each time
Prerequisites: Str 13, damage reduction, Improved Bull you take it, you apply it to a different qualifying revelation.
Rush, Power Attack, base attack bonus +1.
Reverse-Feint (Combat)
Benefit: Whenever an opponent that is adjacent to you fails You can goad an opponent into attacking you in order to
to penetrate your DR with a melee attack, you can spend an make your counter attack all the more powerful.
immediate action to attempt a bull rush combat maneuver
Prerequisites: Toughness, base attack bonus +1, orc.
against that opponent. If you succeed, you cannot move with
the opponent. Benefit: As a move action, you can leave a gap in your
defenses for one adjacent opponent to use. If the opponent
Normal: A bull rush combat maneuver is a standard action.
attacks you on its next turn, it gains a +4 bonus on its attack
Rending Claws (Combat) roll. Whether or not the opponent successfully hits, you may
Your claw attacks do greater harm to your enemy. attack it as an immediate action with a single melee attack,
gaining a +2 bonus on your attack roll.
Prerequisites: Str 13, two claw natural weapon attacks, base
attack bonus +6. Ride-By Attack (Combat)
While mounted and charging, you can move, strike at a foe,
Benefit: If you hit a creature with two claw attacks in the
and then continue moving.
same turn, the second claw attack deals an additional 1d6
points of damage. This damage is precision damage and is Prerequisites: Ride 1 rank, Mounted Combat.
not multiplied on a critical hit. You can use this feat once per
Benefit: When you are mounted and use the charge action,
round.
you may move and attack as if with a standard charge and
Rending Fury (Combat) then move again (continuing the straight line of the charge).
You easily tear your enemies limb from limb with your Your total movement for the round can't exceed double your
natural attacks. mounted speed. You and your mount do not provoke an
attack of opportunity from the opponent that you attack.
Prerequisites: Base attack bonus +6, rend special attack.
Risky Striker (Combat)
Benefit: You deal rend damage if you hit with half the
You can make yourself a little more vulnerable to larger
normal natural attacks your rend requires. For example, a
creatures in order to land a devastating blow.
troll that has this feat can rend when it hits with one claw
attack, while a girallon that has this feat must hit one target Prerequisites: Base attack bonus +1, halfling.
with two claw attacks to rend. You can only make this rend
Benefit: You can choose to take a –1 penalty to AC to gain a
attack once per round.
+2 bonus on melee damage rolls against creatures two or
Repositioning Strike (Combat) more size categories larger than you. When your base attack
Your critical hits can move your foes where you wish. bonus reaches +4 and every 4 levels thereafter, the penalty
increases by –1 and the damage bonus increases by 2. The
Prerequisites: Int 13, Combat Expertise, Improved bonus damage is multiplied in the case of a critical hit. You
Reposition, base attack bonus +9. can only choose to use this feat when you declare that you are
making an attack action or a full-attack action with a melee
Benefit: Whenever you score a critical hit with a melee
weapon. The effects last until your next turn.
attack, you can move your opponent, in addition to the
normal damage dealt by the attack. If your confirmation roll Riving Strike (Combat)
exceeds your opponent's CMD, you may move your
When you infuse your weapon with arcane might, your
opponent as if from the reposition combat maneuver. This
attacks make foes more susceptible to magic.
does not provoke an attack of opportunity.
Prerequisites: Arcane Strike, ability to cast arcane spells.
Normal: You must perform a reposition combat maneuver
to reposition an opponent. Benefit: If you have a weapon that is augmented by your
Arcane Strike feat, when you damage a creature with an
Special: You can only apply the effects of one of the
attack made with that weapon, that creature takes a –2
following feats to a given critical hit: Bull Rush Strike,
penalty on saving throws against spells and spell-like
Disarming Strike, Repositioning Strike, Sundering Strike, or
abilities. This effect lasts for 1 round.
Tripping Strike. You may choose to use this feat after you
make your confirmation roll. Sabotaging Sunder (Combat)
Your can quickly sabotage a foe’s worn or carried
Revelation Strike (Combat) equipment.
Your unarmed strike brings a revelation down upon your
foe. Prerequisites: Str 13, Improved Sunder, Power Attack,
Disable Device 7 ranks.
Prerequisites: Revelation class feature, Improved Unarmed
Strike. Benefit: As a standard action, you can sabotage an item
worn by a foe with a special sunder combat maneuver. You
Benefit: When you gain this feat, choose one revelation that
use this maneuver in melee to sabotage an item that is neither
you can use to affect no more than one opponent. If you make
held nor hidden in a bag, pack, or other container. You must
a successful unarmed strike against an opponent, in addition
have at least one hand free to perform this combat maneuver,
to dealing your unarmed strike damage, you can use a swift
and doing so provokes an attack of opportunity from the

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creature against whom you are performing the maneuver, Scorching Weapons (Combat)
even though you have the Improved Sunder feat. Elemental fire stirs within your body, boiling your blood
When attempting the combat maneuver check, use your and rendering you resistant to flame.
ranks in Disable Device in place of your base attack bonus Prerequisite: Ifrit.
and your Dexterity modifier in place of your Strength
modifier. Any bonuses on combat maneuver checks Benefit: You gain a +2 bonus on saving throws against fire
specifically to sunder (such as the bonus granted by attacks and spells with the fire descriptor or light descriptor.
Improved Sunder) also apply to this maneuver, and any As a swift action, you can make up to two held manufactured
bonuses your target gains to CMD against sundering metallic weapons become red-hot for 1 round, dealing 1
attempts also protect her from this maneuver. If you succeed additional point of fire damage with a successful hit. This
at the check, instead of dealing damage, you sabotage the does not stack with other effects that add fire damage to
chosen item, causing it to gain the broken condition. If the weapons, such as the flaming weapon special ability.
item was already broken, you instead destroy the item or
cause it to fall off. Items immune to sunder are also immune Scorpion Style (Combat)
to this special combat maneuver, and this still can’t destroy or You can perform an unarmed strike that greatly hampers
remove an item such as an artifact that can normally be your target's movement.
destroyed or removed only by specific means. Prerequisite: Improved Unarmed Strike.
Normal: A successful sunder attempt deals weapon damage Benefit: To use this feat, you must make a single unarmed
to the sundered item. attack as a standard action. If this unarmed attack hits, you
deal damage normally, and the target's base land speed is
Saving Shield (Combat) reduced to 5 feet for a number of rounds equal to your
You deflect attacks that could mean your ally's death.
Wisdom modifier unless it makes a Fortitude saving throw
Prerequisite: Shield Proficiency. (DC 10 + 1/2 your character level + your Wis modifier).

Benefits: Whenever an adjacent ally is the target of an Sea Hunter (Combat)


attack, you can, as an immediate action, grant that adjacent Your blows knock swimming opponents off balance.
ally a +2 shield bonus to AC. You must be wielding a light
shield, heavy shield, or tower shield to use this feat. Prerequisites: Combat Expertise, merfolk.
Benefit: When you make a successful melee attack against a
Sap Adept (Combat) swimming target, as a free action you can attempt to knock
You know just where to hit to knock the sense out of your
the target off balance. Treat this as a trip combat maneuver. If
foe.
you succeed, the target is considered off balance until it
Prerequisite: Sneak attack +1d6. recovers its balance, usually by making a Swim check on its
turn. This feat has no effect on creatures with a swim speed,
Benefit: Whenever you use a bludgeoning weapon to deal those using magic such as freedom of movement, and creatures
nonlethal sneak attack damage, you gain a bonus on your that can't be tripped.
damage roll equal to the number of sneak attack damage dice
you rolled. Second Chance (Combat)
Quick reflexes turn missed strikes into second chances.
Sap Master (Combat)
You knock the sense out of foes with a well-timed surprise Prerequisites: Int 13, Combat Expertise, base attack bonus
attack. +6.

Prerequisites: Sneak attack +3d6, Sap Adept. Benefit: When making a full attack, if you miss on your first
attack, you can forgo making any other attacks for the rest of
Benefit: Whenever you use a bludgeoning weapon to deal your turn to reroll that attack at your highest base attack
nonlethal sneak attack damage to a flat-footed opponent, roll bonus.
your sneak attack dice twice, totaling the results as your
nonlethal sneak attack damage for that attack. Seething Hatred (Combat)
You've learned to channel your hatred of a particular type
School Strike (Combat) of creature into a devastating strike.
You focus the secrets of your school of wizardry into your
unarmed strike. Prerequisite: Studied target class feature.

Prerequisites: Wizard school class feature, Improved Benefit: Select a creature type from the Ranger Favored
Unarmed Strike. Enemies table. When you designate a creature of this type as
your studied target and hit it with a melee or ranged weapon
Benefit: When you gain this feat, choose one arcane school attack, your favored target bonus on damage rolls against it is
power that you can use to affect no more than one opponent. doubled.
If you make a successful unarmed strike against an opponent,
in addition to dealing your unarmed strike damage, you can Seize Advantage (Combat)
use a swift action to deliver the effects of the chosen school You can take advantage of your foes when they overcommit
power to that opponent. Doing so provokes no attacks of on their attacks.
opportunity.
Prerequisite: Opportune parry and riposte deed.
Special: You can take this feat multiple times. Each time
you take it, you apply it to a different qualifying arcane Benefit: When your foe is using Power Attack and you
school power. successfully use the opportune parry and riposte deed to
parry its attack and then respond with a riposte, you add
your foe's current bonus on damage rolls from Power Attack

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to your own damage roll, but you do not take the penalty to Shatterspell (Combat)
hit from your foe's Power Attack. Your mighty blows shatter your enemy's magic.
Shadow Strike (Combat) Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level
You accurately strike even those you cannot clearly see. fighter.
Prerequisite: Base attack bonus +1. Benefit: As a standard action, you can attempt to sunder an
ongoing spell effect as if you had the spell sunder rage
Benefit: You can deal precision damage, such as sneak
power. You may use this feat once per day, plus one
attack damage, against targets with concealment (but not
additional time per day for every 5 points by which your base
total concealment).
attack bonus exceeds +10.
Shadows of Fear (Combat) Shield Focus (Combat)
Your enemies’ fear causes them to jump at shadows,
You are skilled at deflecting blows with your shield.
diverting their attention.
Prerequisites: Shield Proficiency, base attack bonus +1.
Prerequisite: Hidden strike +2d8 or sneak attack +2d6.
Benefit: Increase the AC bonus granted by any shield you
Benefit: The first time each round that you hit a creature
are using by 1.
suffering from a fear effect, you can deal hidden strike or
sneak attack damage as if you were f lanking that creature Shield Master (Combat)
(improved uncanny dodge and other effects that prevent f Your mastery of the shield allows you to fight with it
lanking also prevent a hidden strike or sneak attack from this without hindrance.
feat).
Prerequisites: Improved Shield Bash, Shield Proficiency,
Shatter Defenses (Combat) Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Your skill with your chosen weapon leaves opponents
Benefit: You do not suffer any penalties on attack rolls
unable to defend themselves if you strike them when their
made with a shield while you are wielding another weapon.
defenses are already compromised.
Add your shield's enhancement bonus to attacks and damage
Prerequisites: Weapon Focus, Dazzling Display, base attack rolls made with the shield as if it was a weapon enhancement
bonus +6, proficiency with weapon. bonus.
Benefit: Any shaken, frightened, or panicked opponent hit Shield of Swings (Combat)
by you this round is flat-footed to your attacks until the end A wild frenzy of attacks serves to bolster your defenses.
of your next turn. This includes any additional attacks you
make this round. Prerequisites: Str 13, Power Attack, base attack bonus +1.

Sharpclaw (Combat) Benefit: When you take a full-attack action while wielding a
two-handed weapon, you can choose to reduce the damage
Your nails are large and strong.
by 1/2 to gain a +4 shield bonus to AC and CMD until the
Prerequisite: Ratfolk. beginning of your next turn. The reduction in damage applies
until the beginning of your next turn.
Benefit: You gain two claw attacks. These are primary
natural attacks that deal 1d4 points of damage. Shield Proficiency (Combat)
You are trained in how to properly use a shield.
Shatter Control (Combat)
You can infuse your attacks with divine power capable of Benefit: When you use a shield (except a tower shield), the
harming the undead and shattering the bond between the shield's armor check penalty only applies to Strength- and
undead and its controller. Dexterity-based skills.
Prerequisite: Channel positive energy 4d6. Normal: When you are using a shield with which you are
not proficient, you take the shield's armor check penalty on
Benefit: As a special full-round action, you can make a
attack rolls and on all skill checks that involve moving.
single melee attack against an undead creature or a single
ranged attack against an undead creature within 30 feet. If Special: Barbarians, bards, clerics, druids, fighters,
the attack is successful, you deal your normal damage with paladins, and rangers all automatically have Shield
the melee or ranged attack to your undead target. If the target Proficiency as a bonus feat. They need not select it.
undead creature is being controlled by another, by way of
spell, because the target undead creature is an unintelligent Shield Slam (Combat)
undead controlled by that creature, or is under command of In the right position, your shield can be used to send
another undead creature, and if the controlling creature is opponents flying.
within 120 feet of you when you make the attack, the
Prerequisites: Improved Shield Bash, Shield Proficiency,
controlling creature must succeed at a Will save (DC = 10 +
Two-Weapon Fighting, base attack bonus +6.
1/2 your level + your Cha modifier) or immediately lose
control of the targeted undead for 10 minutes. While under Benefit: Any opponents hit by your shield bash are also hit
this effect, the targeted undead is immediately compelled to with a free bull rush attack, substituting your attack roll for
seek out and attack its former controller until the control is the combat maneuver check (see Combat). This bull rush
regained. does not provoke an attack of opportunity. Opponents who
cannot move back due to a wall or other surface are knocked
prone after moving the maximum possible distance. You may
choose to move with your target if you are able to take a 5-
foot step or to spend an action to move this turn.

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96
Shield Specialization (Combat) Benefit: You take no size penalty for aiming a direct-fire
You have mastered the use of one type of shield. siege weapon larger than yourself. If you operate an indirect-
fire siege weapon and miss, you misdirect fire by 1 square
Prerequisites: Proficiency with selected shield, Shield per range increment.
Focus, fighter level 4th.
Normal: Direct-fire weapons impose a –2 attack roll penalty
Benefit: Choose one type of shield (buckler, light, heavy, or per size category by which the weapon is larger than the
tower shield). With the selected shield, you gain a +2 bonus creature aiming it. An indirect-fire weapon that misses
to your Armor Class against critical hit confirmation rolls. In misdirects fire by 1d4 squares per range increment.
addition, you may add your base shield bonus (including the
bonus from Shield Focus but not including enhancement Silent Kill (Combat)
bonuses) to your CMD. You are quite adept at killing your prey without making
noise or alerting others.
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type Prerequisites: Stealth 12 ranks; assassinate advanced slayer
of shield. talent or ninja master trick.

Shot on the Run (Combat) Benefit: When you kill a creature during a surprise round,
You can move, fire a ranged weapon, and move again you can attempt a Stealth check, opposed by the Perception
before your foes can react. checks of potential observers, to prevent them from noticing
your action and subsequently identifying you as the
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, assailant.
base attack bonus +4.
Simple Weapon Proficiency (Combat)
Benefit: As a full-round action, you can move up to your
You are trained in the use of basic weapons.
speed and make a single ranged attack at any point during
your movement. Benefit: You make attack rolls with simple weapons
without penalty.
Normal: You cannot move before and after an attack with a
ranged weapon. Normal: When using a weapon with which you are not
proficient, you take a –4 penalty on attack rolls.
Sidestep (Combat)
You can reposition yourself after a foe's missed swing. Special: All characters except for druids, monks, and
wizards are automatically proficient with all simple weapons.
Prerequisites: Dex 13, Dodge, Mobility. They need not select this feat.
Benefit: Whenever an opponent misses you with a melee Slashing Grace (Combat)
attack, you may move 5 feet as an immediate action so long
You can stab your enemies with slashing weapons.
as you remain within that opponent's threatened area. This
movement does not provoke attacks of opportunity. If you Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with
take this step, you cannot take a 5-foot step during your next chosen weapon.
turn. If you take an action to move during your next turn,
Benefit: When you take this feat, choose one kind of light or
subtract 5 feet from your total movement.
one-handed slashing weapon (such as the longsword). When
Siege Commander (Combat) wielding your chosen weapon one-handed, you can treat it as
Under your leadership, the time required to assemble and a one-handed piercing melee weapon for all feats and class
move a siege engine is greatly reduced. abilities that require such a weapon (such as a swashbuckler's
or a duelist's precise strike), and you can add your Dexterity
Prerequisites: Craft (siege weapon) 5 ranks, Knowledge modifier instead of your Strength modifier to that weapon's
(engineering) 5 ranks or Profession (siege engineer) 1 rank. damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons
Benefit: When you lead a siege engine assembly crew, you
or using flurry of blows, or any time another hand is
grant all of its members a +4 competence bonus on checks to
otherwise occupied.
assemble or move the weapon. You also halve the time
required to assemble a siege engine. Slayer's Feint (Combat)
Siege Engineer (Combat) You rely on your deceptive speed and agility instead of
trickery to catch your opponents unprepared.
You are proficient with all siege weaponry.
Prerequisites: Dex 15, Acrobatic or slayer level 1st, Combat
Prerequisites: Knowledge (engineering) 5 ranks or
Expertise, Acrobatics 1 rank.
Profession (siege engineer) 5 ranks, proficiency with one
siege engine. Benefit: You can use Acrobatics instead of Bluff to feint in
combat.
Benefit: You are considered to be proficient with all siege
weapons. Also, when you are crew lead for a siege engine, Sliding Dash (Combat)
you do not generate mishaps on the roll of a natural 1.
Your seemingly reckless advance becomes an agile strike at
Normal: Each siege engine is an exotic weapon. the last moment.

Siege Gunner (Combat) Prerequisites: Dex 15, Acrobatics 10 ranks or acrobatic


charge class feature, Bluff 3 ranks.
Aiming outsized siege weapons poses little difficulty for
you. Benefit: When charging, instead of moving to the closest
space from which you can attack your target, you can move
Prerequisites: Siege Engineer, Profession (siege engineer) 5
to the space adjacent to your target and on the other side of it,
ranks.

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as long as you move through the closest space from which Thrown weapons can immediately be thrown back as an
you can attack the target and through the target’s space to get attack against the original attacker (even though it isn't your
there. When you move through the target’s space, you must turn) or kept for later use.
attempt an Acrobatics check with a DC equal to 10 + your
You must have at least one hand free (holding nothing) to
opponent’s CMD. Success allows you to move through the
use this feat.
target’s space without provoking an attack of opportunity
from that target, and when you arrive in the destination Social Bravery (Combat)
space and make your attack, the target is considered f lanked
Even the most stressful social situations don’t daunt you,
for that attack (or the first attack if you have more than one
and you weather them as easily as a battle with a dragon.
attack on a charge). On a failed check, you instead provoke
an attack of opportunity and complete the charge as normal. Prerequisites: Cha 13, bravery class feature.
Whether or not you succeed at the Acrobatics check, you take
Benefit: In social situations, your bravado protects you and
a –4 penalty to your AC until the start of your turn, instead of
makes you harder to read. Add your bravery bonus to the
the normal –2 penalty.
DCs of checks to demoralize you, feint against you, change
Normal: When charging, you must end the movement part your attitude, or convince you to perform a request (this also
of a charge in the closest space in which you can attack your applies against Cutting Humiliation and Intoxicating
target. Flattery). Additionally, add a morale bonus equal to your
bravery bonus on Bluff and Intimidate checks.
Sling Flail (Combat)
You can use your loaded sling to effectively strike at nearby Sorcerous Strike (Combat)
foes. The power flowing through your veins also flows through
your unarmed strike.
Prerequisites: Weapon Focus (sling), base attack bonus +1.
Prerequisites: Sorcerer bloodline class feature, Improved
Benefit: You can make melee attacks using your loaded
Unarmed Strike.
sling, using that weapon's normal statistics but treating it as a
flail. Using a sling in this way does not expend mundane Benefit: When you gain this feat, you choose one bloodline
ammunition, but magical or masterwork ammunition loses power that you can use to affect a single opponent. If you
its special properties after a single hit. make a successful unarmed strike against an opponent, in
addition to dealing your unarmed strike damage, you can
Special: Any feats you have that apply when you use a flail
spend a swift action to deliver the effects of the chosen
also apply when you use a loaded sling as a melee weapon.
bloodline power to that opponent. Doing so provokes no
Smash (Combat) attacks of opportunity.
You overcome obstacles by breaking them. Special: You can take this feat multiple times. Each time
you take it, you apply it to a different qualifying bloodline
Prerequisites: Power Attack, half-orc.
power.
Benefit: When you attack an inanimate, unattended object,
you ignore the first 5 points of its hardness. You also receive a Spellbreaker (Combat)
+5 bonus on Strength checks made to knock down or break You can strike at enemy spellcasters who fail to cast
open doors. defensively when you threaten them.

Special: The benefits of this feat do not apply to sunder Prerequisites: Disruptive, 10th-level fighter.
attempts or attacks against constructs, only attacks on
Benefit: Enemies in your threatened area that fail their
inanimate, unattended objects.
checks to cast spells defensively provoke attacks of
Snap Shot (Combat) opportunity from you.
With a ranged weapon, you can take advantage of any Normal: Enemies that fail to cast spells defensively do not
opening in your opponent's defenses. provoke attacks of opportunity.
Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Spinning Throw (Combat)
Weapon Focus, base attack bonus +6.
You whirl your foe around and then let go.
Benefit: While wielding a ranged weapon with which you
Prerequisites: Combat Expertise, Improved Bull Rush,
have Weapon Focus, you threaten squares within 5 feet of
Improved Trip, Improved Unarmed Strike, Ki Throw.
you. You can make attacks of opportunity with that ranged
weapon. You do not provoke attacks of opportunity when Benefit: On a successful unarmed trip combat maneuver
making a ranged attack as an attack of opportunity. against an opponent your size or smaller, you can spend a
swift action to attempt a bull rush combat maneuver against
Normal: While wielding a ranged weapon, you threaten no
that opponent. If your bull rush succeeds, you can move that
squares and can make no attacks of opportunity with that
opponent to any unoccupied square you threaten, then push
weapon.
that opponent the number of 5-foot increments your
Snatch Arrows (Combat) successful bull rush allows. The target is then knocked prone.
If the bull rush fails, you can use the Ki Throw feat as normal.
Instead of knocking an arrow or ranged attack aside, you
can catch it in mid-flight. If you also have the Improved Ki Throw feat, a successful
bull rush allows you to push the opponent into a space
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed
secondary targets occupy. You resolve this effect as if you
Strike.
used the Improved Ki Throw feat to throw the opponent into
Benefit: When using the Deflect Arrows feat you may that space.
choose to catch the weapon instead of just deflecting it.

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98
Special: Per the Ki Throw feat, a monk can use ki to affect Normal: When making attacks that deal no damage or
creatures larger than himself with this feat. nonlethal damage, you take a –4 penalty on attack rolls.

Spirited Charge (Combat) Staggering Fist (Combat)


Your mounted charge attacks deal a tremendous amount of You know just where to strike to stagger your foe.
damage.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By base attack bonus +2.
Attack.
Benefit: When you damage a foe with your unarmed attack,
Benefit: When mounted and using the charge action, you you can also cause it to be staggered for 1 round (until just
deal double damage with a melee weapon (or triple damage before your next turn). The target can avoid this with a
with a lance). successful Fortitude saving throw (DC = 10 + 1/2 your
character level + your Wisdom modifier). You must declare
Spit Venom (Combat) that you are using this feat before you make your attack roll;
You have mastered the nagaji warrior technique of spitting thus, a failed attack roll ruins the attempt. You can attempt to
venom into your opponent's eyes. use this feat once per day for every 4 character levels you
have, but no more than once per round. Constructs,
Prerequisite: Nagaji.
incorporeal creatures, plants, undead, and creatures that are
Benefit: As a full-round action, you can spit poison up to 10 immune to critical hits cannot be affected by this ability.
feet as a ranged touch attack. If you hit, the target must make
a successful Fortitude save or be blinded for 1d6 rounds. The Stand Still (Combat)
DC of this save is equal to 10 + 1/2 your total Hit Dice + your You can stop foes that try to move past you.
Constitution modifier. You can use this ability once per day
Prerequisites: Combat Reflexes.
plus one additional time per day for every three Hit Dice you
have. Benefit: When a foe provokes an attack of opportunity due
to moving through your adjacent squares, you can make a
Spring Attack (Combat) combat maneuver check as your attack of opportunity. If
You can deftly move up to a foe, strike, and withdraw successful, the enemy cannot move for the rest of his turn. An
before he can react. enemy can still take the rest of his action, but cannot move.
This feat also applies to any creature that attempts to move
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus
from a square that is adjacent to you if such movement
+4.
provokes an attack of opportunity.
Benefit: As a full-round action, you can move up to your
speed and make a single melee attack without provoking any Starry Grace (Combat)
attacks of opportunity from the target of your attack. You can Your quick and free starknife motions allow you to make
move both before and after the attack, but you must move at deadly dexterous attacks.
least 10 feet before the attack and the total distance that you
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus
move cannot be greater than your speed. You cannot use this
(starknife).
ability to attack a foe that is adjacent to you at the start of
your turn. Benefit: When wielding a starknife, you can add your
Dexterity modifier instead of your Strength modifier to that
Normal: You cannot move before and after an attack.
weapon’s damage. The starknife must be one appropriate for
Stabbing Shot (Combat) your size. You do not gain this benefit while fighting with
two weapons or using f lurry of blows, or any time another
You can clear the way to continue using your bow.
hand is otherwise occupied. In addition, if you have the
Prerequisites: Rapid Shot, elf. panache class feature, as long as you have at least 1 panache
point, you gain a +5 bonus to your movement speed on your
Benefit: When adjacent to an opponent and making a full-
move action after taking an attack action with a starknife or
attack action with a longbow or shortbow (including
on your Spring Attack or charge with a starknife.
composite bows), you may choose to make a melee attack
against that opponent with a drawn arrow rather than firing Startling Getaway (Combat)
it. If the attack hits—whether or not it does damage—your You strike with surprise and then run circles around your
target is pushed back 5 feet away from you. You can then fire foe.
arrows from your bow normally, at the original target, or at
another target within range. This melee attack replaces the Prerequisite: Startling appearance class feature.
extra attack from Rapid Shot, and all of your attack rolls for
Benefit: During a surprise round, after taking an attack
the round (the melee attack and the ranged attacks) take a –2
action to attack a creature unaware of your presence, you can
penalty. If your initial attack leaves you with no enemies
take a move action to move. If you are already capable of
threatening you, you can make the subsequent ranged attack
taking both a standard and a move action in the surprise
or attacks without provoking attacks of opportunity.
round, this feat does not grant you any additional actions.
Stage Combatant (Combat) Normal: You can take only a single standard or move action
You are a master of stage and nonlethal combats. during a surprise round.
Prerequisites: Weapon Focus, base attack bonus +5 Step Up (Combat)
Benefit: When you make an attack with a weapon that you You can close the distance when a foe tries to move away.
have Weapon Focus in, you take no penalty on the attack roll
Prerequisite: Base attack bonus +1.
when you are attempting to make an attack that deals no
damage or nonlethal damage.

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99
Benefit: Whenever an adjacent foe attempts to take a 5-foot penalty to AC. You may attempt a stunning attack once per
step away from you, you may also make a 5-foot step as an day for every four levels you have attained (but see Special),
immediate action so long as you end up adjacent to the foe and no more than once per round. Constructs, oozes, plants,
that triggered this ability. If you take this step, you cannot undead, incorporeal creatures, and creatures immune to
take a 5-foot step during your next turn. If you take an action critical hits cannot be stunned.
to move during your next turn, subtract 5 feet from your total
Special: A monk receives Stunning Fist as a bonus feat at
movement.
1st level, even if he does not meet the prerequisites. A monk
Step Up and Strike (Combat) may attempt a stunning attack a number of times per day
When a foe tries to move away, you can follow and make an equal to his monk level, plus one more time per day for every
attack. four levels he has in classes other than monk.

Prerequisites: Dex 13, Following Step, Step Up, base attack Stunning Pin (Combat)
bonus +6. You can render a pinned foe temporarily incapacitated.
Benefit: When using the Step Up or Following Step feats to Prerequisites: Improved Grapple, Improved Unarmed
follow an adjacent foe, you may also make a single melee Strike, Stunning Fist.
attack against that foe at your highest base attack bonus. This
Benefit: Whenever you pin an opponent, you can spend a
attack counts as one of your attacks of opportunity for the
swift action to make a Stunning Fist attempt against that
round. Using this feat does not count toward the number of
opponent.
actions you can usually take each round.
Normal: You can usually only take one standard action and Sundering Strike (Combat)
one 5-foot step each round. Your critical hits can sunder your foes' weapons.

Strangler (Combat) Prerequisites: Str 13, Improved Sunder, Power Attack, base
attack bonus +9.
Throttling the life out of enemies is second nature to you.
Benefit: Whenever you score a critical hit with a melee
Prerequisites: Dex 13, sneak attack +1d6, Improved
attack, you can sunder your opponent's weapon, in addition
Grapple, Improved Unarmed Strike.
to the normal damage dealt by the attack. If your
Benefit: Whenever you successfully maintain a grapple and confirmation roll exceeds your opponent's CMD, you may
choose to deal damage, you can spend a swift action to deal deal damage to your opponent's weapon as if from the
your sneak attack damage to the creature you are grappling. sunder combat maneuver (roll normal damage to the weapon
separately). This does not provoke an attack of opportunity.
Strike Back (Combat)
You can strike at foes that attack you using their superior Normal: You must perform a sunder combat maneuver to
reach, by targeting their limbs or weapons as they come at sunder an opponent's weapon.
you. Special: You can only apply the effects of one of the
Prerequisite: Base attack bonus +11. following feats to a given critical hit: Bull Rush Strike,
Disarming Strike, Repositioning Strike, Sundering Strike, or
Benefit: You can ready an action to make a melee attack Tripping Strike. You may choose to use this feat after you
against any foe that attacks you in melee, even if the foe is make your confirmation roll.
outside of your reach.
Surprise Follow-Through (Combat)
Stunning Assault (Combat) When striking one opponent, you catch its ally off guard.
You powerful but imprecise attacks can stun your enemies.
Prerequisites: Str 13, Cleave, Power Attack, base attack
Prerequisites: Str 13, Power Attack, base attack bonus +16. bonus +1.
Benefit: You can choose to take a –5 penalty on all melee Benefit: When using Cleave or Great Cleave, the second foe
attack rolls and combat maneuver checks to stun targets you you attack on your turn is denied its Dexterity bonus against
hit with your melee attacks for 1 round. A successful you.
Fortitude save negates the effect. The DC of this save is 10 +
your base attack bonus. You must choose to use this feat Surprise Strike (Combat)
before making the attack roll, and its effects last until your You actually seem to do more damage when frantically
next turn. trying to avoid your enemies.

Stunning Fist (Combat) Prerequisites: Cautious Fighter, Desperate Swing, base


You know just where to strike to temporarily stun a foe. attack bonus +6, halfling.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Benefit: Once per day, when fighting defensively or making
base attack bonus +8. an attack of opportunity while taking the total defense action
with the Desperate Swing feat, you take no penalty on the
Benefit: You must declare that you are using this feat before attack roll.
you make your attack roll (thus, a failed attack roll ruins the
attempt). Stunning Fist forces a foe damaged by your Swift Aid (Combat)
unarmed attack to make a Fortitude saving throw (DC 10 + With a quick but harmless swipe, you can aid an ally's
1/2 your character level + your Wis modifier), in addition to assault.
dealing damage normally. A defender who fails this saving
Prerequisites: Int 13, Combat Expertise, base attack bonus
throw is stunned for 1 round (until just before your next
+6.
turn). A stunned character drops everything held, can't take
actions, loses any Dexterity bonus to AC, and takes a –2

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100
Benefit: As a swift action, you can attempt the aid another Tail Terror (Combat)
action, granting your ally either a +1 bonus on his next attack You have strengthened your tail enough to make slap
roll or a +1 bonus to his AC. attacks with it.
Normal: Aid another is a standard action. Prerequisites: Base attack bonus +1, kobold.
Swipe and Stash (Combat) Benefit: You can make a tail slap attack with your tail. This
Your fast fingers allow you to deftly deposit an item on is a secondary natural attack that deals 1d4 points of
someone else. bludgeoning damage. Furthermore, you can augment your
tail slap attack with a kobold tail attachment. For the purpose
Prerequisite: Sleight of Hand 5 ranks.
of weapon feats, you are considered proficient with all
Benefit: As a standard action, you can attempt a DC 20 kobold tail attachments.
Sleight of Hand check to plant a small object on a creature.
The target is entitled to a Perception check opposed by your Taskmaster (Combat)
Sleight of Hand check to notice you planting the item. This You intimidate weaker allies into reckless ferocity.
does not force the creature to wear, wield, or otherwise use Prerequisites: Demoralizing Lash, Intimidate 5 ranks,
the item; you simply plant it on the creature’s person. The DC hobgoblin.
increases to 30 if the target is not wearing clothing, armor,
tack and harness (if an animal or similar creature), or some Benefit: As a standard action, you spur an ally, who must
other equivalent accoutrements in which you can hide the have fewer Hit Dice than yourself, to reckless effort. For 1
item. minute, the ally gains a +1 morale bonus on attack rolls,
weapon damage rolls, and Will saves against mind-affecting
In combat, you must succeed at a steal combat maneuver in effects. However, the ally also takes a –2 penalty to AC and
order to plant an item on a creature while attempting a on skill checks. To affect an unwilling ally, you must succeed
Sleight of Hand check opposed by the target’s Perception at an Intimidate check with the same DC used to demoralize
check to do so without the target noticing. You are your ally.
automatically unnoticed if you succeed and have the Greater
Steal feat. Special: If you have 10 or more ranks in Intimidate, the
morale bonus increases to +2.
If you steal an object with a successful Sleight of Hand
check or steal combat maneuver check, you can use this feat Team Up (Combat)
as a swift action to plant it on another creature within reach When you are ganging up against an enemy, you can aid an
before the end of your turn. ally with a quick feint.
Special: If you have Walking Sleight, you can take either or Prerequisites: Int 13, Combat Expertise, Gang Up, base
both of your actions with Swipe and Stash at any point attack bonus +6.
during your movement in the same round, moving both
before and after both snatching and planting the object if you Benefit: When you and at least two of your allies are
wish to do so and have enough movement. adjacent to an opponent, you can attempt the aid another
action as a move action.
Sword and Pistol (Combat) Normal: Aid another is a standard action.
You effortlessly pair melee and ranged weaponry.
Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Snap Teleport Tactician (Combat)
Shot, Two-Weapon Fighting, base attack bonus +6. You are highly alert for enemies using teleportation to
approach you or flee from you.
Benefit: When you use the Two-Weapon Fighting feat
while wielding a melee weapon and a crossbow or firearm, Prerequisites: Combat Reflexes, Disruptive, Spellbreaker.
your attacks with the crossbow or firearm provoke no attacks Benefit: Any creature using a teleportation effect to enter or
of opportunity from foes that you threaten with your melee leave a square threatened by you provokes an attack of
weapon. opportunity, even if casting defensively or using a
Normal: Making a ranged attack provokes attacks of supernatural ability.
opportunity.
Terrorizing Display (Combat)
Sympathetic Rage (Combat) Your battle prowess frightens friend and foe alike.
Seeing an ally rage fills you with your own fury. Prerequisites: Dazzling Display, Demoralizing Lash,
Prerequisites: Half-orc or orc, nonlawful. Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin,
proficiency with selected weapon.
Benefit: Whenever you are adjacent to an ally who is
raging, you may choose to enter a similar but less powerful Benefits: When you use Dazzling Display, in addition to its
rage as a free action on your turn. This weaker rage gives you normal effects, you can use it to spur allies within 30 feet as if
all the benefits and penalties of a barbarian's rage, except you had used the Taskmaster feat. Use the same Intimidate
your morale bonus to Strength and Constitution is only +2. check to determine the effects of Dazzling Display and this
There is no limit to how long you can rage, as long as you feat.
remain adjacent to a raging ally (for example, you could take
a 5-foot step away from one raging ally toward another
Throw Anything (Combat)
raging ally and maintain your rage). As with a barbarian's You are used to throwing things you have on hand.
rage, when this weaker rage ends, you are fatigued. You Benefit: You do not suffer any penalties for using an
cannot use this feat if you are fatigued. improvised ranged weapon. You receive a +1 circumstance
bonus on attack rolls made with thrown splash weapons.

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Normal: You take a –4 penalty on attack rolls made with an Tree Hanger (Combat)
improvised weapon. You can use your tail to defend against trip attacks and to
hang from nearby protrusions.
Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the Prerequisites: Acrobatics 1 rank, vanara.
most savage of foes.
Benefit: You gain a +2 bonus to your CMD against all trip
Prerequisites: Wis 18, Improved Unarmed Strike, base attacks. If your square has a branch or other sturdy large
attack bonus +8. object that you could hang from, as a swift action you may
make a DC 15 Acrobatics check to jump upward and use
Benefit: You must declare that you are using this feat before
your tail to hang from that object. While hanging, you can't
you make your attack roll (thus a failed attack roll ruins the
be tripped, you ignore the effects of difficult terrain in your
attempt). On a successful hit, the attack deals no damage and
square, and you gain a +2 bonus to your CMD against bull
bestows no other effect or condition, but the target cannot
rush, drag, and reposition attacks. If you leave that square
cast spells or attack (including attacks of opportunity and
(including if you are moved against your will), you lose your
attacks as immediate actions) for 1 round unless it succeeds
grip on the object and are no longer hanging. While hanging,
on a Will saving throw with a DC of 10 + 1/2 your character
you cannot use your tail for anything else.
level + your Wisdom modifier. You may attempt a touch of
serenity once per day for every four levels you have attained Trick Riding (Combat)
(but see Special), and no more than once per round. You are not only skilled at controlling a horse in combat;
Special: A monk of the lotus receives Touch of Serenity as a you can make it look like art.
bonus feat at 1st level, even if he does not meet the Prerequisites: Ride 9 ranks, Mounted Combat.
prerequisites. A monk may attempt a touch of serenity a
number of times per day equal to his monk level, plus one Benefit: While wearing light or no armor, you do not need
more time per day for every four levels he has in classes other to make Ride skill checks for any task listed in the Ride skill
than monk. with a DC of 15 or lower. You do not take a –5 penalty for
riding a mount bareback. You can make a check using
Tower Shield Proficiency (Combat) Mounted Combat to negate a hit on your mount twice per
You are trained in how to properly use a tower shield. round instead of just once.
Prerequisite: Shield Proficiency. Tripping Staff (Combat)
Benefit: When you use a tower shield, the shield's armor You can make a trip attack with your quarterstaff.
check penalty only applies to Strength and Dexterity-based Prerequisites: Int 13, Combat Expertise, Improved Trip,
skills. Weapon Focus (quarterstaff), base attack bonus +6.
Normal: A character using a shield with which he is not Benefit: You treat quarterstaves as if they had the trip
proficient takes the shield's armor check penalty on attack special feature.
rolls and on all skill checks that involve moving, including
Ride. Special: If you are a magus with the staff magus archetype,
you can use spellstrike on any trip combat maneuver you
Special: Fighters automatically have Tower Shield make with the staff.
Proficiency as a bonus feat. They need not select it.
Tripping Strike (Combat)
Tangle Feet (Combat) The force intrinsic to your critical hits can knock your foes
Creatures who cross your path find themselves tripping down.
over their own feet.
Prerequisites: Int 13, Combat Expertise, Improved Trip,
Prerequisites: Dodge, Mobility, Underfoot , goblin, Small base attack bonus +9.
size or smaller.
Benefit: Whenever you score a critical hit with a melee
Benefit: When you successfully make an Acrobatics check attack, you can trip your opponent, in addition to the normal
to avoid provoking an attack of opportunity from a larger damage dealt by the attack. If your confirmation roll exceeds
opponent when you move through its threatened area or its your opponent's CMD, you may knock your opponent prone
space, you can make that opponent lose its balance until the as if from the trip combat maneuver. This does not provoke
end of its next turn as a free action. While that creature's an attack of opportunity. If you are tripped during your own
balance is lost, if it attempts to move, it must make a trip attempt, you can drop your weapon to avoid being
successful DC 15 Acrobatics check or fall prone, wasting the tripped.
move action. You can only affect one creature with this effect
each round. Normal: You must perform a trip combat maneuver to trip
an opponent.
Trample (Combat)
Special: You can only apply the effects of one of the
While mounted, you can ride down opponents and trample
following feats to a given critical hit: Bull Rush Strike,
them under your mount.
Disarming Strike, Repositioning Strike, Sundering Strike, or
Prerequisites: Ride 1 rank, Mounted Combat. Tripping Strike. You may choose to use this feat after you
make your confirmation roll.
Benefit: When you attempt to overrun an opponent while
mounted, your target may not choose to avoid you. Your
mount may make one hoof attack against any target you
knock down, gaining the standard +4 bonus on attack rolls
against prone targets.

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102
Tripping Twirl (Combat) Twinned Feint (Combat)
You can make a trip attack with a quarterstaff on all You can fool two opponents with a single feint.
adjacent enemies.
Prerequisite: Cha 13.
Prerequisites: Int 13, Combat Expertise, Improved Trip,
Benefit: As a standard action, you can attempt to feint
Tripping Staff, Weapon Focus (quarterstaff), Weapon
against a foe within your reach. If you succeed at the feint,
Specialization (quarterstaff), base attack bonus +12.
you can make an additional feint attempt against a foe that is
Benefit: As a full-round action, while wielding a adjacent to the first one and also within reach. You can
quarterstaff two-handed, you can attempt a trip combat attempt only one additional feint per action with this feat.
maneuver against each enemy adjacent to you. When you use this feat, you take a –2 penalty to your AC
until your next turn.
Special: If you are a magus with the staff magus archetype,
you can use spellstrike on any one trip combat maneuver you Special: If you have the Improved Feint feat, you can use
make with the staff. this feat as a move action instead.

Twin Thunders (Combat) Two-Handed Thrower (Combat)


When you fight giants, your powerful blows combine with You hurl weapons with both hands and with great force,
skills learned from generations of your people to quickly sometimes using a whirling technique to send your weapon
even the odds. flying through the air at tremendous speeds.
Prerequisites: Dwarf or gnome, defensive training racial Prerequisite: Str 15.
trait, Two-Weapon Fighting or flurry of blows class feature,
Benefit: Whenever you use two hands to throw a one-
Weapon Focus with both wielded weapons.
handed or two-handed weapon, you gain a bonus on damage
Benefit: Once per round, when wielding a bludgeoning rolls equal to 1-1/2 times your Strength bonus. Using two
weapon in each hand against a creature with the giant hands to throw any weapon requires only a standard action
subtype, if you hit the creature with your off-hand weapon for you. If you also have the Quick Draw feat, you can throw
after you hit with your primary weapon, roll the damage dice two-handed weapons at your full normal rate of attacks.
for your off-hand weapon twice and add the results together
Normal: You add your Strength bonus on thrown weapon
before adding any bonuses. Such extra weapon damage dice
damage, regardless of available hands. Throwing a two-
are not multiplied on a critical hit.
handed weapon is a full-round action.
Twin Thunders Flurry (Combat)
Your dual bludgeoning strikes are especially deadly when
Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
you are fighting giants.
Prerequisites: Dex 15, Two-Weapon Fighting.
Prerequisites: Dwarf or gnome; defensive training racial
trait; Improved Two-Weapon Fighting and Two-Weapon Benefit: When wielding a double weapon or two weapons
Fighting, or flurry of blows class feature; Twin Thunders; (not including natural weapons or unarmed strikes), you gain
Weapon Focus with both wielded weapons; base attack a +1 shield bonus to your AC.
bonus +6.
When you are fighting defensively or using the total
Benefit: You can trip a creature with the giant subtype of defense action, this shield bonus increases to +2.
up to Huge size, and you gain a +2 bonus on damage rolls
against creatures of the giant subtype. Further, each time you Two-Weapon Feint (Combat)
hit a creature of the giant subtype with your off-hand You use one weapon to distract your enemy while slipping
weapon after you hit that creature with your primary another past his defenses.
weapon, you can deal the extra off-hand weapon damage
Prerequisites: Dex 15, Int 13, Combat Expertise, Two-
Twin Thunders grants you.
Weapon Fighting.
Twin Thunders Master (Combat) Benefit: While using Two-Weapon Fighting to make melee
With thunderous simultaneous strikes, you can batter a attacks, you can forgo your first primary-hand melee attack
mighty giant into submission. to make a Bluff check to feint an opponent.
Prerequisites: Dwarf or gnome; defensive training racial
trait; Improved Two-Weapon Fighting and Two-Weapon
Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands.
Fighting, or flurry of blows class feature; Twin Thunders;
You can make one extra attack each round with the
Twin Thunders Flurry; Weapon Focus with both wielded
secondary weapon.
weapons; base attack bonus +9.
Prerequisite: Dex 15.
Benefit: Whenever you deal an opponent extra damage
with the Twin Thunders feat, that opponent is shaken for 1 Benefit: Your penalties on attack rolls for fighting with two
round. You also force that opponent to succeed at a Fortitude weapons are reduced. The penalty for your primary hand
saving throw (DC 10 + half your level + your Str modifier) or lessens by 2 and the one for your off hand lessens by 6. See
become staggered for 1 round. If you use this feat to render Two-Weapon Fighting in Combat.
staggered an opponent that is already staggered, you daze
that opponent instead. In a similar way, you can stun an Normal: If you wield a second weapon in your off hand,
opponent that is already dazed. you can get one extra attack per round with that weapon.
When fighting in this way you suffer a –6 penalty with your
regular attack or attacks with your primary hand and a –10
penalty to the attack with your off hand. If your off-hand

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103
weapon is light, the penalties are reduced by 2 each. An horse and lands prone in a space adjacent to his mount that is
unarmed strike is always considered light. directly away from you.

Two-Weapon Rend (Combat) Unyielding Ferocity (Combat)


Striking with both of your weapons simultaneously, you When near the brink of death, you fight ferociously until the
can use them to deliver devastating wounds. bitter end.
Prerequisites: Dex 17, Double Slice, Improved Two- Prerequisites: Con 19, ferocity.
Weapon Fighting, Two-Weapon Fighting, base attack bonus
Benefit: When you are reduced to 0 or fewer hit points, if
+11.
you remain conscious from your ferocity monster ability, you
Benefit: If you hit an opponent with both your primary can make a full attack on your next turn (or your current turn
hand and your off-hand weapon, you deal an additional 1d10 if you are reduced to 0 hit points on your own turn). If you
points of damage plus 1-1/2 times your Strength modifier. do, you push your body to the point that your mind becomes
You can only deal this additional damage once each round. more primitive, and you can no longer use any Charisma-,
Dexterity-, or Intelligence-based skills except Acrobatics, Fly,
Uncanny Defense (Combat) Intimidate, or Ride, or any ability that requires patience or
Your instinct for self-preservation gives you many concentration (such as spellcasting) until your hit points are
advantages. raised above 0.
Prerequisites: Cautious Fighter, base attack bonus +3, Normal: When using the ferocity ability, you are staggered
halfling. while you have fewer than 0 hit points and thus can’t make a
full attack.
Benefit: While fighting defensively or taking the total
defense action, you gain a bonus on your Reflex saving Vast Hatred (Combat)
throws and to your CMD equal to 1/2 of the dodge bonus to
Your rage stretches beyond normal bounds.
AC you gained from taking that action.
Prerequisites: Gnome, hatred racial trait.
Under and Over (Combat)
You can slip under a foe trying to grab you, knocking him Benefit: Select two creature types (and subtypes where
off balance. appropriate) from the list of potential favored enemies from
the ranger class ability. Your +1 attack bonus from the hatred
Prerequisites: Agile Maneuvers, Small size or smaller. racial trait applies to creatures of the selected types (and
subtypes).
Benefit: If an opponent larger than you attempts to grapple
you and fails, you may make a trip attack as an immediate Special: You may take this feat more than once. Its benefits
action against that opponent with a +2 bonus. This does not do not stack. Each time you select this feat, you select two
provoke an attack of opportunity. additional creature types to which your hatred racial trait
applies.
Underfoot (Combat)
You slip under and around your larger foes. Vicious Stomp (Combat)
You take advantage of the moment to brutally kick an
Prerequisites: Dodge, Mobility, Small size or smaller.
enemy when he is down.
Benefit: You receive a +4 dodge bonus on Acrobatics checks
Prerequisites: Combat Reflexes, Improved Unarmed Strike.
to move past opponents without provoking attacks of
opportunity, so long as they are larger than you. In addition, Benefit: Whenever an opponent falls prone adjacent to you,
you gain a +2 dodge bonus to Armor Class against attacks of that opponent provokes an attack of opportunity from you.
opportunity caused when you move out of or within a larger This attack must be an unarmed strike.
opponent's threatened area (this stacks with the +4 bonus
provided by Mobility, for a total bonus of +6). Vital Strike (Combat)
You make a single attack that deals significantly more
Undersized Mount (Combat) damage than normal.
You've learned to ride beasts of smaller sizes than normal.
Prerequisites: Base attack bonus +6.
Prerequisite: Ride 1 rank.
Benefit: When you use the attack action, you can make one
Benefit: You can ride creatures of your size category, attack at your highest base attack bonus that deals additional
although encumbrance or other factors might limit how you damage. Roll the weapon's damage dice for the attack twice
can use this ability. and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision based
Normal: Typically a mount suited for you is at least one size
damage, and other damage bonuses. These extra weapon
category larger than you.
damage dice are not multiplied on a critical hit, but are added
Unseat (Combat) to the total.
You are skilled at unseating your mounted opponents.
Wave Strike (Combat)
Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power You present a serene facade until you unsheathe your
Attack, Improved Bull Rush, base attack bonus +1. weapon and strike in one fluid motion.
Benefits: When charging an opponent while mounted and Prerequisites: Weapon expertise class feature or Quick
wielding a lance, resolve the attack as normal. If it hits, you Draw, Bluff 1 rank.
may immediately make a free bull rush attempt in addition to
Benefit: If on your first turn of combat you draw a melee
the normal damage. If successful, the target is knocked off his
weapon to attack an opponent within your reach, you can

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104
spend a swift action to make a Bluff check to feint against that no damage to a creature that has an armor bonus of +1 or
opponent. natural armor bonus of +3.

Weapon Finesse (Combat) Whirlwind Attack (Combat)


You are trained in using your agility in melee combat, as You can strike out at every foe within reach.
opposed to brute strength.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
Benefit: With a light weapon, rapier, whip, or spiked chain Mobility, Spring Attack, base attack bonus +4.
made for a creature of your size category, you may use your
Benefit: When you use the full-attack action, you can give
Dexterity modifier instead of your Strength modifier on
up your regular attacks and instead make one melee attack at
attack rolls. If you carry a shield, its armor check penalty
your highest base attack bonus against each opponent within
applies to your attack rolls.
reach. You must make a separate attack roll against each
Special: Natural weapons are considered light weapons. opponent.

Weapon Focus (Combat) When you use the Whirlwind Attack feat, you also forfeit
Choose one type of weapon. You can also choose unarmed any bonus or extra attacks granted by other feats, spells, or
strike or grapple (or ray, if you are a spellcaster) as your abilities.
weapon for the purposes of this feat.
Wind Stance (Combat)
Prerequisites: Proficiency with selected weapon, base attack Your erratic movements make it difficult for enemies to
bonus +1. pinpoint your location.
Benefit: You gain a +1 bonus on all attack rolls you make Prerequisites: Dex 15, Dodge, base attack bonus +6.
using the selected weapon.
Benefit: If you move more than 5 feet this turn, you gain
Special: You can gain this feat multiple times. Its effects do 20% concealment for 1 round against ranged attacks.
not stack. Each time you take the feat, it applies to a new type
of weapon. Winter's Strike (Combat)
Your attacks afflict your foes with the relentless fatigue of a
Weapon of the Chosen (Combat) winter storm.
The influence of your deity guides your favored weapon.
Prerequisites: Nature Magic or the ability to cast druid or
Prerequisites: Weapon Focus with deity's favored weapon, ranger spells; Vital Strike, Knowledge (nature) 5 ranks.
must worship and receive spells from a deity.
Benefit: A number of times per day equal to your Wisdom
Benefit: As a swift action, you can call upon your deity to modifier (minimum 1), when you use Vital Strike (or
guide an attack you make with your deity's favored weapon. Improved Vital Strike or Greater Vital Strike), your strike
On your next attack in that round with that weapon, your saps the strength of your opponent. The creature hit must
weapon counts as magical for the purpose of overcoming succeed at a Fortitude save (DC = 10 + 1/2 your character
damage reduction or striking an incorporeal creature. If your level + your Wisdom modifier) or become fatigued for a
attack misses because of concealment, you can reroll your number of rounds equal to your Wisdom modifier (minimum
miss chance one time to see whether you actually hit. 1). You can choose to use this ability as a free action after you
hit the target with the attack. This is a supernatural ability.
Weapon Specialization (Combat)
You are skilled at dealing damage with one weapon.
Choose one type of weapon (including unarmed strike or
grapple) for which you have already selected the Weapon
Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon
Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make
using the selected weapon.
Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type
of weapon.

Whip Mastery (Combat)


Your superior expertise with this weapon does not provoke
attacks of opportunity from your enemies.
Prerequisites: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity
when attacking with a whip. You can deal lethal damage
with a whip, although you can still deal nonlethal damage
when you want. Further, you can deal damage with a whip
despite a creature's armor bonus or natural armor bonus.
Normal: Attacking with a whip provokes attacks of
opportunity as if you used a ranged weapon. A whip deals

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105
CRITICAL FEATS

| Classes Compendium
106
CRITICAL FEATS Benefit: Whenever you score a critical hit against an
Critical feats modify the effects of a critical hit by inflicting opponent, its speed is halved for 1 minute. A successful
an additional condition on the victim of the critical hit. Fortitude save reduces this duration to 1d4 rounds. The DC
Characters without the Critical Mastery feat can only apply of this save is equal to 10 + your base attack bonus. Against
the effects of one critical feat to an individual critical hit. creatures with multiple types of movement, you must choose
Characters with multiple critical feats can decide which feat which movement type to affect. A flying creature hit by this
to apply after the critical hit has been confirmed. attack must make a DC 10 Fly check to remain airborne, and
has its maneuverability reduced by one step.
Accursed Critical (Combat, Critical) Special: You can only apply the effects of one critical feat to
Your spells carry an embedded curse that manifests when a given critical hit unless you possess Critical Mastery.
they strike true.
Prerequisites: Critical Focus, ability to cast bestow curse or
Critical Focus (Combat, Critical)
major curse, caster level 9th. You are trained in the art of causing pain.

Benefit: When you confirm a critical hit with a spell or Prerequisites: Base attack bonus +9.
spell-like ability, you may cast bestow curse or major curse on Benefit: You receive a +4 circumstance bonus on attack rolls
that target as an immediate action. This works even with made to confirm critical hits.
ranged spells. You must have bestow curse or major curse
prepared or otherwise available to cast, and using this ability Critical Mastery (Combat, Critical)
casts the corresponding spell. Your critical hits cause two additional effects.

Bleeding Critical (Combat, Critical) Prerequisites: Critical Focus, any two critical feats, 14th-
Your critical hits cause opponents to bleed profusely. level fighter.

Prerequisites: Critical Focus, base attack bonus +11. Benefit: When you score a critical hit, you can apply the
effects of two critical feats in addition to the damage dealt.
Benefit: Whenever you score a critical hit with a slashing or
piercing weapon, your opponent takes 2d6 points of bleed Normal: You can only apply the effects of one critical feat to
damage (see Conditions) each round on his turn, in addition a given critical hit in addition to the damage dealt.
to the damage dealt by the critical hit. Bleed damage can be
stopped by a DC 15 Heal skill check or through any magical
Critical Versatility (Combat, Critical)
healing. The effects of this feat stack. An open mind and combat training grant versatility to your
critical hits.
Special: You can only apply the effects of one critical feat to
a given critical hit unless you possess Critical Mastery. Prerequisites: Fighter level 11th, human.
Benefit: Once per day, you can spend 1 hour practicing
Blighted Critical (Combat, Critical) maneuvers to gain one single critical feat that you meet the
With a critical hit from a spell or spell-like ability, you give prerequisites for. You gain the benefits of the chosen critical
the target a minor spellblight. feat until you choose to practice a different critical feat.
Prerequisites: Caster level 5th.
Deafening Critical (Combat, Critical)
Benefit: Whenever you confirm a critical hit with a touch Your critical hits cause enemies to lose their hearing.
spell, ranged touch spell, or spell-like ability against an
opponent, the victim gains a random minor spellblight. Prerequisites: Critical Focus, base attack bonus +13.

Special: You can apply the effects of only one critical feat to Benefit: Whenever you score a critical hit against an
a given critical hit unless you possess Critical Mastery. opponent, the victim is permanently deafened. A successful
Fortitude save reduces the deafness to 1 round. The DC of
Blinding Critical (Combat, Critical) this Fortitude save is equal to 10 + your base attack bonus.
Your critical hits blind your opponents. This feat has no effect on deaf creatures. This deafness can be
cured by heal, regeneration, remove deafness, or a similar ability.
Prerequisites: Critical Focus, base attack bonus +15.
Special: You can only apply the effects of one critical feat to
Benefit: Whenever you score a critical hit, your opponent is a given critical hit unless you possess Critical Mastery.
permanently blinded. A successful Fortitude save reduces
this to dazzled for 1d4 rounds. The DC of this Fortitude save Dispelling Critical (Critical)
is equal to 10 + your base attack bonus. This feat has no effect Your blows attack the physical and arcane forms of your
on creatures that do not rely on eyes for sight or creatures enemies at the same time.
with more than two eyes (although multiple critical hits
might cause blindness, at the GM's discretion). Blindness can Prerequisites: Arcane Strike, base attack bonus +11, ability
be cured by heal, regeneration, remove blindness, or similar to cast dispel magic.
abilities. Benefit: If you have dispel magic prepared or can cast it
Special: You can only apply the effects of one critical feat to spontaneously, when you score a critical hit against an
a given critical hit unless you possess Critical Mastery. opponent, you may use a swift action to cast dispel magic to
make a targeted dispel against that opponent.
Crippling Critical (Combat, Critical)
You are able to maim a target and hinder its movement.
Prerequisites: Critical Focus, base attack bonus +13.

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Entreating Critical (Combat, Critical) your weapon out of your opponent. If your opponent is ever
Your critical hit allows you a chance to make your foes brief outside your reach, you must spend a free action to let go of
ly see reason. your weapon or pull it out of him. Your opponent can also
spend a move action to pull your weapon out. When the
Prerequisites: Cha 15, Call Truce, Critical Focus, Persuasive, weapon comes out, your opponent takes damage as if
base attack bonus +11, Diplomacy 5 ranks. starting his turn impaled. While you impale your opponent
with your weapon, you cannot use it to attack, and you must
Benefit: Whenever you confirm a critical hit, the shock of
hold on to it.
the attack momentarily opens an opportunity to end
hostilities with a quick entreaty. As an immediate action Improved Impaling Critical (Combat, Critical)
immediately after confirming the critical hit, you can attempt
When you impale a target, you hinder its movement and
a Diplomacy check to improve the target’s attitude as though
can cause severe bleeding.
you had spent 1 full round using the Call Truce feat. All other
conditions and limitations of the Call Truce feat apply. Prerequisites: Impaling Critical, Critical Focus, Weapon
Specialization with selected piercing melee weapon, base
Exhausting Critical (Combat, Critical) attack bonus +13.
Your critical hits cause opponents to become exhausted.
Benefit: While you are using Impaling Critical to impale an
Prerequisites: Critical Focus, Tiring Critical, base attack opponent, and you are still holding onto that weapon, that
bonus +15. opponent must succeed at a grapple combat maneuver check
against you to pull your weapon out. If you have let go of
Benefit: When you score a critical hit on a foe, your target
your weapon, the impaled opponent must spend a standard
immediately becomes exhausted. This feat has no effect on
action to remove the weapon. Until the opponent pulls the
exhausted creatures.
weapon out, his speed in all modes is halved and his
Special: You can only apply the effects of one critical feat to maneuverability, if any, is reduced by one step. When the
a given critical hit unless you possess the Critical Mastery weapon comes out, instead of dealing the damage normal for
feat. Impaling Critical, you can deal bleed damage equal to your
weapon's damage dice result once per round at the start of
Greater Blighted Critical (Critical) that opponent's turn.
Your critical hit from a spell or spell-like ability afflicts the
target with a major spellblight. Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Blighted Critical, caster level 12th.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you confirm a critical hit with a touch
spell, ranged touch spell, or spell-like ability against an Benefit: Whenever you score a critical hit, your opponent
opponent, the victim gains a random major spellblight. becomes sickened for 1 minute. The effects of this feat do not
stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to
a given critical hit unless you possess Critical Mastery. Special: You can only apply the effects of one critical feat to
a given critical hit unless you possess Critical Mastery.
Impact Critical Shot (Combat, Critical)
With a series of ranged attacks, you bring your foes to their Staggering Critical (Combat, Critical)
knees or force them to move. Your critical hits cause opponents to slow down.
Prerequisites: Dex 13, Point-Blank Shot, base attack bonus Prerequisites: Critical Focus, base attack bonus +13.
+9.
Benefit: Whenever you score a critical hit, your opponent
Benefit: Whenever you score a critical hit with a ranged becomes staggered for 1d4+1 rounds. A successful Fortitude
attack, in addition to the normal damage your attack deals, if save reduces the duration to 1 round. The DC of this
your confirmation roll exceeds your opponent's CMD, you Fortitude save is equal to 10 + your base attack bonus. The
can push your opponent back as if from the bull rush combat effects of this feat do not stack. Additional hits instead add to
maneuver or knock that target prone as if from a trip combat the duration.
maneuver. If you choose to bull rush, you cannot move with
Special: You can only apply the effects of one critical feat to
the target. Your maneuver does not provoke an attack of
a given critical hit unless you possess Critical Mastery.
opportunity.
Normal: You must perform a bull rush combat maneuver to Stunning Critical (Combat, Critical)
bull rush an opponent, and you must perform a trip combat Your critical hits cause opponents to become stunned.
maneuver to trip an opponent.
Prerequisites: Critical Focus, Staggering Critical, base attack
Impaling Critical (Combat, Critical) bonus +17.
Your critical hits can skewer your foes. Benefit: Whenever you score a critical hit, your opponent
becomes stunned for 1d4 rounds. A successful Fortitude save
Prerequisites: Critical Focus, Weapon Specialization with
reduces this to staggered for 1d4 rounds. The DC of this
selected piercing melee weapon, base attack bonus +11.
Fortitude save is equal to 10 + your base attack bonus. The
Benefit: Whenever you score a critical hit with the selected effects of this feat do not stack. Additional hits instead add to
piercing melee weapon, you can impale your opponent on the duration.
your weapon. While your opponent is impaled in this way,
Special: You can only apply the effects of one critical feat to
each time he starts his turn, you deal damage equal to your
a given critical hit unless you possess Critical Mastery.
weapon's damage dice plus the extra damage dice from your
weapon's properties. As an immediate action, you can pull

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Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent
becomes fatigued. This feat has no additional effect on a
fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to
a given critical hit unless you possess Critical Mastery.

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GRIT FEATS

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GRIT FEATS Ricochet Shot Deed (Grit)
Grit feats interact with the gunslinger's grit class ability or You can ricochet a firearm shot off the wall and still hit your
the grit granted by the Amateur Gunslinger feat, usually by target.
adding to her set of deeds. Sometimes these feats increase the
Prerequisites: Grit class feature or Amateur Gunslinger
number of grit points a character has or how that character
feat, Blind-Fight.
regains grit points. Gunslingers can take grit feats as bonus
feats. Benefit: You can fire a shot at a wall or piece of solid
terrain, and have it ricochet off. When you do, use the square
Deft Shootist Deed (Grit) immediately in front of the wall or piece of solid terrain to
You keep an eye out while focusing on your weapon, determine line of sight to a target, and this square is
allowing you to avoid attacks while shooting and reloading considered the new origin square of the attack. Use that
firearms. square to determine the effects of cover, and your own square
Prerequisites: Grit class feature or Amateur Gunslinger to determine the effects of concealment. You can make this
feat, Dodge, Mobility. shot as long as you have at least 1 grit point. When making
this shot, you can spend 1 grit point to ignore the effects of all
Benefit: As long as you have at least 1 grit point, you do not cover or concealment. You must choose to spend the grit
provoke attacks of opportunity when shooting or reloading a point before you make the attack roll.
firearm.
Secret Stash Deed (Grit)
Extra Grit (Grit) You are so skilled at stashing small packets of firearm
You have more grit than the ordinary gunslinger. ammunition and black powder on your person that you
sometimes surprise yourself when you find them.
Prerequisites: Grit class feature or the Amateur Gunslinger
feat. Prerequisites: Grit class feature or Amateur Gunslinger
feat, Sleight of Hand 1 rank.
Benefit: You gain 2 extra grit points at the start of each day,
and your maximum grit increases by 2. Benefit: Spend 1 grit point while in combat to recover either
1 bullet and 1 dose of black powder or 1 alchemical cartridge
Normal: If you are a gunslinger, you gain your Wisdom
from a hidden stash on your person that you had, until now,
modifier in grit points at the start of each day, which is also
forgotten about. If the bullet and black powder or the
your maximum grit. If you have the Amateur Gunslinger
alchemical cartridges are normal shot, you do not need to pay
feat, you gain 1 grit point at the start of each day, and your
for the ammunition. If you want to recover any other kind of
maximum grit is equal to your Wisdom modifier.
ammunition, you must pay for it with gold pieces from your
Special: If you possess levels in the gunslinger class, you character's wealth. The grit cost of this deed cannot be
can take this feat multiple times. decreased by the Signature Deed feat, the true grit class
feature, or any other similar effect that reduces the number of
Leaping Shot Deed (Grit) grit points you spend to use a deed. You also gain a +4 bonus
You leap through the air, guns blazing. on any Sleight of Hand checks made while gambling.
Prerequisites: Dex 13, grit class feature or Amateur Signature Deed (Grit)
Gunslinger feat, Dodge, Mobility, base attack bonus +4.
You are known for performing a particular deed, and can
Benefit: You gain a +2 bonus on Acrobatics checks made to perform it with greater ease.
jump. As a full-round action, you can move up to your speed
Prerequisites: Grit class feature, gunslinger level 11th.
and make firearm attacks at your highest base attack bonus
with each loaded firearm you are wielding. You can make Benefit: Pick a deed that you have access to and that you
these attacks at any point during your movement, and if you must spend grit to perform. Once per round, you can
are wielding two firearms, you can make the attacks at perform this deed for 1 fewer grit point (minimum 0). You
different points during the movement. At the end of this can reduce the cost of a deed in this way only if you have at
movement, you fall prone. This deed costs 1 grit point to least 1 grit point.
perform.

No Name (Grit)
You don't need an elaborate disguise to keep your identity
under wraps.
Prerequisites: Grit class feature or Amateur Gunslinger
feat, Bluff 4 ranks.
Benefit: You often rely on surprise and misdirection in your
social dealings. You gain a +2 bonus on Bluff checks, and you
can spend 1 grit point to gain a +10 bonus on Disguise checks
for 10 minutes per your gunslinger level (minimum 10
minutes). This deed does not actually change your
appearance, but rather allows you to hide your identity in
other ways.

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HERO POINT FEATS

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HERO POINT FEATS
The hero point feats enhance a character ability to store and
gain hero points.

Blood of Heroes
You have a sense of destiny about you and always seem to
succeed, even when the odds are against you.
Prerequisite: Hero's Fortune.
Benefit: Whenever you gain a level, you gain 2 hero points
instead of 1.
Normal: Whenever you gain a level, you gain 1 hero point.

Hero's Fortune
Even at the start of your career, it was clear that you had a
chance at greatness, and your legend continues to grow with
every adventure.
Benefit: You gain a hero point. The maximum number of
hero points you can have at any one time is increased to 5.
Normal: You can have no more than 3 hero points at one
time.
Special: NPCs who take this feat receive 1 hero point and
can have up to 3 (not 5).

Luck of Heroes
To others, it seems that you always have a bit of luck
around you.
Prerequisite: Hero's Fortune.
Benefit: Whenever you spend a hero point to reroll a die
roll or to grant yourself a bonus before a die roll is made,
there is a chance that the hero point is not spent. Whenever
you spend a hero point, roll a d20. If the result is greater than
15, the hero point is not spent. You cannot use this feat when
you cheat death.

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ITEM CREATION FEATS

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ITEM CREATION FEATS When you create a potion, you make any choices that you
An item creation feat lets a character create a magic item of would normally make when casting the spell. Whoever
a certain type. Regardless of the type of item each involves, drinks the potion is the target of the spell.
the various item creation feats all have certain features in
common.
Craft Magic Arms and Armor (Item Creation)
You can create magic armor, shields, and weapons.
Raw Materials Cost: The cost of creating a magic item
Prerequisite: Caster level 5th.
equals half the base price of the item.
Benefit: You can create magic weapons, armor, or shields.
Using an item creation feat also requires access to a
Enhancing a weapon, suit of armor, or shield takes 1 day for
laboratory or magical workshop, special tools, and so on. A
each 1,000 gp in the price of its magical features. To enhance a
character generally has access to what he needs unless
weapon, suit of armor, or shield, you must use up raw
unusual circumstances apply.
materials costing half of this total price. See the magic item
Time: The time to create a magic item depends on the feat creation rules in Magic Items for more information.
and the cost of the item.
The weapon, armor, or shield to be enhanced must be a
Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe masterwork item that you provide. Its cost is not included in
Scroll create items that directly reproduce spell effects, and the above cost.
the power of these items depends on their caster level—that
You can also mend a broken magic weapon, suit of armor,
is, a spell from such an item has the power it would have if
or shield if it is one that you could make. Doing so costs half
cast by a spellcaster of that level. The price of these items
the raw materials and half the time it would take to craft that
(and thus the cost of the raw materials) also depends on the
item in the first place.
caster level. The caster level must be low enough that the
spellcaster creating the item can cast the spell at that level. To Craft Rod (Item Creation)
find the final price in each case, multiply the caster level by
You can create magic rods.
the spell level, then multiply the result by a constant, as
shown below: Prerequisite: Caster level 9th.
Scrolls: Base price = spell level × caster level × 25 gp. Benefit: You can create magic rods. Crafting a rod takes 1
Potions: Base price = spell level × caster level × 50 gp. day for each 1,000 gp in its base price. To craft a rod, you
Wands: Base price = spell level × caster level × 750 gp. must use up raw materials costing half of its base price. See
Staves: The price for staves is calculated using more the magic item creation rules in Magic Items for more
complex formulas (see Magic Items). information.
A 0-level spell is considered to have a spell level of 1/2 for Craft Staff (Item Creation)
the purpose of this calculation.
You can create magic staves.
Extra Costs: Any potion, scroll, or wand that stores a spell
Prerequisite: Caster level 11th.
with a costly material component also carries a
commensurate cost. For potions and scrolls, the creator must Benefit: You can create any staff whose prerequisites you
expend the material component cost when creating the item. meet. Crafting a staff takes 1 day for each 1,000 gp in its base
For a wand, the creator must expend 50 units of the material price. To craft a staff, you must use up raw materials costing
component. Some magic items similarly incur extra costs in half of its base price. A newly created staff has 10 charges. See
material components, as noted in their descriptions. the magic item creation rules in Magic Items for more
information.
Skill Check: Successfully creating a magic item requires a
Spellcraft check with a DC equal to 5 + the item's caster level. Craft Wand (Item Creation)
Alternatively, you can use an associated Craft or Profession You can create magic wands.
skill to attempt this check instead, depending upon the item
being crafted. See Magic Item Creation for more details on Prerequisite: Caster level 5th.
which Craft and Profession checks may be substituted in this
Benefit: You can create a wand of any 4th-level or lower
manner. The DC of this check can increase if the crafter is
spell that you know. Crafting a wand takes 1 day for each
rushed or does not meet all of the prerequisites. A failed
1,000 gp in its base price. To craft a wand, you must use up
check ruins the materials used, while a check that fails by 5 or
raw materials costing half of this base price. A newly created
more results in a cursed item. See Magic Items for more
wand has 50 charges. See the magic item creation rules in
details.
Magic Items for more information.
Brew Potion (Item Creation) You can also mend a broken ring if it is one that you could
You can create magic potions. make. Doing so costs half the raw materials and half the time
it would take to forge that ring in the first place.
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower Craft Wondrous Item (Item Creation)
spell that you know and that targets one or more creatures or You can create wondrous items, a type of magic item.
objects. Brewing a potion takes 2 hours if its base price is 250
Prerequisite: Caster level 3rd.
gp or less, otherwise brewing a potion takes 1 day for each
1,000 gp in its base price. When you create a potion, you set Benefit: You can create a wide variety of magic wondrous
the caster level, which must be sufficient to cast the spell in items. Crafting a wondrous item takes 1 day for each 1,000 gp
question and no higher than your own level. To brew a in its price. To create a wondrous item, you must use up raw
potion, you must use up raw materials costing one half this materials costing half of its base price. See the magic item
base price. See the magic item creation rules in Magic Items creation rules in Magic Items for more information.
for more information.

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You can also mend a broken wondrous item if it is one that
you could make. Doing so costs half the raw materials and
half the time it would take to craft that item.

Fleshwarper (Item Creation)


You can create creatures through an abominable alchemical
process.
Prerequisites: Craft (alchemy) 5 ranks, Heal 5 ranks, evil
alignment.
Benefit: You can create fleshwarped creatures and fleshcraft
grafts. A newly created fleshwarped creature has average hit
points for its Hit Dice.

Forge Ring (Item Creation)


You can create magic rings.
Prerequisite: Caster level 7th.
Benefit: You can create magic rings. Crafting a ring takes 1
day for each 1,000 gp in its base price. To craft a ring, you
must use up raw materials costing half of the base price. See
the magic item creation rules in Magic Items for more
information.

Scribe Scroll (Item Creation)


You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know.
Scribing a scroll takes 2 hours if its base price is 250 gp or
less, otherwise scribing a scroll takes 1 day for each 1,000 gp
in its base price. To scribe a scroll, you must use up raw
materials costing half of this base price. See the magic item
creation rules in Magic Items for more information.

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METAMAGIC FEATS

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METAMAGIC FEATS apply to the spell's higher spell level (after the application of
As a spellcaster's knowledge of magic grows, he can learn to the metamagic feat). A character doesn't need the metamagic
cast spells in ways slightly different from the norm. feat to activate an item storing a metamagic version of a spell.
Preparing and casting a spell in such a way is harder than Counterspelling Metamagic Spells: Whether or not a spell
normal but, thanks to metamagic feats, is at least possible. has been enhanced by a metamagic feat does not affect its
Spells modified by a metamagic feat use a spell slot higher vulnerability to counterspelling or its ability to counterspell
than normal. This does not change the level of the spell, so another spell (see Magic).
the DC for saving throws against it does not go up.
Metamagic feats do not affect spell-like abilities. Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.
Wizards and Divine Spellcasters: Wizards and divine
spellcasters must prepare their spells in advance. During Benefit: Whenever a bouncing spell targeting a single
preparation, the character chooses which spells to prepare creature has no effect on its intended target (whether due to
with metamagic feats (and thus which ones take up higher- spell resistance or a successful saving throw) you may, as a
level spell slots than normal). swift action, redirect it to target another eligible creature
within range. The redirected spell behaves in all ways as if its
Sorcerers and Bards: Sorcerers and bards choose spells as
new target were the original target for the spell. Spells that
they cast them. They can choose when they cast their spells
affect a target in any way (including a lesser effect from a
whether to apply their metamagic feats to improve them. As
successful saving throw) may not be redirected in this
with other spellcasters, the improved spell uses up a higher-
manner. A bouncing spell uses up a spell slot one level higher
level spell slot. Because the sorcerer or bard has not prepared
than the spell's actual level.
the spell in a metamagic form in advance, he must apply the
metamagic feat on the spot. Therefore, such a character must Burning Spell (Metamagic)
also take more time to cast a metamagic spell (one enhanced
You cause creatures to take extra damage when you affect
by a metamagic feat) than he does to cast a regular spell. If
them with a spell that has the acid or fire descriptor.
the spell's normal casting time is a standard action, casting a
metamagic version is a full-round action for a sorcerer or Benefit: The acid or fire effects of the affected spell adhere
bard. (This isn't the same as a 1-round casting time.) The only to the creature, causing more damage the next round. When a
exception is for spells modified by the Quicken Spell creature takes acid or fire damage from the affected spell, that
metamagic feat, which can be cast as normal using the feat. creature takes damage equal to 2× the spell's actual level at
the start of its next turn. The damage is acid or fire, as
For a spell with a longer casting time, it takes an extra full-
determined by the spell's descriptor. If a burning spell has
round action to cast the spell.
both the fire and acid descriptor, the caster chooses what
Spontaneous Casting and Metamagic Feats: A cleric kind of damage is dealt by the burning spell effect. A burning
spontaneously casting a cure or inflict spell, or a druid spell uses up a slot two levels higher than the spell's actual
spontaneously casting a summon nature's ally spell, can cast a level.
metamagic version of it instead. Extra time is also required in
this case. Casting a standard action metamagic spell Concussive Spell (Metamagic)
spontaneously is a full-round action, and a spell with a longer You cause creatures to be disoriented when you affect them
casting time takes an extra full-round action to cast. The only with a spell that has the sonic descriptor.
exception is for spells modified by the Quicken Spell feat, Benefit: With sonic damage comes a concussive wave of
which can be cast as a swift action. energy that rattles creatures affected by the spell. A
Effects of Metamagic Feats on a Spell: In all ways, a concussive spell causes creatures that take damage from a
metamagic spell operates at its original spell level, even spell that has the sonic descriptor to take a –2 penalty on
though it is prepared and cast using a higher-level spell slot. attack rolls, saving throws, skill checks, and ability checks for
Saving throw modifications are not changed unless stated a number of rounds equal to the actual spell level of the spell.
otherwise in the feat description. A concussive spell only affects spells with the sonic
descriptor. A concussive spell uses up a spell slot two levels
The modifications made by these feats only apply to spells higher than the spell's actual level.
cast directly by the feat user. A spellcaster can't use a
metamagic feat to alter a spell being cast from a wand, scroll, Contagious Spell (Metamagic)
or other device. Your spells are dangerous to dispel and likely to backfire
upon those who try.
Metamagic feats that eliminate components of a spell don't
eliminate the attack of opportunity provoked by casting a Benefit: A caster level check to dispel or remove a
spell while threatened. Casting a spell modified by Quicken contagious spell that fails by 5 or more causes it to spread
Spell does not provoke an attack of opportunity. from the original target to the creature that attempted to
remove it. The spell spreads to the new target regardless of
Metamagic feats cannot be used with all spells. See the
its normal range or any special targeting requirement like a
specific feat descriptions for the spells that a particular feat
melee or ranged touch attack. The spell is treated as if you
can't modify.
had just cast it on the new target. The new target receives a
Multiple Metamagic Feats on a Spell: A spellcaster can saving throw or the benefit of spell resistance (if applicable) if
apply multiple metamagic feats to a single spell. Changes to the spell normally allows it.
its level are cumulative. You can't apply the same metamagic
You can apply Contagious Spell only to targeted spells that
feat more than once to a single spell.
are harmful to their target and don’t have a range of personal;
Magic Items and Metamagic Spells: With the right item a contagious spell never spreads to someone who would
creation feat, you can store a metamagic version of a spell in a benefit from being the target of the spell. A contagious spell
scroll, potion, or wand. Level limits for potions and wands uses up a spell slot 2 levels higher than the spell’s actual
level.

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Special: A contagious spell can be identified normally as it Empower Spell (Metamagic)
is being cast with a successful Spellcraft check. Identifying You can increase the power of your spells, causing them to
whether a spell is contagious by its effect, however, requires deal more damage.
the use of the analyze dweomer spell or a similar effect.
Benefit: All variable, numeric effects of an empowered spell
Dazing Spell (Metamagic) are increased by half, including bonuses to those dice rolls.
You can daze creatures with the power of your spells.
Saving throws and opposed rolls are not affected, nor are
Benefit: You can modify a spell to daze a creature damaged spells without random variables. An empowered spell uses
by the spell. When a creature takes damage from this spell, up a spell slot two levels higher than the spell's actual level.
they become dazed for a number of rounds equal to the
original level of the spell. If the spell allows a saving throw, a Enlarge Spell (Metamagic)
successful save negates the daze effect. If the spell does not You can increase the range of your spells.
allow a save, the target can make a Will save to negate the
Benefit: You can alter a spell with a range of close, medium,
daze effect. If the spell effect also causes the creature to
or long to increase its range by 100%. An enlarged spell with
become dazed, the duration of this metamagic effect is added
a range of close now has a range of 50 ft. + 5 ft./level, while
to the duration of the spell. A dazing spell uses up a spell slot
medium-range spells have a range of 200 ft. + 20 ft./level and
three levels higher than the spell's actual level. Spells that do
long-range spells have a range of 800 ft. + 80 ft./level. An
not inflict damage do not benefit from this feat.
enlarged spell uses up a spell slot one level higher than the
Disruptive Spell (Metamagic) spell's actual level.
Your magical energies cling to enemies, interfering with Spells whose ranges are not defined by distance, as well as
their spellcasting. spells whose ranges are not close, medium, or long, do not
benefit from this feat.
Benefit: Targets affected by a disruptive spell must make
concentration checks when using spells or spell-like abilities Extend Spell (Metamagic)
(DC equals the save DC of the disruptive spell plus the level
You can make your spells last twice as long.
of the spell being cast) for 1 round. Targets that avoid the
spell's effects avoid this feat's effect as well. A disruptive spell Benefit: An extended spell lasts twice as long as normal. A
uses up a spell slot one level higher than the spell's actual spell with a duration of concentration, instantaneous, or
level. permanent is not affected by this feat. An extended spell uses
up a spell slot one level higher than the spell's actual level.
Echoing Spell (Metamagic)
You have learned how to release most, but not all, of a Flaring Spell (Metamagic)
spell's potential when you cast it. You dazzle creatures when you affect them with a spell that
has the fire, light, or electricity descriptor.
Benefit: When you cast an echoing spell, it does not
disappear entirely from memory, and you can cast it one Benefit: The electricity, fire, or light effects of the affected
additional time during that day. No effect that allows you to spell create a flaring that dazzles creatures that take damage
reprepare or recast a spell can affect the echoed spell. If you from the spell. A flare spell causes a creature that takes fire or
prepare spells, this second casting does not require you to electricity damage from the affected spell to become dazzled
prepare it in another spell slot. If you spontaneously cast for a number of rounds equal to the actual level of the spell.
spells, this second casting does not expend another available A flaring spell only affects spells with a fire, light, or
spell slot. An echoing spell uses up a spell slot three levels electricity descriptor. A flaring spell uses up a spell slot one
higher than the spell's actual level. level higher than the spell's actual level.

Ectoplasmic Spell (Metamagic) Fleeting Spell (Metamagic)


Your spells breach the gulf between dimensions, sending Your spells vanish with unusual speed.
ghostly emanations into the ether.
Benefit: A fleeting spell’s duration becomes dismissible, if it
Benefit: An ectoplasmic spell has full effect against is not already. You can dismiss your own f leeting spell as a
incorporeal or ethereal creatures. An ectoplasmic spell uses swift action. When you dismiss a f leeting spell, its lingering
up a spell slot one level higher than the spell's actual level. aura cannot be detected by magic unless the caster succeeds
at a caster level check against a DC equal to 11 + your caster
Elemental Spell (Metamagic) level. The DC of dispel checks to counter a f leeting spell is
You can manipulate the elemental nature of your spells. reduced by 2, and once active, dispel magic removes a f leeting
spell without a caster level check. A f leeting spell has half its
Benefit: Choose one energy type: acid, cold, electricity, or
normal duration (with an extended f leeting spell, these
fire. You may replace a spell's normal damage with that
duration adjustments cancel out). Only spells with a duration
energy type or split the spell's damage, so that half is of that
of at least 2 rounds can be made f leeting, and instantaneous
energy type and half is of its normal type. An elemental spell
or permanent spells cannot be f leeting spells. A f leeting spell
uses up a spell slot one level higher than the spell's actual
does not use up a higher-level spell slot than the spell’s actual
level.
level.
Special: You can gain this feat multiple times. Each time
Normal: It is a standard action to dismiss a dismissible
you must choose a different energy type.
spell, and only spells whose Duration entry is marked with a
D are dismissible.

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Focused Spell (Metamagic) same type. A merciful spell does not use up a higher-level
When you cast a spell that affects more than one creature, spell slot than the spell's actual level.
one opponent finds it more difficult to resist.
Persistent Spell (Metamagic)
Benefit: When casting a spell that affects or targets more You can modify a spell to become more tenacious when its
than one creature, you can choose one target or creature targets resist its effect.
within the spell effect. That creature's saving throw DC to
Benefit: Whenever a creature targeted by a persistent spell
resist the spell is increased by +2. You must choose which
or within its area succeeds on its saving throw against the
target to focus the spell on before casting the spell. A focused
spell, it must make another saving throw against the effect. If
spell uses up a spell slot one level higher than the spell's
a creature fails this second saving throw, it suffers the full
actual level.
effects of the spell, as if it had failed its first saving throw. A
Spells that do not require a saving throw to resist or lessen persistent spell uses up a spell slot two levels higher than the
the spell's effect do not benefit from this feat. spell's actual level.

Heighten Spell (Metamagic) Spells that do not require a saving throw to resist or lessen
You can cast spells as if they were a higher level. the spell's effect do not benefit from this feat.

Benefit: A heightened spell has a higher spell level than Piercing Spell (Metamagic)
normal (up to a maximum of 9th level). Unlike other Your studies have helped you develop methods to
metamagic feats, Heighten Spell actually increases the overcome spell resistance.
effective level of the spell that it modifies. All effects
Benefit: When you cast a piercing spell against a target with
dependent on spell level (such as saving throw DCs and
spell resistance, it treats the spell resistance of the target as 5
ability to penetrate a lesser globe of invulnerability) are
lower than its actual SR. A piercing spell uses up a spell slot
calculated according to the heightened level. The heightened
one level higher than the spell's actual level.
spell is as difficult to prepare and cast as a spell of its
effective level. Quicken Spell (Metamagic)
Intensified Spell (Metamagic) You can cast spells in a fraction of the normal time.
Your spells can go beyond several normal limitations. Benefit: Casting a quickened spell is a swift action. You can
perform another action, even casting another spell, in the
Benefit: An intensified spell increases the maximum
same round as you cast a quickened spell. A spell whose
number of damage dice by 5 levels. You must actually have
casting time is more than 1 round or 1 full-round action
sufficient caster levels to surpass the maximum in order to
cannot be quickened.
benefit from this feat. No other variables of the spell are
affected, and spells that inflict damage that is not modified by A quickened spell uses up a spell slot four levels higher
caster level are not affected by this feat. An intensified spell than the spell's actual level. Casting a quickened spell doesn't
uses up a spell slot one level higher than the spell's actual provoke an attack of opportunity.
level.
Special: You can apply the effects of this feat to a spell cast
Lingering Spell (Metamagic) spontaneously, so long as it has a casting time that is not
You spell clings to existence, slowly fading from the world. more than 1 full-round action, without increasing the spell's
casting time.
Benefit: You may cause an instantaneous spell that affects
an area to persist until the beginning of your next turn. Those Reach Spell (Metamagic)
already in the area suffer no additional harm, but other Your spells go farther than normal.
creatures or objects entering the area are subject to its effects.
A lingering spell with a visual manifestation obscures vision, Benefit: You can alter a spell with a range of touch, close, or
providing concealment (20% miss chance) beyond 5 feet and medium to increase its range to a higher range category,
total concealment (50% miss chance) beyond 20 feet. using the following order: touch, close, medium, and long. A
reach spell uses up a spell slot one level higher than the
A lingering spell uses up a spell slot one level higher than spell's actual level for each increase in range category. For
the spell's actual level. example, a spell with a range of touch increased to long range
uses up a spell slot three levels higher. Spells modified by
Maximize Spell (Metamagic) this feat that require melee touch attacks instead require
Your spells have the maximum possible effect. ranged touch attacks.
Benefit: All variable, numeric effects of a spell modified by Spells that do not have a range of touch, close, or medium
this feat are maximized. Saving throws and opposed rolls are do not benefit from this feat.
not affected, nor are spells without random variables. A
maximized spell uses up a spell slot three levels higher than Rime Spell (Metamagic)
the spell's actual level. Creatures damaged by your spells with the cold descriptor
become entangled.
An empowered, maximized spell gains the separate benefits
of each feat: the maximum result plus half the normally Benefit: The frost of your cold spell clings to the target,
rolled result. impeding it for a short time. A rime spell causes creatures
that takes cold damage from the spell to become entangled
Merciful Spell (Metamagic) for a number of rounds equal to the original level of the spell.
Your damaging spells subdue rather than kill.
This feat only affects spells with the cold descriptor. A rime
Benefit: You can alter spells that inflict damage to inflict spell uses up a spell slot one level higher than the spell's
nonlethal damage instead. Spells that inflict damage of a actual level.
particular type (such as fire) inflict nonlethal damage of that

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120
Selective Spell (Metamagic) check, the spell still has its normal effects. A studied spell
Your allies need not fear friendly fire. uses up a spell slot 2 levels higher than the spell’s actual
level.
Prerequisite: Spellcraft 10 ranks.
Stylized Spell (Metamagic)
Benefit: When casting a selective spell with an area effect
You cast a spell in a distinctive manner.
and a duration of instantaneous, you can choose a number of
targets in the area equal to the ability score modifier used to Prerequisites: Bluff 5 ranks, Spellcraft 5 ranks.
determine bonus spells of the same type (Charisma for bards,
Benefit: A stylized spell has slightly different verbal and
oracles, paladins, sorcerers, and summoners; Intelligence for
somatic components than normal, and the spell effect appears
witches and wizards; Wisdom for clerics, druids, inquisitors,
noticeably different. The Spellcraft DC to identify a stylized
and rangers). These targets are excluded from the effects of
spell as it is being cast is 10 higher than normal. The
your spell. A selective spell uses up a spell slot one level
Knowledge (arcana) DC to identify a stylized spell, its effects,
higher than the spell's actual level.
or the materials it creates is 10 higher than normal, as is the
Spells that do not have an area of effect or a duration of DC to recognize your magical signature with greater detect
instantaneous do not benefit from this feat. magic.

Sickening Spell (Metamagic) When you apply this feat to a spell, you can attempt to
You can sicken creatures with your spells. disguise your stylized spell as another spell of the same
school and subschool with the same descriptors. The other
Benefit: You can modify a spell to sicken a creature spell must be either the same spell level as the stylized spell
damaged by the spell. When a creature takes damage from (before applying the metamagic adjustment) or 1 spell level
this spell, they become sickened for a number of rounds higher. If you do so, the stylized spell gains the ruse
equal to the original level of the spell. If the spell allows a descriptor and takes on some superficial aspects of the other
saving throw, a successful save negates the sickening effect. If spell. As usual for a spell with the ruse descriptor,
the spell does not allow a save, the target can make a identification attempts that fail by 10 or less mistakenly
Fortitude save to negate the sickening effect. If the spell effect identify it as the chosen spell (those that fail by more can’t
also causes the creature to become sickened, the duration of identify it at all). A stylized spell uses up a spell slot 1 level
this metamagic effect is added on to the duration of the spell. higher than the spell’s actual level.
A sickening spell uses up a spell slot two levels higher than
the spell's actual level. Tenacious Spell (Metamagic)
Your magic is difficult to unravel.
Spells that do not inflict damage do not benefit from this
feat. Benefit: Increase the DC of caster level checks to counter or
dispel a tenacious spell by 2. If a tenacious spell is dispelled
Silent Spell (Metamagic) or dismissed, it lasts for 1d4 further rounds (to a maximum of
You can cast your spells without making any sound. the spell’s normal duration) before ending (this does not
occur if antimagic field or a similar spell or effect suppresses or
Benefit: A silent spell can be cast with no verbal
ends the spell’s effect without dispelling or dismissing it).
components. Spells without verbal components are not
The lingering auras of tenacious spells detectable with detect
affected. A silent spell uses up a spell slot one level higher
magic last for twice as long as usual after the spells end. A
than the spell's actual level.
tenacious spell uses up a spell slot 1 level higher than the
Special: Bard spells cannot be enhanced by this feat. spell’s actual level.

Still Spell (Metamagic) Thanatopic Spell (Metamagic)


You can cast spells without moving. Your spells can pierce wards against negative energy and
even affect undead targets.
Benefit: A stilled spell can be cast with no somatic
components. Spells without somatic components are not Prerequisites: Knowledge (religion) 6 ranks, Spell Focus
affected. A stilled spell uses up a spell slot one level higher (necromancy).
than the spell's actual level.
Benefit: A thanatopic spell pierces defenses and immunities
Studied Spell (Metamagic) that protect against death effects, negative levels, and energy
You use your knowledge about the target to bypass its drain, affecting the target as if the protective barrier did not
resistances and damage reduction. exist.

Benefit: When casting a studied spell, designate one target For example, you could cast a thanatopic vampiric touch or
affected by the spell. Attempt an appropriate Knowledge enervation spell on a target under the effects of death ward, and
check based on that target’s creature type as you cast the the target would suffer the normal effect of the spell. Saving
spell. The DC for this check is equal to 20 + the creature’s CR throws and SR (if any) still apply.
based on its race and not including any class levels or Undead are susceptible to spells augmented by this feat, as
template (a creature that is defined by class levels has an it retunes the negative energy to be harmful to them. A
effective CR of 0 for this ability). If you succeed, your studied thanatopic spell that would kill a living creature (such as by
spell ignores any energy resistance or damage reduction the giving it negative levels equal to its Hit Dice) destroys an
target has because of its race as well as any bonuses on saving undead (though undead such as ghosts, liches, and vampires
throws against the spell granted by the target’s race (such as may reform as normal). Undead affected by thanatopic spells
the bonus from a dwarf ’s hardy ability or a half ling’s half that give negative levels automatically make their saving
ling luck ability). Your studied spell doesn’t ignore energy throws to remove negative levels after 24 hours.
resistance, damage reduction, or saving throw bonuses
granted by other spells and effects. If you fail the Knowledge A thanatopic spell uses up a spell slot two levels higher
than the spell's actual level.

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Normal: Defenses such as death ward negate death effects,
negative levels, and energy drain. Undead are immune to
these attacks.

Threnodic Spell (Metamagic)


You can convert mind-affecting magic to necromantic
power capable of controlling undead.
Prerequisites: 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 if they weren't immune to mind-affecting effects,
but has no effect on living creatures. A threnodic spell uses
up a spell slot two level higher than the spell's actual level.
Normal: Undead are immune to mind-affecting effects.

Thundering Spell (Metamagic)


You can conjure your spells into existence with blaring
thunder or fearful shrieks, deafening creatures damaged by
their effects.
Benefit: You can modify a spell to deafen a creature
damaged by the spell. When a creature takes damage from
this spell, it becomes deafened for a number of rounds equal
to the original level of the spell. If the spell allows a saving
throw, a successful save negates the deafening effect. If the
spell does not allow a save, the target can make a Fortitude
save to negate the deafening effect. If the spell effect also
causes the creature to become deafened, the duration of this
metamagic effect is added to the duration of the spell. A
thundering spell uses up a spell slot two levels higher than
the spell's actual level.
Spells that do not inflict damage do not benefit from this
feat.

Toppling Spell (Metamagic)


Your spells with the force descriptor knock the affected
creatures prone.
Benefit: The impact of your force spell is strong enough to
knock the target prone. If the target takes damage, fails its
saving throw, or is moved by your force spell, make a trip
check against the target, using your caster level plus your
casting ability score bonus (Wisdom for clerics, Intelligence
for wizards, and so on). This does not provoke an attack of
opportunity. If the check fails, the target cannot attempt to
trip you or the force effect in response.
A toppling spell only affects spells with the force descriptor.
A toppling spell uses up a spell slot one level higher than the
spell's actual level.

Widen Spell (Metamagic)


You can cast your spells so that they occupy a larger space.
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%. A widened spell uses up a spell
slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are
not affected by this feat.

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MYTHIC FEATS

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MYTHIC FEATS (not just outsiders, and not just those with the alignment
Mythic characters and monsters gain mythic feats as they subtype), but grants only half healing or deals only half
gain tiers or ranks. These feats can be selected only as part of damage to these targets. Alternatively, you can expend two
mythic advancement, not as part of a character's normal uses of mythic power when using Alignment Channel to
advancement or in place of any other bonus feat. affect all targets of the chosen alignment as if they had that
alignment subtype.
Most mythic feats require a non-mythic feat as a
prerequisite. These mythic feats enhance the benefits of their Animal Affinity (Mythic)
prerequisite feats, making them truly awe-inspiring. If a You have a greater affinity with wild animals, and can
character doesn't possess any of the necessary prerequisite speak with them.
feats when she gains a mythic feat, she can wait to select a
Prerequisite: Animal Affinity.
mythic feat until the next time she gains a tier or level.
Benefit: The bonus on Handle Animal and Ride skill checks
A value in a mythic feat based on a fraction of your tier
from Animal Affinity increases by 2. In addition, you can
(such as a +1 bonus for every 3 tiers you possess) always has
expend one use of mythic power to speak with animals as the
a minimum of 1.
spell. Your caster level for this effect is equal to twice your
This section includes some non-mythic feats. These grant a tier.
character who hasn't had a moment of ascension a measure of
mythic might, and remain relevant if that character later Arcane Armor Training (Mythic)
becomes mythic. You've adapted your spellcasting to overcome limitations of
wearing armor.
Only characters with mythic tiers or creatures with mythic
ranks can take these feats. If a creature becomes non-mythic, Prerequisite: Arcane Armor Training.
it no longer gains the benefit of these feats, but it doesn't lose
Benefit: You don't have to spend a swift action to gain the
them permanently. If the creature becomes mythic again, it
reduction to arcane spell failure chance from Arcane Armor
regains the use of all the mythic feats it once had.
Training. Furthermore, if you're wearing light armor, reduce
Many mythic feats enhance non-mythic feats with the same your arcane spell failure chance by 20%.
name. When a creature has a mythic version of a feat, that
feat is denoted with a superscript "M" in the feat line of its Arcane Blast (Mythic)
stat block. You can manipulate raw eldritch energies to do more than
just deal damage.
Accursed Hex (Mythic) Prerequisite: Arcane Blast.
Your hexes flare with persistent potency.
Benefit: When you use Arcane Blast, you may halve the
Prerequisite: Accursed Hex.
damage dice to also perform your choice of either a trip or
Benefit: When you use Accursed Hex to target a creature bull rush combat maneuver against the target of the blast.
with one of your hexes a second time, that creature must roll You can't move with an opponent you bull rush with this
its saving throw twice and take the lower result. feat. You gain a bonus on your combat maneuver check for
this attempt equal to half the spell level of the spell you
Acrobatic (Mythic) sacrificed when using Arcane Blast, and you can substitute
Your grace and fluidity are beyond compare. your Intelligence or Charisma modifier in place of your
Strength modifier when determining your combat maneuver
Prerequisite: Acrobatic.
bonus.
Benefit: The bonus on Acrobatics and Fly skill checks from
In addition, you can expend one use of mythic power to
Acrobatic increases by 2. In addition, you can expend one use
change the damage dice of your Arcane Blast to d8s instead
of mythic power to treat an Acrobatics or Fly check as if you
of d6s.
had rolled a natural 20. You must decide to use this ability
before making the roll. Arcane Shield (Mythic)
You sculpt spells into a powerful, enduring arcane barriers.
Alertness (Mythic)
Your powers of perception surpass everyone's, whether Prerequisite: Arcane Shield.
used to observe your surroundings or the intentions of
Benefit: You add half your tier to the deflection bonus
others.
granted to your AC when you use your Arcane Shield. You
Prerequisite: Alertness. can expend one use of mythic power when using this feat to
extend the duration to a number of rounds equal to your tier.
Benefit: The bonus on Perception and Sense Motive skill
checks from Alertness increases by 2. In addition, you can Arcane Strike (Mythic)
expend one use of mythic power to treat a Perception or Using your amazing arcane talents, you can deliver
Sense Motive check as if you had rolled a natural 20. You devastating blows infused with magical energy.
must decide to use this ability before making the roll.
Prerequisite: Arcane Strike.
Alignment Channel (Mythic)
Benefit: Whenever you use Arcane Strike to enhance your
The power of your faith harms all creatures that follow the
weapons, the effect lasts for 1 minute instead of 1 round. If
alignment you abhor.
you expend one use of mythic power when using Arcane
Prerequisite: Alignment Channel. Strike, you can also add any one magic weapon special ability
with a base price modifier of +1 to your weapons. This base
Benefit: Your channeled energy affects any creatures with
price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4
the alignment chosen when you took Alignment Channel
at 10th tier.

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Ascendant Spell (Metamagic) summoned has damage reduction, its damage reduction
You have learned how to emulate mythic spells using non- becomes DR/epic.
mythic forces.
Bleeding Critical (Mythic)
Benefit: You can modify a spell to imitate the mythic Your deadliest blows unleash rivers of blood.
version of that spell. An ascendant spell uses the mythic
Prerequisite: Bleeding Critical, Critical Focus (Mythic).
version of the spell, but doesn't count as a mythic spell for the
purposes of effects that interact with the spell, unless you are Benefit: The bleed damage dealt with Bleeding Critical
a mythic creature. You can't use the augmented version of the increases by your tier. Stopping this bleed damage requires a
mythic spell, or use spells effects that require you to expend Heal check with a DC equal to 15 + 1/2 your tier. Any
uses of mythic power (even if you have uses of mythic power magical healing ends the bleed damage normally.
available).
You can expend one use of mythic power to deal 1 Con
An ascendant spell uses up a spell slot 5 levels higher than bleed, in addition to the hit point bleed damage you deal
the spell's actual level. with this feat. This effect increases by 1 for each additional
use of mythic power you expend.
Aspect of the Beast (Mythic)
Your blood burns with savage fury, giving you bestial Blind-Fight (Mythic)
powers and abilities. No creature can avoid your preternatural senses.
Prerequisite: Aspect of the Beast. Prerequisite: Blind-Fight.
Benefit: Your bestial nature manifests itself in one of the Benefit: As a swift action, you can expend one use of
following ways. You choose the manifestation when you mythic power to ignore all miss chances due to concealment
choose the feat, and you can't change it. or total concealment for a number of rounds equal to your
tier.
Mythic Senses (Ex): If you have normal vision, you gain
darkvision 30 feet. If you have low-light vision, you gain Catch Off-Guard (Mythic)
darkvision 60 feet. If you have darkvision, the range of your
In your hands, anything is a deadly weapon.
darkvision increases by 30 feet plus 10 feet per tier.
Prerequisite: Catch Off-Guard.
Mythic Claws (Ex): You grow a pair of powerful claws.
These claws are primary attacks that deal 1d4 points of Benefit: The damage dealt when you use improvised
damage (1d3 if you're Small). If you already have claws, the weapons increases by your tier. You also gain a bonus to
damage they deal increases by one die type (d4s become d6s, CMD equal to your tier when an opponent attempts to
d3s become d4s, and so on). You can expend one use of sunder or disarm an improvised weapon you're wielding.
mythic power when you hit with both claws during the same
round to rend with those claws, dealing extra damage equal Channel Smite (Mythic)
to one claw's damage plus 1-1/2 times your Strength bonus. Your weapon a conduit of divine energy.

Mythic Leap (Ex): You can make a running jump without Prerequisite: Channel Smite.
needing to run 10 feet beforehand. In addition, you gain a +5
Benefit: When using Channel Smite, you gain a bonus on
bonus on your Acrobatics checks to determine the success of
your attack roll equal to the number of d6s granted by your
that jump and the distance covered. If you already have the
channel energy class feature. This is either a sacred bonus (if
predator's leap manifestation of Aspect of the Beast, the
channeling positive energy) or a profane bonus (if channeling
bonus on your Acrobatics checks increases to +10.
negative energy). If your attack misses the target, you can
Mythic Instinct (Ex): You gain a +2 bonus on initiative expend one use of mythic power as a free action to release the
checks and a +2 bonus on Survival checks. These bonuses channeled energy, producing the normal effects of your
stack with those gained from the wild instinct manifestation channel energy class feature centered on the creature you
of Aspect of the Beast. were attempting to smite.

Athletic (Mythic) Charge Through (Mythic)


You excel far beyond others at acts of physical prowess. You can plow through those who stand between you and
the target of your charge.
Prerequisite: Athletic.
Prerequisite: Charge Through.
Benefit: The bonus on Climb and Swim skill checks from
Athletic increases by 2. In addition, you can expend one use Benefit: When charging, you can ignore allies in your path
of mythic power to treat a Climb or Swim check as if you had when determining whether or not you can charge your
rolled a natural 20. You must decide to use this ability before target. Furthermore, after you have attempted at least one
making the roll. overrun with Charge Through, you can expend one use of
mythic power as a free action to attempt another overrun
Augment Summoning (Mythic) against a different opponent in the path of the same charge.
Your summoning spells bring not mere ordinary beasts, but
instead mythic creatures. Cleave (Mythic)
You can cleave any foe within your reach.
Prerequisite: Augment Summoning.
Prerequisite: Cleave.
Benefit: Any creature you summon using a summon spell is
considered mythic for the purpose of interacting with other Benefit: Whenever you use Cleave or Great Cleave, one of
mythic creatures. It doesn't gain any mythic abilities or your attacks can be made against a foe that is within your
power, but is affected by mythic spells and abilities as if it reach, but not adjacent to the foe you attacked. You can
were a 1st-tier mythic creature. Additionally, if the creature expend one use of mythic power when you use Cleave or

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Great Cleave to continue making attacks against foes within your coup de grace attempts, it takes a penalty to that saving
your reach, regardless of their position, as long as you throw equal to your tier.
continue to hit each foe. You can't use this ability to attack a
foe more than once per round. Dazzling Display (Mythic)
You can quickly deter others with your martial mastery.
Combat Expertise (Mythic)
Prerequisite: Dazzling Display.
You can dart out of the way of attacks with skill and
defiance. Benefit: While wielding the weapon with which you have
Weapon Focus, you can use Dazzling Display as a standard
Prerequisite: Combat Expertise.
action with a –5 penalty on your Intimidate check, as a move
Benefit: Whenever you use Combat Expertise, you gain an action with a –10 penalty, or as a swift action with a –20
additional +2 dodge bonus to your Armor Class. You can penalty. You can expend one use of mythic power when you
expend one use of mythic power to negate the penalties on make a Dazzling Display to make those affected by the
melee attack rolls and combat maneuver checks caused by display frightened rather than shaken.
using Combat Expertise for 1 minute.
Deadly Aim (Mythic)
Combat Reflexes (Mythic) Your aim is truly devastating.
You strike viciously whenever your foe gives you an
Prerequisite: Deadly Aim.
opening.
Benefit: When you use Deadly Aim, you gain a +3 bonus on
Prerequisite: Combat Reflexes.
ranged damage rolls instead of +2. When your base attack
Benefit: You can make any number of additional attacks of bonus reaches +4, and every +4 thereafter, the bonus on
opportunity per round. As a swift action, you can expend one ranged damage rolls increases by +3 rather than +2.
use of mythic power to, until the start of your next turn, make
attacks of opportunity against foes you've already made Deadly Stroke (Mythic)
attacks of opportunity against this round if they provoke You can kill with a single stroke.
attacks of opportunity from you by moving.
Prerequisite: Deadly Stroke.
Command Undead (Mythic) Benefit: When making a Deadly Stroke attack, you can
Your control of the undead is nearly absolute. expend one use of mythic power to instantly kill a non-
mythic living creature. A Fortitude save (DC 10 + your base
Prerequisite: Command Undead.
attack bonus + your tier) negates this effect, though the attack
Benefit: When you command undead, the DC of the Will still deals double damage and Con bleed as Deadly Stroke.
save increases by half your tier, and intelligent undead get no Constructs, oozes, and creatures immune to critical hits or
additional saves beyond their first to resist your commands. precision-based damage can't be killed with this feat.
Any attempts by non-mythic creatures to control undead you
command automatically fail, and you gain a +4 bonus on Death From Above (Mythic)
Charisma checks to prevent mythic creatures from stealing When attacking from the air or higher ground, you bear
control of your undead. down on your enemy to deadly effect.

Critical Focus (Mythic) Prerequisite: Death from Above.


Your blows unerringly find your target's vital spots. Benefit: Whenever you charge an opponent from higher
ground, or from above while flying, the critical multiplier of
Prerequisite: Critical Focus.
your weapon increases by 2 (to a maximum of ×6). This
Benefit: You automatically confirm critical threats against doesn't stack with other abilities that increase a weapon's
non-mythic opponents. In addition, when you threaten a critical multiplier. If your charge attack hits, you can perform
critical hit against a creature wearing armor with the a trip combat maneuver against the attack's target as a free
fortification special ability or similar effect, that creature must action without provoking attacks of opportunity.
roll twice and take the worse result when determining critical
hit negation. Deceitful (Mythic)
Your power to mislead is beyond compare.
Critical Mastery (Mythic)
Prerequisite: Deceitful.
Your critical hits are versatile and devastating.
Benefit: The bonus on Bluff and Disguise skill checks from
Prerequisites: Critical Focus (Mythic), Critical Mastery.
Deceitful increases by 2. In addition, you can expend one use
Benefit: When using Critical Mastery, increase the number of mythic power to treat a Bluff or Disguise check as if you
of critical feats you may apply by every 3 tiers that you had rolled a natural 20. You must decide to use this ability
possess. before making the roll.

Dastardly Finish (Mythic) Deepsight (Mythic)


You strike downed, dazed, and staggered opponents with Your sharp eyes can penetrate deeper into the darkness,
deadly efficiency. revealing more to you.
Prerequisite: Dastardly Finish. Prerequisite: Deepsight.
Benefit: You can deliver a coup de grace to dazed and Benefit: The range of your darkvision increases by 10 feet
staggered non-mythic opponents. In addition, when any per tier.
creature makes a Fortitude saving throw to survive one of

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Defesive Combat Training (Mythic) Dodge (Mythic)
Your defensive capabilities in combat are unmatched. When focused, you become nearly impossible to strike.
Prerequisite: Defensive Combat Training, 4th mythic tier. Prerequisite: Dodge.
Benefit: Add half your tier to your CMD. Benefit: The bonus to AC from Dodge increases by 1. As an
immediate action, you can expend one use of mythic power
Deflect Arrows (Mythic) to grant yourself an additional +10 dodge bonus to AC
You deflect projectiles and ray spells with uncanny skill. against one attack.
Prerequisite: Deflect Arrows. Dreadful Carnage (Mythic)
Benefit: When using Deflect Arrows, you can deflect an Your kills are truly frightening to behold.
additional number of ranged attacks per round equal to half
Prerequisite: Dreadful Carnage.
your tier. You can expend one use of mythic power as an
immediate action to deflect a single ray from a ray spell or Benefit: When you use Dreadful Carnage, you affect non-
effect targeting you. mythic enemies within 60 feet in addition to all enemies
within 30 feet. You can expend one use of mythic power
Deft Hands (Mythic) before making the Intimidate check to cause enemies
Your hands are astonishingly nimble. demoralized by Dreadful Carnage to become frightened
instead of shaken, for the same duration as the normal
Prerequisite: Deft Hands.
shaken effect. While frightened by this ability, an enemy
Benefit: The bonus on Disable Device and Sleight of Hand takes a penalty equal to your tier on attack rolls, saving
skill checks from Deft Hands increases by 2. In addition, you throws, skill checks, and ability checks.
can expend one use of mythic power to treat a Disable Device
or Sleight of Hand check as if you had rolled a natural 20. Drink is Life (Mythic)
You must decide to use this ability before making the roll. Strong drink fuels the mythic fires within you.

Detect Expertise (Mythic) Prerequisites: Con 19, 3rd mythic tier.


You can sense a creature's magical abilities with just a mere Benefit: You never take penalties for consuming
glance. nonmagical alcohol, and you can consume an alcoholic
beverage as a swift action instead of a move action. Each time
Prerequisite: Detect Expertise.
you consume an alcoholic beverage, you may gain one of the
Benefit: You gain the benefit of Detect Expertise benefits of polypurpose panacea. You can have only one of
immediately (without needing to observe a creature for 3 these benefits active at a time. If you expend one use of
rounds) when using the divinations listed in Detect Expertise. mythic power while drinking an alcoholic beverage, you can
Non-mythic creatures cannot attempt a Will save to resist this heal 2 points of ability damage, negate a temporary penalty
effect. to one ability score, or remove one of the following
conditions: confused, diseased, exhausted, fatigued,
Disruptive (Mythic) frightened, nauseated, poisoned, shaken, sickened, or
You're a master at disrupting nearby spellcasters. staggered.
Prerequisite: Disruptive. Dual Path (Mythic)
Benefit: The DC to cast spells defensively within your You follow two mythic paths.
threatened area increases by half your tier. This stacks with
Prerequisite: 1st mythic tier.
the increase granted by Disruptive. In addition, even if you
can't make attacks of opportunity, non-mythic spellcasters Benefit: Select a mythic path other than the path you
are still wary of you and continue to suffer from the effects of selected at your moment of ascension. You gain that path's
Disruptive. 1st-tier ability (either archmage arcana, champion's strike,
divine surge, guardian's call, marshal's order, or trickster
Distance Thrower (Mythic) attack). Each time you gain a path ability, you can select that
There's virtually no limit to your powerful throwing arm. path ability from either path's list or the list of universal path
abilities.
Prerequisites: Str 17, Distance Thrower.
Benefit: Thrown weapons wielded by you have twice their Eagle Eyes (Mythic)
normal range. You eyesight rivals that of the most far-seeing raptors.

Divine Interference (Mythic) Prerequisites: Eagle Eyes.


Your divine power thwarts enemies of your faith. Benefit: You ignore up to –10 in penalties due to distance
on visual Perception checks, instead of the normal –5. As a
Prerequisite: Divine Interference.
swift action, you can expend one use of mythic power to
Benefit: When you use Divine Interference, the penalty on ignore all penalties due to distance on visual Perception
your opponent's attack roll is equal to twice the level of the checks for 1 round.
spell sacrificed. You can expend one use of mythic power
when you sacrifice the spell to increase the penalty to triple Eldritch Heritage (Mythic)
the level of the spell sacrificed. The blood of your sorcerous ancestor mingles with your
mythic power to great effect.
Prerequisites: Eldritch Heritage.

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Benefit: You gain sorcerer bloodline powers of the Eschew Materials (Mythic)
bloodline tied to Eldritch Heritage as if your sorcerer level You can cast even the most powerful spells without using
were your character level – 2. For that bloodline's 1st-level material components.
bloodline power, use your full character level to determine its
effect; for all other bloodline powers, treat your sorcerer level Prerequisite: Eschew Materials.
as your character level – 2.
Benefit: You can cast any spell with a material component
Elemental Channel (Mythic) costing 10 gp per tier or less without providing that
component. If you expend one use of mythic power while
Your power over elemental beings is nearly absolute.
casting a spell that requires a material component costing 50
Prerequisite: Elemental Channel. gp per tier or less, you can cast it without providing that
component. Expending two uses of mythic power instead
Benefit: Your Elemental Channel can affect any elemental
allows you to cast a spell that requires a material component
subtype, not just the one you chose when you took Elemental
costing 100 gp per tier or less without providing that
Channel. Each time you use Elemental Channel, you must
component.
pick one elemental subtype before using the feat. You can
expend one use of mythic power when you use Elemental Extra Mythic Power (Mythic)
Channel to choose a second elemental subtype to affect. You can store more mythic power than your tier would
normally allow.
Elemental Fist (Mythic)
Your ability to channel elemental power through your Benefit: You gain two extra uses of mythic power each day.
unarmed attacks is ferociously potent.
Extra Path Ability (Mythic)
Prerequisite: Elemental Fist. You can call upon mythic powers beyond those already
Benefit: The extra energy damage dealt by Elemental Fist invested in you.
increases to 1d8 points, and you gain additional uses of Prerequisite: 3rd mythic tier.
Elemental Fist per day equal to your tier. You can expend one
use of mythic power as an immediate action to add the extra Benefit: Choose one mythic ability from your path or from
damage from your Elemental Fist to all of the unarmed the universal path abilities that you meet the prerequisites
strikes you make until the beginning of your next turn. This for. You gain that path ability.
counts as only one use of Elemental Fist, regardless of the
number of attacks that you make in this fashion. Fabulous Figments (Mythic)
Your illusions are astonishingly realistic.
Elemental Focus (Mythic) Prerequisite: Spell Focus (illusion).
Your elemental spells are potent and effective.
Benefit: Non-mythic creatures can't identify your illusion
Prerequisite: Elemental Focus.
spells with Spellcraft, including checks attempted as part of
Benefit: Choose an energy type in which you already have arcane sight, detect magic, or similar effects. When mythic
Elemental Focus. The increase to save DC provided by creatures attempt to identify your illusions, add your tier to
Elemental Focus and Greater Elemental Focus for spells of the the DC of those Spellcraft checks. Mythic creatures informed
selected energy type is 1 higher. When casting a spell with by their allies that one of your illusions isn't real gain only a
this energy type's descriptor, you can expend one use of +2 bonus on their Will saves to disbelieve. Non-mythic
mythic power as part of the casting to force the spell's targets creatures gain no bonus to disbelieve.
to roll their saving throws twice, taking the lower result.
Far Shot (Mythic)
Elven Accuracy (Mythic) You make long-ranged attacks with remarkable accuracy.
Your elven eyesight cuts though concealment.
Prerequisite: Far Shot.
Prerequisite: Elven Accuracy.
Benefit: As a swift action, you can expend one use of
Benefit: When you make an attack with a longbow or short mythic power to ignore all range increment penalties for your
bow (including composite bows), you can ignore ranged attacks until the end of your turn.
concealment, but not total concealment. You still suffer a miss
chance for total concealment, but if you miss due to total Fast Empathy (Mythic)
concealment, you may reroll your miss chance as per Elven You can soothe the emotions of wild beasts with nearly
Accuracy. supernatural quickness.
Prerequisite: Fast Empathy.
Endurance (Mythic)
Your endurance is truly beyond the pale. Benefit: You can use wild empathy as a swift action.
Prerequisite: Endurance. Fire Music (Mythic)
Benefit: The bonus on checks and saves from Endurance You masterfully weave the ancient melodies of fire into
increases by half your tier. You take half the damage when your spells.
you fail a check to avoid nonlethal damage from a forced Prerequisite: Fire Music.
march, starvation and thirst, hot or cold environments, or
slow suffocation. Benefit: When you use Fire Music to change any of the
damage dealt by a bard spell to fire damage, that damage
You can sleep in heavy armor without becoming fatigued. ignores fire resistance up to your tier.
If you cast summon monster as a bard spell and choose to
give the summoned creature a fiery appearance, increase its

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fire resistance by 5 (adding to the resistance already granted Benefit: When making attacks with your deity's favored
by Fire Music) and add 1d4 points of fire damage to all of its weapon, you can add your Wisdom modifier instead of your
natural attacks instead of the +1 fire damage normally Strength or Dexterity modifier on damage rolls.
granted by Fire Music. Creatures with the fire subtype also
gain these benefits. Heroid Defiance (Mythic)
You ignore harmful effects that would bring others down.
Fleet (Mythic)
Prerequisites: Heroic Defiance.
You're fantastically light on your feet.
Benefit: Once per day as an immediate action, you can
Prerequisite: Fleet.
attempt to negate the onset of one harmful condition or
Benefit: Your base land speed increases by 5 feet, regardless affliction (such as panicked, paralyzed, stunned, and so on)
of what armor you wear or whether you're encumbered. This that allowed a saving throw for its onset, not including
bonus stacks with the bonus gained from Fleet. permanent and instantaneous conditions. When you do so,
attempt a Will saving throw with a bonus equal to your tier
Special: You can take this feat multiple times, but no more
against the original DC of the effect. If you succeed, the
than the number of times you've taken non-mythic Fleet. The
condition is negated. If you fail, the onset is delayed until the
effects stack.
end of your next turn, after which it takes its normal effect.
Furious Focus (Mythic) This feat has no effect on hit point damage or ability damage.
Your attacks create a rhythmic barrage that doesn't sacrifice This effect is separate from the use of non-mythic Heroic
precision for force. Defiance.
Prerequisite: Furious Focus. Heroic Recovery (Mythic)
Benefit: When you are using Furious Focus, you don't take You can shrug off the effects of harmful conditions after
Power Attack's penalty on attack rolls that are made as they've taken effect.
attacks of opportunity. As a free action, you can expend one
Prerequisites: Heroic Recovery.
use of mythic power to negate Power Attack's penalty on all
melee attacks you make for 1 round while using this feat. Benefit: As a swift action, you can expend one use of
mythic power to use Heroic Recovery additional times.
Gnome Trickster (Mythic) Whenever you do, add your tier to the result of the Fortitude
Thanks to your mythic power, the magic in your blood has save.
grown more potent and diverse.
Improved Bull Rush (Mythic)
Prerequisite: Gnome Trickster.
You push foes around with amazing ease.
Benefit: You gain the following spell-like abilities: 1/day—
Prerequisite: Improved Bull Rush.
blur and vanish.
Benefit: You gain a bonus equal to half your tier on checks
You can use your gnome spell-like abilities an additional
to bull rush, and to your CMD when an opponent bull rushes
number of times per day equal to half your tier. You can
you. These bonuses stack with those granted by non-mythic
spend these additional uses to use any of your gnome spell-
Improved Bull Rush.
like abilities you wish. Your caster level for your gnome
spell-like abilities becomes your character level plus your tier. Furthermore, you can make an attack of opportunity
against any creature that attempts to bull rush you, unless it
Gorgon’s Fist (Mythic) also has this feat.
Your strikes debilitate and disorient your foes.
Improved Channel (Mythic)
Prerequisite: Gorgon's Fist.
As a divine conduit for energy, you're unmatched.
Benefit: When you hit a creature while using Gorgon's Fist,
Prerequisite: Improved Channel.
if the target fails its Fortitude saving throw, it is dazed for 1
round instead of staggered. You can expend one use of Benefit: Non-mythic creatures that take damage from your
mythic power when you hit with a Gorgon's Fist attack, but channel energy must roll their saving throws twice and take
before the saving throw is attempted, to increase its DC by the lower result.
half your tier.
Improved Counterspell (Mythic)
Great Fortitude (Mythic) Your innate understanding of magical mechanics allows
Your fortitude is unmatched. you to unravel spells with pure magical energy.
Prerequisite: Great Fortitude. Prerequisite: Improved Counterspell.
Benefit: Whenever you roll a Fortitude saving throw Benefit: When counterspelling, you can use a spell of the
against a spell, spell-like ability, or supernatural ability from same school that is the same or higher spell level as the target
a non-mythic source, roll twice and take the higher result. spell.

Guided Hand (Mythic) Improved Critical (Mythic)


Attacks made with your deity's favored weapon are Your critical strikes with your chosen weapon are deadlier
divinely inspired. than most.
Prerequisite: Guided Hand. Prerequisite: Improved Critical, base attack bonus +8.
Benefit: Your critical multiplier with your chosen weapon is
increased by 1 (to a maximum of ×6).

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Special: You can gain this feat multiple times. The effects do Benefit: The bonus on initiative checks granted by
not stack. Each time you take this feat, it applies to a different Improved Initiative increases by an amount equal to your
non-mythic Improved Critical feat. tier. This bonus stacks with the bonus from Improved
Initiative. In addition, instead of rolling initiative, you can
Improved Dirty Trick (Mythic) expend one use of mythic power to treat your roll as a natural
You're a paragon of down-and-dirty fighting. 20.
Prerequisite: Improved Dirty Trick. Improved Overrun (Mythic)
Benefit: You gain a bonus equal to half your tier on checks You're an unstoppable force on the battlefield, able to run
to attempt a dirty trick, and to your CMD when an opponent down lesser foes with ease.
attempts to perform a dirty trick on you. These bonuses stack
Prerequisite: Improved Overrun.
with those granted by Improved Dirty Trick.
Benefit: You gain a bonus equal to half your tier on checks
Furthermore, you can make an attack of opportunity
to overrun, and to your CMD when an opponent tries to
against any creature that attempts a dirty trick maneuver
overrun you. These bonuses stack with those granted by
against you, unless it also has this feat.
Improved Overrun.
Improved Disarm (Mythic) Furthermore, you can make an attack of opportunity
You're expert at knocking your enemies' weapons away. against any creature that attempts to overrun you, unless it
also has this feat.
Prerequisite: Improved Disarm.
Benefit: You gain a bonus equal to half your tier on checks Improved Reposition (Mythic)
to disarm, and to your CMD when an opponent tries to You put your foes right where you want them.
disarm you. These bonuses stack with those granted by
Prerequisite: Improved Reposition.
Improved Disarm.
Benefit: You gain a bonus equal to half your tier on checks
Furthermore, you can make an attack of opportunity
to attempt a reposition combat maneuver, and to your CMD
against any creature that attempts to disarm you, unless it
when an opponent attempts to perform a reposition combat
also has this feat.
maneuver against you. These bonuses stack with those
Improved Drag (Mythic) granted by Improved Reposition.
You pull your enemies around the battlefield with great Furthermore, you can make an attack of opportunity
ease. against any creature that attempts to reposition you, unless it
also has this feat.
Prerequisite: Improved Drag.
Benefit: You gain a bonus equal to half your tier on checks Improved Steal (Mythic)
to attempt a drag combat maneuver, and to your CMD when Your light fingers can lift even the most closely held item off
an opponent attempts a drag combat maneuver against you. an enemy.
These bonuses stack with those granted by Improved Drag.
Prerequisite: Improved Steal.
Furthermore, you can make an attack of opportunity
Benefit: You gain a bonus equal to half your tier on checks
against any creature that attempts a drag maneuver against
to attempt a steal combat maneuver, and to your CMD when
you, unless it also has this feat.
an opponent attempts a steal combat maneuver on you.
Improved Familiar (Mythic) These bonuses stack with those granted by Improved Steal.
Your familiar gains some of your incredible resiliency and Furthermore, you can make an attack of opportunity
insight. against any creature that attempts a steal maneuver against,
you unless it also has this feat.
Prerequisite: Improved Familiar.
Benefit: For every 3 tiers you possess, your familiar gains a Improved Stonecunning (Mythic)
+2 bonus to an ability score of your choice. These bonuses If you listen close, you can hear the secrets of stone.
stack. Your familiar adds your tier to its natural armor bonus
Prerequisite: Improved Stonecunning.
and to its spell resistance (if it has spell resistance).
Benefit: You gain stone tell as a spell-like ability usable once
Improved Grapple (Mythic) per day with a caster level equal to twice your tier.
Your wrestling moves are difficult to counter.
Improved Sunder (Mythic)
Prerequisite: Improved Grapple.
Your mighty smashing blows demolish objects.
Benefit: You gain a bonus equal to half your tier on checks
Prerequisite: Improved Sunder.
to grapple, and to your CMD when an opponent tries to
grapple you. These bonuses stack with those granted by Benefit: You gain a bonus equal to half your tier on checks
Improved Grapple. to sunder, and to your CMD when an opponent tries to
sunder an object used by you. These bonuses stack with those
Furthermore, you can make an attack of opportunity
granted by Improved Sunder.
against any creature that attempts to grapple you, unless it
also has this feat. Furthermore, you can make an attack of opportunity
against any creature that attempts to sunder an object used
Improved Initiative (Mythic) by you, unless it also has this feat.
You leap into the fray with speed and confidence.
Prerequisite: Improved Initiative.

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Improved Trip (Mythic) Lucky Halfling (Mythic)
You're expert at knocking your foes down. You share your mythic luck with those around you.
Prerequisite: Improved Trip. Prerequisite: Lucky Halfling.
Benefit: You gain a bonus equal to half your tier on checks Benefit: When you use Lucky Halfling, add your tier as a
to trip, and to your CMD when an opponent tries to trip you. bonus on the saving throw. You can expend one use of
These bonuses stack with those granted by Improved Trip. mythic power when an ally uses your save but still suffers an
effect on a successful saving throw. If you do, that ally suffers
Furthermore, you can make an attack of opportunity
no effect on the successful saving throw.
against any creature that attempts to trip you, unless it also
has this feat. Lucky Surge (Mythic)
Your surges defy the odds.
Improved Unarmed Strike (Mythic)
Your unarmed strikes are more powerful than others. Prerequisites: Potent Surge, 3rd mythic tier.
Prerequisite: Improved Unarmed Strike. Benefit: Whenever you use your surge ability, you can roll
your surge dice twice and take the higher result. If you can
Benefit: You can add half your tier to your damage with
already roll your surge dice twice and take the higher result,
unarmed strikes. As a swift action, you can expend one use of
you roll your surge dice three times and take the highest
mythic power to overcome the hardness of objects with your
result.
unarmed strikes. This effect last for a number of rounds equal
to your tier. If an object's hardness is greater than 15, you Lunge (Mythic)
don't ignore any of its hardness. Your reaching strikes aid your defenses against those you
hit.
Intimidating Prowess (Mythic)
Your mythic stature makes others uneasy. Prerequisite: Lunge.
Prerequisite: Intimidating Prowess. Benefit: Whenever you use Lunge and hit a creature with
the melee attack, you no longer take a –2 penalty to AC
Benefit: You gain a bonus on Intimidate checks equal to
against that creature. You can expend one use of mythic
your tier against non-mythic creatures, or half your tier
power when you use Lunge to negate the –2 penalty to AC
against mythic creatures. If you also have the Persuasive
whether you hit or miss, and gain a +2 bonus on attacks of
(Mythic) feat, you can expend one use of mythic power to
opportunity you make while Lunge is in effect.
treat the Intimidate check as if you had rolled a natural 20.
You must decide to use this ability before the roll is made. Magical Aptitude (Mythic)
Your understanding of the principles and intricacies of
Iron Will (Mythic) magic goes far beyond your training.
Your will is incorruptible.
Prerequisite: Magical Aptitude.
Prerequisite: Iron Will.
Benefit: The bonus on Spellcraft and Use Magic Device skill
Benefit: Whenever you roll a Will saving throw against a
checks from Magical Aptitude increases by 2. In addition,
spell, spell-like ability, or supernatural ability from a non-
you can expend one use of mythic power to treat a Spellcraft
mythic source, roll twice and take the higher result.
or Use Magic Device check as if you had rolled a natural 20.
Knockout Artist (Mythic) You must decide to use this ability before making the roll.
Your knockout punches are truly mighty. Manyshot (Mythic)
Prerequisite: Knockout Artist. You can fire a barrage of arrows at your target with very
little effort.
Benefit: When you use your unarmed strike to deal
nonlethal damage and sneak attack damage to an opponent, Prerequisite: Manyshot.
roll d8s for each sneak attack die instead of d6s.
Benefit: When making a full-attack action with a bow and
Legendary Teamwork (Mythic) using Manyshot, you fire two arrows with both your first and
second attacks, instead of just your first attack.
You and your allies fight with great coordination.
Prerequisites: Any two teamwork feats. Marked For Glory
You're destined for glory beyond the ken of ordinary
Benefit: Any fixed numeric bonuses you gain from adventurers and mere mortals.
teamwork feats are increased by 1. This doesn't apply to
variable numeric bonuses or to effects that are not numeric Prerequisites: Great Fortitude, Iron Will, or Lightning
bonuses, such as additional attacks of opportunity, Reflexes.
movement, or other extra actions.
Benefit: You can use the surge ability once per day (adding
Lightning Reflexes (Mythic) 1d6). If you are or become mythic, you can use your surge
one additional time per day.
Your reflexes are superhuman.
Prerequisite: Lightning Reflexes. Maximize Surge (Mythic)
In times of dire need, you can burn your mythic power to
Benefit: Whenever you roll a Reflex saving throw against a ensure success.
spell, spell-like ability, or supernatural ability from a non-
mythic source, roll twice and take the higher result. Prerequisite: 6th mythic tier.

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Benefit: Once per day when you surge, you can expend two Mounted Combat (Mythic)
uses of mythic power to treat your surge die as though it Your ability to maneuver a mount through the rigors of
rolled the maximum result. combat is nearly unparalleled.
Special: You can take this feat multiple times. Each time Prerequisite: Mounted Combat.
you do, you gain an extra use of this feat per day.
Benefit: You can negate an additional number of hits
Medusa’s Wrath (Mythic) against your mount per round equal to your tier. Once per
Your barrage of unarmed attacks builds to a single, round as an immediate action, you can expend one use of
staggering strike. mythic power to substitute a Ride check for a single Reflex
saving throw your mount must make.
Prerequisite: Medusa's Wrath.
Benefit: You may forgo the two additional unarmed strikes Mythic Companion
of Medusa's Wrath to instead make a single unarmed strike at Despite your non-mythic nature, you're a vital part of the
your highest base attack bonus. If you successfully hit your greater mythic world.
opponent, it must succeed at a Fortitude saving throw (DC 10 Prerequisite: You must be non-mythic.
+ 1/2 your character level + your Wisdom modifier) or be
staggered for 1 round. You can expend one use of mythic Benefit: You're considered a mythic creature for the
power when you stagger a target with Medusa's Wrath to purposes of determining how mythic spells and effects affect
extend the duration of the staggered condition by a number you. If you ever become mythic, you gain a +1 bonus on all
of rounds equal to half your tier. saves against mythic spells and effects.

Missile Shield (Mythic) Mythic Crafter (Mythic)


Your remarkable awareness allows you to deflect multiple You can craft mythic magic items.
ranged attacks and even ray spells.
Prerequisite: Any item creation feat.
Prerequisites: Missile Shield.
Benefit: You can create any mythic magic item for which
Benefit: When using Missile Shield, you can deflect an you have the appropriate item creation feat. In addition, you
additional number of ranged attacks per round equal to half gain a +5 bonus on skill checks when creating non-mythic
your tier. You can expend one use of mythic power as an magic items.
immediate action to deflect a single ray from a ray spell or
effect targeting you. Mythic Paragon (Mythic)
Your mythic power is even more potent than that of most
Mobility (Mythic) other mythic beings.
You have perfected your ability to weave through the
Benefit: Your tier is considered 2 higher for determining the
battlefield, using your momentum to propel yourself far.
potency of mythic abilities, feats, and spells. This doesn't
Prerequisite: Mobility. grant you access to mythic abilities or greater versions of
mythic spells at a lower tier than you would normally need to
Benefit: Whenever you use Mobility, you gain a +6 dodge be to get them, nor does it grant you additional uses of
bonus to AC instead of the normal +4. In addition, once per mythic power or adjust the dice you roll for your surge.
round when an attack of opportunity provoked by your
movement misses you, you may move 5 feet as a free action. Mythic Spell Lore (Mythic)
This movement doesn't count against your total overall You have learned how to unlock the power of your spells,
movement for the round, but it does provoke attacks of combining them with your mythic power.
opportunity.
Prerequisite: Ability to cast spells.
Monastic Legacy (Mythic) Benefit: You can learn a number of mythic spells equal to
Every new experience carries you another step further
your tier and can expend mythic power when casting them to
along your path to enlightenment.
enhance the results. To select a mythic spell, you must be able
Prerequisite: Monastic Legacy. to cast the non-mythic version or have it on your list of spells
known. Every time you gain a new tier, you can select an
Benefit: Add half the levels you have in classes other than additional mythic spell.
monk to your monk level to determine your effective monk
level for your AC bonus. As a free action, you can expend one Special: You can select this feat multiple times. Each time
use of mythic power to add half your tier to your effective you select this feat, you must select different spells.
monk level to determine your base unarmed strike damage
and AC bonus until the start of your next turn. Natural Spell (Mythic)
You can speak and use some magic items when you use
Mounted Archery (Mythic) wild shape.
Your skill as a rider allows you to take cover and shoot with
Prerequisite: Natural Spell.
amazing accuracy.
Benefit: When you're using wild shape, you can use spell
Prerequisite: Mounted Archery.
completion and spell trigger magic items that were on your
Benefit: When using the Ride skill to use your mount as person when you changed form. You don't need to physically
cover, you can still make a single ranged weapon attack as a manipulate the items when you use them while using wild
standard action. While your mount is moving, you can shape. Furthermore, you can speak normally when using
expend one use of mythic power to negate the penalties for wild shape.
making ranged weapon attacks while mounted until the
beginning of your next turn.

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Nimble Moves (Mythic) You can expend one use of mythic power when you activate
You dance across obstacles with ease, as though they Power Attack to ignore the penalties on melee attack rolls
weren't even there. and combat maneuver checks for 1 minute.

Prerequisite: Nimble Moves.
 Powerful Shape (Mythic)


The forms you take in wild shape tower over their natural
Benefit: For every 2 tiers you possess, you can move counterparts.
through up to 5 feet of difficult terrain each round as if it
were normal terrain (minimum 5 feet). This effect stacks with Prerequisite: Powerful Shape.
those provided by Nimble Moves and Acrobatic Steps.
Benefit: You can apply the giant simple template (quick
Penetrating Strike (Mythic) rules version) to any form you take with wild shape. This
You know just how to strike to bypass even the most replaces the benefit from Powerful Shape.
heavily armored foe's defenses. As a free action, you can expend one use of mythic power to
Prerequisite: Penetrating Strike. combine the benefit from this feat with the benefit from non-
mythic Powerful Shape for a number of rounds equal to your
Benefit: When using Penetrating Strike or Greater tier.
Penetrating Strike, you can ignore an additional point of
damage reduction for every 3 tiers you posses. Additionally, Prophetic Visionary (Mythic)
the effects apply to damage reduction without a type (such as Your precognitive powers aid you further.
DR 10/—).
Prerequisite: Prophetic Visionary.
Persuasive (Mythic) Benefit: You can use Prophetic Visionary's augury ability at
You're a master of persuasion, be it with soothing words or will, spending 10 minutes in a deep trance each time. Your
harsh barking commands. chance of a successful augury increases by 1% per tier. A
Prerequisite: Persuasive. successful augury made by using this feat also grants you the
benefits of guidance, but the bonus is equal to your tier and is
Benefit: The bonus on Diplomacy and Intimidate skill an insight bonus instead of a competence bonus.
checks granted by Persuasive increases by 2. In addition, you
can expend one use of mythic power to treat a Diplomacy or Quick Draw (Mythic)
Intimidate check as if you had rolled a natural 20. You must You can retrieve any item quickly, not just weapons.
decide to use this ability before making the roll.
Prerequisite: Quick Draw.
Pinpoint Targeting (Mythic) Benefit: You can use Quick Draw to draw items of any
Your attacks can home in on your opponent's weak spot kind, not just weapons, provided they are stored or concealed
and ignore many defenses. on your person. As a move action, you can expend one use of
Prerequisites: Pinpoint Targeting. mythic power to retrieve up to two hidden items. You must
have two hands free to do so.
Benefit: You can use this feat even if you move this round,
but only if the distance you move is equal to or less than 5 Racial Heritage (Mythic)
feet per tier. Your racial heritage mingles with your mythic power to
become more pronounced.
Point-Blank Shot (Mythic)
Your accuracy with ranged attacks is unmatched at point- Prerequisite: Racial Heritage.
blank range. Benefit: You gain a single racial trait of your choice from
Prerequisite: Point-Blank Shot. the race you picked when you took non-mythic Racial
Heritage. That racial trait can't modify your size or ability
Benefit: The bonus on attack and damage rolls granted by scores. You also gain the racial language of the race (if any) if
Point-Blank Shot increases to +2. As a swift action, you can you don't already know it. For races with multiple racial
expend one use of mythic power to gain an additional bonus languages, you gain all of them.
on these rolls equal to half your tier.
Rapid Reload (Mythic)
Potent Surge (Mythic) You can reload any type of weapon with astounding speed.
Your surge is more potent.
Prerequisite: Rapid Reload.
Benefit: Whenever you use your surge ability, add 1 to your
surge result. Benefit: You gain the benefits of Rapid Reload with all
crossbows and firearms, not just the one you originally chose
Power Attack (Mythic) when you gained that feat. As a swift action, you can expend
Your attacks are truly devastating. one use of mythic power to gain the ability to reload
crossbows and firearms without provoking attacks of
Prerequisite: Power Attack. opportunity for 1 minute.
Benefit: When you use Power Attack, you gain a +3 bonus Rapid Shot (Mythic)
on melee damage rolls instead of +2. When your base attack
You can fire many times each round with amazing
bonus reaches +4 and every 4 points thereafter, the amount of
precision.
bonus damage increases by +3 instead of +2. In addition, the
bonus damage from this feat is doubled on a critical hit, Prerequisite: Rapid Shot.
before it's multiplied by the weapon's critical multiplier.

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Benefit: When using Rapid Shot, you can either ignore the supersedes the normal speed penalty of your Scorpion Strike,
feat's –2 penalty on attack rolls or make two additional but lasts for an equal number of rounds.
attacks instead of one.
Selective Channeling (Mythic)
Rhetorical Flourish (Mythic) When you exclude creatures from your channel, you
You're supremely skilled at using verbal misdirection and empower those you do affect.
finesse to influence others.
Prerequisite: Selective Channeling.
Prerequisites: Rhetorical Flourish.
Benefit: When you channel energy, the damage you heal or
Benefit: When you successfully use Rhetorical Flourish deal increases by a number of points equal to twice the
against a non-mythic creature, the bonus on your Diplomacy number of targets you excluded from your channeled energy.
check increases by your tier. If the target is a mythic creature, You can expend one use of mythic power to increase the
you instead increase the bonus by half your tier. number of targets you exclude from your channeled energy
by half your tier.
You can expend one use of mythic power to reroll a single
failed Bluff check. You must take the new result even if it is Self-Sufficient (Mythic)

lower.
Independence comes naturally to you, and you have
Ride-By Attack (Mythic) mastered taking care of yourself.
You can make multiple attacks as you ride past your Prerequisite: Self-Sufficient.
enemies.
Benefit: The bonus on Heal and Survival skill checks from
Prerequisite: Ride-By Attack. Self-Sufficient increases by 2. In addition, you can expend one
use of mythic power to treat a Heal or Survival check as if
Benefit: When you successfully strike an opponent as part
you had rolled a natural 20. You must decide to use this
of a Ride-By Attack, you can continue to make attacks against
ability before making the roll.
successive targets. You can make one additional attack per 3
tiers you possess, but you can't make more attacks than you Shatter Defenses (Mythic)
could if you were making a full attack. Successive attacks use
Your dazzling attacks leave your opponents flummoxed
the lower bonus for multiple attacks, as when making a full
and bewildered, unable to attack you or to defend themselves
attack. You must move at least 10 feet between each attack.
effectively.
Run (Mythic) Prerequisite: Shatter Defenses.
You run with preternatural speed and endurance.
Benefit: An opponent you affect with Shatter Defenses is
Prerequisites: Run. flat-footed to all attacks, not just yours.
Benefit: When running, you move seven times your normal Shield Focus (Mythic)
speed if wearing medium, light, or no armor and carrying no
You're a master of using your shield for protection.
more than a medium load, or six times your speed if wearing
heavy armor or carrying a heavy load. When making a jump Prerequisite: Shield Focus.
after a running start, you gain an additional bonus equal to
your tier + 4 on your Acrobatics check. Benefit: Add your shield bonus and your shield's
enhancement bonus to your touch AC. As an immediate
You can run normally for a number of rounds equal to your action, you can expend one use of mythic power to add your
Constitution score plus your tier, but after that you must shield bonus and your shield's enhancement bonus on a
succeed at Constitution checks to continue running. Fortitude or Reflex save just before you roll it.

Saving Shield (Mythic) Shield Slam (Mythic)


Shielding a comrade from harm gives you a chance to strike Your shield bash produces a powerful kick.
back.
Prerequisite: Shield Slam.
Prerequisite: Saving Shield.
Benefit: When using Shield Slam to bull rush, an opponent
Benefit: The shield bonus you grant an ally with Saving knocked prone because of an intervening wall or other
Shield increases to +3. If you use Saving Shield to surface also takes damage from the collision. The damage
successfully negate an attack against an adjacent ally, you can dealt is equal to 1d6 points per 2 tiers you possess. As an
immediately make an attack of opportunity against the immediate action, you can expend one use of mythic power
attacker so long as it is within your melee reach. to add your tier to your combat maneuver checks when
resolving a bull rush made due to Shield Slam.
Scorpion Style (Mythic)
Your unarmed strikes can induce a near-crippling lethargy Shot On The Run (Mythic)
in your enemies. With ease, you can snap off two shots while dashing across
the battlefield.
Prerequisite: Scorpion Style.
Prerequisites: Shot on the Run, base attack bonus +6.
Benefit: Whenever you are using Scorpion Style, you add
your tier to the number of rounds the target's base land speed Benefit: Whenever you use Shot on the Run, you can make
is reduced. You can expend one use of mythic power when two ranged attacks at your highest base attack bonus at any
making your attack to slow your target, as the spell slow, point during your movement, instead of just one.
unless it succeeds at a Fortitude save (DC 10 + 1/2 your
character level + your Wisdom modifier). The slowing effect

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Skill Focus (Mythic) Benefit: Add half your tier to caster level checks to
You mastery with this skill is unmatched, even in difficult overcome spell resistance. If you have Greater Spell
situations. Penetration, add your full tier instead.

Prerequisite: Skill Focus. Spellbreaker (Mythic)


You're a spellcaster's worst nightmare.
Benefit: You can always take 10 or 20 on checks with your
choice of skill for Skill Focus, even when you are rushed or Prerequisite: Spellbreaker.
threatened.
Benefit: Any non-mythic creature you threaten provokes an
Special: You can gain this feat multiple times. The effects do attack of opportunity from you whenever it uses a spell or
not stack. Each time you take this feat, it applies to a different spell-like ability, even when casting defensively or casting a
non-mythic Skill Focus feat. quickened spell.

Snatch Arrows (Mythic) If a non-mythic creature within 30 feet of you uses a spell or
You can use the weapons you pluck from the air to spell-like ability, you can expend one use of mythic power to
immediately make melee attacks. make a ranged attack against that creature as an attack of
opportunity (even if the creature wouldn't normally provoke
Prerequisite: Snatch Arrows. attacks of opportunity). You must have a ranged weapon in
hand or have a free hand and the non-mythic Quick Draw
Benefit: When you use Snatch Arrows to catch a thrown
feat to use this ability. You can use this ability against a
weapon that can also be used as a melee weapon, you can
mythic creature by expending two uses of mythic power.
make a melee attack with it as an immediate action against a
foe within the weapon's melee reach. You can expend one use Spirited Charge (Mythic)
of mythic power to make this attack without spending an
Your mounted charge knocks the wind and wits from those
immediate action.
foolish enough to stand against you.
Sociable (Mythic) Prerequisite: Spirited Charge.
Your easy nature flows from you without effort, putting
others at ease. Benefit: When you hit an opponent with a mounted charge,
that opponent must succeed at a Fortitude saving throw (DC
Prerequisite: Sociable. 10 + 1/2 your character level + your Str modifier) or be
staggered for a number of rounds equal to your tier. If you
Benefit: You grant and benefit from the +2 bonus on
use a lance with this attack, increase the saving throw DC by
Diplomacy checks from Sociable constantly without having
2. As a free action before you make the attack, you can
to spend a move action. You can spend a move action to
expend one use of mythic power to daze your opponent on a
increase the bonus to +4 for a number of rounds equal to
failed saving throw instead of staggering it.
your tier.

Spell Focus (Mythic) Spontaneous Metafocus (Mythic)


You apply metamagic to your spells with greater ease than
Your magical specialties are particularly effective.
do other spontaneous casters.
Prerequisite: Spell Focus.
Prerequisite: Spontaneous Metafocus.
Benefit: Choose a school of magic you already have Spell
Benefit: You can change which spell your Spontaneous
Focus in. The bonus to save DCs provided by Spell Focus and
Metafocus feat applies to each morning when you restore
Greater Spell Focus for that school increases by 1. You can
your expended spell slots. The spell it applies to can be of any
expend one use of mythic power as part of casting a spell
level, but it must be a legal selection for the Spontaneous
from your chosen school to force any of the spell's targets to
Metafocus feat.
roll their saving throws twice, taking the lower result.
Special: You can gain this feat multiple times. The effects do
Special: You can gain this feat multiple times. The effects do
not stack. Each time you take this feat, it applies to a different
not stack. Each time you take this feat, it applies to a different
non-mythic Spontaneous Metafocus feat.
non-mythic Spell Focus feat.

Spell Mastery (Mythic) Spring Attack (Mythic)


You move across the battlefield in a blur of whirling blades.
You're so familiar with certain spells you can prepare them
with the greatest of ease. Prerequisites: Spring Attack, base attack bonus +6.
Prerequisite: Spell Mastery. Benefit: When you use Spring Attack, you don't need to
move at least 10 feet before making the first attack. If you
Benefit: You can prepare spells you have selected with
expend one use of mythic power when you start a Spring
Spell Mastery as a full-round action. You must spend the
Attack, the movement you make during the Spring Attack
appropriate amount of time preparing other spells you have
doesn't provoke attacks of opportunity.
not mastered. As a full-round action, you can expend one use
of mythic power to prepare all your spells that you have Stealthy (Mythic)
selected with Spell Mastery.
Your grace and fluidity are beyond compare.
Spell Penetration (Mythic) Prerequisite: Stealthy.
Your mythic power breaches your enemies' defenses.
Benefit: The bonus on Escape Artist and Stealth skill checks
Prerequisite: Spell Penetration. from Stealthy increases by 2. In addition, you can expend one
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as if you had rolled a natural 20. You must decide to use this Trample (Mythic)
ability before making the roll. Your rearing mount can stomp foes into the ground, barely
breaking stride.
Strike Back (Mythic)
Your precise counterattacks degrade your foes' advantages Prerequisite: Trample.
in combat.
Benefit: Your mount can make two hoof attacks against an
Prerequisite: Strike Back. opponent you knock down with an overrun, instead of one.
You can expend one use of mythic power when you score a
Benefit: When you make a melee attack as a readied action
critical hit with one or more of those hoof attacks. When you
against a foe outside your melee reach, you can take a 5-foot
do, the critical is automatically confirmed. If both scored
step toward that foe. If you expend one use of mythic power,
critical hits, expending one use of mythic power
you can move your speed toward the foe instead. Neither of
automatically confirms both.
these counts toward the movement made during your turn.
Tripping Staff (Mythic)
Strong Comeback (Mythic) Your staff is valuable for attack and defensive balance.
You never make the same mistake twice.
Prerequisite: Tripping Staff.
Prerequisite: Strong Comeback.
Benefit: You add half your tier to CMD against trip
Benefit: Whenever you're allowed to reroll an ability check,
maneuvers and on combat maneuver checks to trip with a
a skill check, or a saving throw, roll two dice and take the
quarterstaff. When you're wielding a quarterstaff and an
higher result, before adding the bonus from Strong
opponent you threaten attempts to trip you and fails, it
Comeback.
provokes an attack of opportunity from you. You must use
Stunning Fist (Mythic) your staff for this attack of opportunity.
With greater potency and frequency, your fists stun those Turn Undead (Mythic)
who stand against you.
The power of your divine energy can not only cause undead
Prerequisite: Stunning Fist. to flee but also destroy them where they stand.

Benefit: The DC of your Stunning Fist increases by half Prerequisites: Turn Undead.
your tier, and you can use Stunning Fist multiple times
Benefit: When you use Turn Undead, the range increases
during the same round. As a free action, you can expend one
by 10 feet per tier, and non-mythic undead take a penalty on
use of your mythic power to use Stunning Fist without
their saving throws equal to your tier.
spending one of your daily uses of the feat.
You can expend one use of mythic power when using Turn
Throw Anything (Mythic) Undead to destroy undead. Instead of fleeing, undead that
You're so skilled at throwing weapons that it hardly matters fail their saves might be destroyed. You destroy 2d4 Hit Dice
what you throw. worth of undead per tier. Undead with the fewest HD are
affected first; among undead with equal HD, those that are
Prerequisite: Throw Anything.
closest to the burst's point of origin are affected first. No
Benefit: You gain a +2 bonus on attack rolls and damage undead of 9 or more HD can be affected, and HD that aren't
rolls made using an improvised thrown weapon or splash sufficient to affect an undead are wasted.
weapon. This bonus stacks with the bonus from the non-
mythic Throw Anything feat. If you miss with a thrown Two-Fisted Drinker (Mythic)
splash weapon, it always lands adjacent to its target You can pound down drinks with amazing verve.
regardless of how many range increments it was thrown.
Prerequisite: Quick Draw.
Titan Strike (Mythic) Benefit: You can draw two potions or other beverages—
Your fists can fell titanic foes. mundane or magical—from a pouch, bandolier, or similar
holder (but not from a backpack) as a move action. As a
Prerequisite: Improved Unarmed Strike (Mythic).
standard action, you can drink two potions or other
Benefit: Your unarmed strike deals damage as if you were beverages. You must have two free hands to use this feat.
one size category larger. You also gain a +1 bonus for each
size category that your target is larger than you on the Two-Weapon Defense (Mythic)
following: bull rush, drag, grapple, overrun, sunder, and trip Your graceful flow between attack and defense makes you
combat maneuver checks and the DC of your Stunning Fist. difficult to hit.

Toughness (Mythic) Prerequisite: Two-Weapon Defense.


You have legendary resilience and durability. Benefit: When using Two-Weapon Defense, you apply the
highest enhancement bonus from your two weapons to the
Prerequisite: Toughness.
shield bonus granted by that feat.
Benefit: Toughness provides you twice as many hit points.
In addition, when you're below 0 hit points, you gain DR Two-Weapon Fighting (Mythic)
10/epic. This DR stacks with any other DR/epic you might With deft strikes, you gain an advantage over your foes
possess. beyond mere damage.
Prerequisite: Two-Weapon Fighting.

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Benefit: As an immediate action, you can expend one use of Benefit: Whenever you use Vital Strike, Improved Vital
mythic power to negate the penalties on attack rolls for two- Strike, or Greater Vital Strike, multiply the Strength bonus,
weapon fighting for a number of rounds equal to your tier. magic bonus, and other bonuses that would normally be
multiplied on a critical hit by the number of weapon damage
Two-Weapon Rend (Mythic) dice you roll for that feat.
Your synchronized dual attacks are even more dangerous,
and can leave lasting wounds. Extra damage from sources that wouldn't normally be
multiplied on a critical hit isn't multiplied by this feat.
Prerequisite: Two-Weapon Rend.
Voice Of The Sibyl (Mythic)
Benefit: The damage of your Two-Weapon Rend increases
You overpower weaker and more vulnerable minds with
to 2d8 points plus twice your Strength modifier. You can
your voice alone.
expend one use of mythic power to gain a bonus on this
damage equal to twice your tier. Prerequisite: Voice of the Sibyl.

Undead Master (Mythic) Benefit: You gain a +1 bonus on all Bluff, Diplomacy, and
Through your fearsome mythic nature, you have matchless Perform (oratory) skill checks for every 3 tiers you possess.
power over the undead. This bonus stacks with the bonus from Voice of the Sibyl. If
you have 10 or more ranks in at least two of these skills, gain
Prerequisite: Undead Master. a +2 bonus to the DC of any language-dependent spell you
cast.
Benefit: When you cast animate dead or use the Command
Undead feat, add your tier to your caster level when Warrior Priest (Mythic)
determining the number of Hit Dice of undead you animate.
Your faith speeds you in battle and further strengthens your
This stacks with the increased caster level of Undead Master.
mind and confidence.
When you cast command undead, your duration is tripled
rather than doubled. Prerequisite: Warrior Priest.

Unseat (Mythic) Benefit: You gain a bonus equal to half your tier both on
You knock your opponents down from their mounts with initiative checks and on concentration checks to cast a spell or
frightening concussive force. use a spell-like ability when casting defensively or while
grappled. These bonuses stack with the bonuses from
Prerequisite: Unseat. Warrior Priest.
Benefit: When you successfully bull rush an opponent off Weapon Finesse (Mythic)
his mount with Unseat, your opponent takes 1d6 points of
You're an expert with weapons that rely on your agility.
falling damage per 2 tiers you possess. Items or abilities that
reduce falling damage, such as a successful Acrobatics check, Prerequisite: Weapon Finesse.
can reduce the damage dealt by the impact.
Benefit: When using Weapon Finesse, you may also use
Valiant Vault (Mythic) your Dexterity modifier instead of your Strength modifier on
Your mount can make heroic leaps. your damage rolls. If you carry a shield, its armor check
penalty doesn't apply to either the attack rolls or the damage
Prerequisites: Mounted Combat, Ride-By Attack, Ride 5 rolls.
ranks.
Weapon Focus (Mythic)
Benefit: Your mount is always considered to have a
You're a master of one type of weapon.
running start when using Acrobatics to jump. You can
expend one use of mythic power to grant your mount a +10 Prerequisite: Weapon Focus.
bonus on an Acrobatics check, or a +20 bonus if the check is
Benefit: Double the bonuses on your attack rolls from
made to jump.
Weapon Focus and Greater Weapon Focus. As a swift action,
When making a mounted charge, you can guide your you can expend one use of mythic power to gain a bonus on
mount to leap over a foe between your starting position and attack rolls with your selected weapon equal to half your tier
the target of your charge. You make a Ride check or your until the end of your turn.
mount makes an Acrobatics check (whichever is lower)
Special: If you have taken non-mythic Weapon Focus
during the charge, using the rules for the leap task under the
multiple times, you must choose which of those feats this
Ride skill. If the height you clear with that check exceeds the
enhances. You can take this feat multiple times. The effects do
creature's height, you jump over it and continue your charge
not stack. Each time you take this feat, it applies to a different
on the opposite side. This movement provokes attacks of
non-mythic Weapon Focus feat you have.
opportunity. Alternatively, you can vault over your target
while making a Ride-By Attack, allowing you to move over Weapon Specialization (Mythic)
or through its space and continue moving on the opposite
The damage you deal with your chosen weapon is truly
side of it. If your jump exceeds the target's height, you gain a
awesome to behold.
+1 bonus on the attack roll for higher ground, and if any of
your allies threatens the target, you treat the target as flanked Prerequisite: Weapon Specialization.
for purposes of your Ride-By Attack.
Benefit: When using your chosen weapon, you gain a
Vital Strike (Mythic) bonus equal to half your tier on damage rolls. This stacks
You can strike your foes with incredible force. with the bonus from Weapon Specialization and Greater
Weapon Specialization.
Prerequisite: Vital Strike.
Special: If you have taken non-mythic Weapon
Specialization multiple times, you must choose which of

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those feats this enhances. You can take this feat multiple
times. The effects do not stack. Each time you take this feat, it
applies to a different non-mythic Weapon Specialization feat
you have.

Witch Knife (Mythic)


Your witch knife is as much an extension of your body as it
is an extension of your power.
Prerequisite: Witch Knife.
Benefit: You can use your witch knife as an additional focus
component for all your witch spells, not just your patron
spells, adding 1 to their DC. This bonus stacks with the bonus
to patron spells granted by Witch Knife, granting your patron
spells a total +2 bonus to their DC. Additionally, the hand
holding the witch knife is still considered free for the purpose
of casting spells and delivering touch attacks.

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MONSTER FEATS

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MONSTER FEATS Special: This feat can be taken multiple times. Each time it
Most of the following feats apply specifically to monsters, is taken, you can apply it to a different spell-like ability.
although some player characters might qualify for them (as
Craft Construct).
Consume Essence (Combat, Monster)
Creatures that you swallow are quickly absorbed and soon
Ability Focus (Monster) utterly annihilated.
One of this creature's special attacks is particularly difficult Prerequisites: Base attack bonus +6; evil alignment;
to resist. swallow whole universal monster ability; must be of the
Prerequisite: Special attack. magical beast, outsider, or undead type.

Benefit: Choose one of the creature's special attacks. Add Benefit: When you start your turn having swallowed at
+2 to the DC for all saving throws against the special attack least one creature, each swallowed creature must succeed at a
on which the creature focuses. Fortitude save (DC = 10 + 1/2 your Hit Dice + your Charisma
modifier) or gain a temporary negative level. Swallowed
Special: A creature can gain this feat multiple times. Its creatures that die from these negative levels are consumed as
effects do not stack. Each time the creature takes the feat, it per disintegrate. This is a death effect.
applies to a different special attack.
Special: If you are of the undead type, each time a
Awesome Blow (Combat, Monster) swallowed creature gains a temporary negative level from
This creature can send opponents flying. this ability, you add 5 temporary hit points to the number of
hit points that swallowed creatures must deal to escape, up to
Prerequisites: Str 25, Power Attack, Improved Bull Rush, a maximum of 15 temporary hit points. These temporary hit
size Large or larger. points last for 10 minutes.
Benefit: As a standard action, the creature may perform an
Craft Construct (Item Creation)
awesome blow combat maneuver. If the creature's maneuver
You can create construct creatures like golems.
succeeds against a corporeal opponent smaller than itself, its
opponent takes damage (typically slam damage plus Strength Prerequisites: Caster level 5th, Craft Magic Arms and
bonus) and is knocked flying 10 feet in a direction of the Armor, Craft Wondrous Item.
attacking creature's choice and falls prone. The attacking
creature can only push the opponent in a straight line, and Benefit: You can create any construct whose prerequisites
the opponent can't move closer to the attacking creature than you meet. The act of animating a construct takes one day for
the square it started in. If an obstacle prevents the completion each 1,000 gp in its market price. To create a construct, you
of the opponent's move, the opponent and the obstacle each must use up raw materials costing half of its base price, plus
take 1d6 points of damage, and the opponent is knocked the full cost of the basic body created for the construct. Each
prone in the space adjacent to the obstacle. construct has a special section that summarizes its costs and
other prerequisites. A newly created construct has average hit
Blood Feast (Combat, Monster) points for its Hit Dice.
You become more aggressive and vicious when you taste
living flesh and blood.
Disruptive Spell-Like Ability (Monster)
Your spell-like ability clings to affected targets and
Prerequisite: Bite attack. interferes with their spellcasting.
Benefit: When you damage a living creature with your bite Prerequisite: Spell-like ability at caster level 4th or higher.
attack, you gain a +1 morale bonus on attack and damage
rolls with your bite attack until the end of your next turn. Benefit: Choose one of your spell-like abilities, subject to
the restrictions described in this feat. You can use the chosen
Bouncing Spell-Like Ability (Monster) spell-like ability as a disruptive spell-like ability up to three
You can retarget one of your spell-like abilities when it fails times per day (or less, if the ability is normally usable only
to affect its original target. once or twice per day).

Prerequisite: Spell-like ability at caster level 4th or higher. For 1 round after you use a disruptive spell-like ability,
affected targets attempting to cast as spell must attempt
Benefit: Choose one of your spell-like abilities, subject to concentration checks when casting spells or use spell-like
the restrictions described in this feat. You can use the chosen abilities (DC = the disruptive spell-like ability’s DC + the
spell-like ability as a bouncing spell-like ability three times level of the spell the target is casting or spell-like ability it’s
per day (or less, if the ability is normally usable only once or using). Targets that avoid the spell-like ability’s effects also
twice per day). avoid this feat’s effect.
Whenever you use a bouncing spell-like ability against a You can only select a spell-like ability duplicating a spell
single target and the ability has no effect on it (whether due with a level less than or equal to 1/2 your caster level (round
to spell resistance or a successful saving throw), as a swift down) – 1.
action, you can redirect the spell-like ability to target another
eligible creature within range. The redirected spell-like ability Special: This feat can be taken multiple times. Each time
behaves as if its new target were the original target for the you do, you can apply it to a different spell-like ability.
spell-like ability. Spell-like abilities that affect a target in any
way (including a lesser effect from a successful saving throw)
Empower Spell-Like Ability (Monster)
can’t be redirected in this manner. One of this creature's spell-like abilities is particularly
potent and powerful.
You can only select a spell-like ability duplicating a spell
with a level less than or equal to 1/2 your caster level (round Prerequisite: Spell-like ability at caster level 6th or higher.
down) – 1.

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Benefit: Choose one of the creature's spell-like abilities, doesn’t allow a saving throw, creatures harmed by it can
subject to the restrictions below. The creature can use that attempt a Will save (against the DC that the spell-like ability
ability as an empowered spell-like ability three times per day would have if it allowed a saving throw) to negate the shaken
(or less, if the ability is normally usable only once or twice effect. If the effect of the spell-like ability also causes targets
per day). to become shaken and a target fails its saving throw, the
duration of the shaken condition caused by this effect stacks
When a creature uses an empowered spell-like ability, all
with the spell-like ability’s. A fearsome spell-like ability can’t
variable, numeric effects of the spell-like ability are increased
cause a creature to become frightened, even if that creature is
by half (+50%). Saving throws and opposed rolls are not
already shaken.
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 1/2 your caster level (round
The creature can only select a spell-like ability duplicating a
down) – 2.
spell with a level less than or equal to 1/2 its caster level
(round down) – 2. For a summary, see the table in the Special: This feat can be taken multiple times. Each time it
description of the Quicken Spell-Like Ability. is taken, you can apply it to a different spell-like ability.
Special: This feat can be taken multiple times. Each time it Flyby Attack (Monster)
is taken, the creature can apply it to a different spell-like This creature can make an attack before and after it moves
ability. while flying.
Engulf Horror (Combat, Monster) Prerequisite: Fly speed.
The repulsive horror of your smothering attack nearly
Benefit: When flying, the creature can take a move action
incapacitates most foes.
and another standard action at any point during the move.
Prerequisites: Engulf Revulsion; engulf or smother The creature cannot take a second move action during a
universal monster ability. round when it makes a flyby attack.
Benefit: When you successfully engulf or smother an Normal: Without this feat, the creature takes a standard
opponent, successfully maintain a grapple combat maneuver action either before or after its move.
on a smothered opponent, the opponent must succeed at a
Will save (DC = 10 + 1/2 your Hit Dice + your Strength Gruesome Shapechanger (Monster)
modifier) or become staggered for 1 round. This is a mind- When you change shape, it is a violent and bloody affair.
affecting fear effect.
Prerequisite: Shapechanger subtype.
Engulf Revulsion (Combat, Monster) Benefit: When you change shape, your previous form
The stomach-churning terror of your smothering attack sloughs off your body in a spray of blood and viscera that
leaves creatures sick and weakened. congeals into a thick, disgusting slime that dissolves within
24 hours. Until the slime dissolves or is cleaned in some way,
Prerequisite: Engulf or smother universal monster ability.
the space where you stood when you changed (or the space
Benefit: When you successfully engulf or smother an below if you changed in mid-air) becomes slippery, counting
opponent, or successfully maintain a grapple combat as difficult terrain and increasing the DC of Acrobatics checks
maneuver on an engulfed or smothered opponent, that made in that area by 5. Any foe witnessing this gruesome
opponent must succeed at a Will save (DC = 10 + 1/2 your shape change must succeed at a Fortitude save (DC = 10 +
Hit Dice + your Strength modifier) or become shaken for 1 1/2 your Hit Dice + your Constitution modifier) or be
round. This is a mind-affecting fear effect. sickened for 1 minute.

Exsanguinate (Combat, Monster) Special: The gruesome way you change shape is tiring.
You drink blood from the living at a furious rate, often Once you’ve used your change shape ability, you must wait
draining creatures dry in a matter of seconds. 1d4 rounds before you can use it again. If you take this feat, it
changes the way your shapechanging ability works; you
Prerequisites: Blood drain universal monster ability, grab cannot choose to avoid this feat’s effects.
universal monster ability.
Horrific Gorging (Combat, Monster)
Benefit: Once per round, when you successfully pin an
In the space of a few horrific seconds, you can chew up and
opponent, that opponent takes double the normal damage
gulp down an entire humanoid body.
from your blood drain.
Prerequisites: Bite attack, Large or larger, swallow whole
Fearsome Spell-Like Ability (Monster) universal monster ability.
Your spell-like ability induces fear in affected targets.
Benefit: As a full-round action, you can completely
Prerequisite: Spell-like ability at caster level 6th or higher. consume a dead, unconscious, paralyzed, or otherwise
helpless humanoid creature that you could normally swallow
Benefit: Choose one of your spell-like abilities, subject to
with your swallow whole ability. When you do, you deal bite
the restrictions described in this feat. You can use the chosen
damage as a critical hit and swallow the humanoid as your
spell-like ability as a fearsome spell-like ability three times
swallow whole special ability.
per day (or less, if the ability is normally usable only once or
twice per day). Allies of the swallowed creature within 30 feet that can see
you indulge in this horrific feast must succeed at a Will save
When a target takes damage from a fearsome spell-like
(DC = 10 + 1/2 your Hit Dice + your Charisma modifier) to
ability and fails its saving throw against the spell-like ability,
avoid being shaken for 1d4 rounds. This part of the ability is
it becomes shaken for a number of rounds equal to the spell-
a mind-affecting fear effect.
like ability’s equivalent spell level. If the spell-like ability

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Hover (Monster) You can only select a spell-like ability duplicating a spell
This creature can hover in place with ease and can kick up with a level less than or equal to 1/2 your caster level (round
clouds of dust and debris. down) – 1.

Prerequisite: Fly speed. Special: This feat can be taken multiple times. Each time it
is taken, you can apply it to a different spell-like ability.
Benefit: A creature with this feat can halt its movement
while flying, allowing it to hover without needing to make a Latching Horror (Combat, Monster)
Fly skill check. You induce fear and loathing when you latch onto another
living creature.
If a creature of size Large or larger with this feat hovers
within 20 feet of the ground in an area with lots of loose Prerequisite: Attach universal monster ability.
debris, the draft from its wings creates a hemispherical cloud
Benefit: When you use your attach ability, your opponent
with a radius of 60 feet. The winds generated can snuff
must succeed at a Will save (DC = 10 + 1/2 your Hit Dice +
torches, small campfires, exposed lanterns, and other small,
your Constitution modifier) to avoid becoming shaken while
open flames of non-magical origin. Clear vision within the
you remain attached. This is a mind-affecting fear effect.
cloud is limited to 10 feet. Creatures have concealment at 15
to 20 feet (20% miss chance). At 25 feet or more, creatures Lingering Spell-Like Ability (Monster)
have total concealment (50% miss chance, and opponents
Your spell-like ability clings to existence, slowly fading
cannot use sight to locate the creature).
from the world.
Normal: Without this feat, a creature must make a Fly skill
Prerequisite: Spell-like ability at caster level 4th or higher.
check to hover and the creature does not create a cloud of
debris while hovering. Benefit: Choose one of your spell-like abilities, subject to
the restrictions described in this feat. You can use the chosen
Improved Natural Armor (Monster) spell-like ability as a lingering spell-like ability three times
This creature's hide is tougher than most. per day (or less, if the ability is normally usable only once or
twice per day).
Prerequisites: Natural armor, Con 13.
A lingering spell-like ability causes an instantaneous spell-
Benefit: The creature's natural armor bonus increases by +1.
like ability that affects an area to persist until the beginning of
Special: A creature can gain this feat multiple times. Each its next turn. Targets already in the area suffer no additional
time the creature takes the feat, its natural armor bonus harm, but other creatures or objects entering the area are
increases by another point. subject to its effects. A lingering spell-like ability with a
visual manifestation obscures vision, providing concealment
Improved Natural Attack (Monster) (20% miss chance) beyond 5 feet and total concealment (50%
Attacks made by one of this creature's natural attacks leave miss chance) beyond 20 feet.
vicious wounds.
You can only select a spell-like ability duplicating a spell
Prerequisite: Natural weapon, base attack bonus +4. with a level less than or equal to 1/2 your caster level (round
down) – 1.
Benefit: Choose one of the creature's natural attack forms
(not an unarmed strike). The damage for this natural attack Special: This feat can be taken multiple times. Each time it
increases by one step on the following list, as if the creature's is taken, you can apply it to a different spell-like ability.
size had increased by one category. Damage dice increase as
follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Multiattack (Combat, Monster)
This creature is particularly skilled at making attacks with
A weapon or attack that deals 1d10 points of damage
its natural weapons.
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Prerequisite: Three or more natural attacks.
Special: This feat can be taken multiple times. Each time it
is taken, it applies to a different natural attack. Benefit: The creature's secondary attacks with natural
weapons take only a –2 penalty.
Intensified Spell-Like Ability (Monster)
Your spell-like ability deals more damage. Normal: Without this feat, the creature's secondary attacks
with natural weapons take a –5 penalty.
Prerequisite: Spell-like ability at caster level 4th or higher.
Multiweapon Fighting (Combat, Monster)
Benefit: Choose one of your spell-like abilities, subject to
This multi-armed creature is skilled at making attacks with
the restrictions described in this feat. You can use the chosen
multiple weapons.
spell-like ability as an intensified spell-like ability three times
per day (or less, if the ability is normally usable only once or Prerequisites: Dex 13, three or more hands.
twice per day).
Benefit: Penalties for fighting with multiple weapons are
When you use an intensified spell-like ability, the maximum reduced by –2 with the primary hand and by –6 with off
number of the ability’s damage dice increases by 5 levels. You hands.
must have sufficient caster levels to surpass the normal
Normal: A creature without this feat takes a –6 penalty on
maximum in order to benefit from this feat. No other
attacks made with its primary hand and a –10 penalty on
variables of the spell-like ability are affected, and spell-like
attacks made with all of its off hands. (It has one primary
abilities that inflict damage that is not modified by caster
hand, and all the others are off hands.) See Two-Weapon
level are not affected by this feat.
Fighting in the basic rules.

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142
Special: This feat replaces the Two-Weapon Fighting feat abilities that normally require melee touch attacks instead
for creatures with more than two arms. require ranged touch attacks.

Quicken Spell-Like Ability (Monster) Spell-like abilities that do not have a range of touch, close,
This creature can use one of its spell-like abilities with next or medium do not benefit from this feat.
to no effort. Table: Reach Spell-Like Ability
Prerequisite: Spell-like ability at CL 10th or higher.
Range Increase (by Spell Level)
Caster
Benefit: Choose one of the creature's spell-like abilities,
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
subject to the restrictions described in this feat. The creature
can use the chosen spell-like ability as a quickened spell-like 2nd +1 — — — — — — — — —
ability three times per day (or less, if the ability is normally
4th +2 +1 — — — — — — — —
usable only once or twice per day).
6th +3 +2 +1 — — — — — — —
Using a quickened spell-like ability is a swift action that
does not provoke an attack of opportunity. The creature can 8th +3 +3 +2 +1 — — — — — —
perform another action—including the use of another spell-
like ability (but not another swift action)—in the same round 10th +3 +3 +3 +2 +1 — — — — —
that it uses a quickened spell-like ability. The creature may 12th +3 +3 +3 +3 +2 +1 — — — —
use only one quickened spell-like ability per round.
14th +3 +3 +3 +3 +3 +2 +1 — — —
The creature can only select a spell-like ability duplicating a
spell with a level less than or equal to 1/2 its caster level 16th +3 +3 +3 +3 +3 +3 +2 +1 — —
(round down) – 4. For a summary, see the table below.
18th +3 +3 +3 +3 +3 +3 +3 +2 +1 —
A spell-like ability that duplicates a spell with a casting time
20th +3 +3 +3 +3 +3 +3 +3 +3 +2 +1
greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability normally requires a
standard action (at the very least) and provokes an attack of Special: This feat can be taken multiple times. Each time it
opportunity. is taken, you can apply it to a different spell-like ability.
Special: This feat can be taken multiple times. Each time it Scarring Spell-Like Ability (Monster)
is taken, the creature can apply it to a different one of its Your spell-like ability leaves mental scars.
spell-like abilities.
Prerequisite: Spell-like ability at caster level 4th or higher.
Empowered and Quickened Spell-Like Abilities
Spell Caster Level to Caster Level to Benefit: Choose one of your spell-like abilities, subject to
Level Empower Quicken the restrictions described in this feat. You can use the chosen
0 4th 8th spell-like ability as a scarring spell-like ability three times per
1st 6th 10th day (or less, if the ability is normally usable only once or
2nd 8th 12th twice per day).
3rd 10th 14th
When you use a scarring spell-like ability, a target that fails
4th 12th 16th
its saving throw against the spell-like ability takes a –2
5th 14th 18th
penalty on saving throws against emotion and fear effects
6th 16th 20th
you create, and a –1 penalty on saving throws against other
7th 18th —
emotion and fear effects, for the next 24 hours. If the spell-like
8th 20th —
ability doesn’t allow a saving throw, you can’t choose to
9th — —
enhance it with this feat. Penalties from multiple scarring
spell-like abilities don’t stack. This feat can be applied only to
spell-like abilities with the emotionUM or fear descriptor.
Reach Spell-Like Ability (Monster)
You can use a spell-like ability at a greater range. You can only select a spell-like ability duplicating a spell
with a level less than or equal to 1/2 your caster level (round
Prerequisite: Spell-like ability at caster level 4th or higher.
down) – 1.
Benefit: Choose one of your spell-like abilities, subject to
Special: This feat can be taken multiple times. Each time it
the restrictions described in this feat. You can use the chosen
is taken, you can apply it to a different spell-like ability.
spell-like ability as a reach spell-like ability three times per
day (or less, if the ability is normally usable only once or Sickening Spell-Like Ability (Monster)
twice per day). Your spell-like ability sickens affected targets.
When you use a reach spell-like ability, it can alter a spell- Prerequisite: Spell-like ability at caster level 6th or higher.
like ability with a range of touch, close, or medium to
increase its range to a higher range category, using the Benefit: Choose one of your spell-like abilities, subject to
following order: touch, close, medium, and long. You can the restrictions described in this feat. You can use the chosen
select a spell-like ability that duplicates a spell only if its level spell-like ability as a sickening spell-like ability three times
is less than or equal to 1/2 its caster level (round down) – 1 per day (or less, if the ability is normally usable only once or
per increase in range category. For example, a spell-like twice per day).
ability with a range of touch can be increased to long range
When you use a sickening spell-like ability, a target that
only if it duplicates a spell with a level less than or equal to
takes damage from the spell-like ability becomes sickened for
1/2 your caster level (round down) – 3. Reach spell-like
a number of rounds equal to the spell-like ability’s equivalent

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spell level. If the spell-like ability allows a saving throw, a Spawnlink (Monster)
successful save negates the sickening effect. If the spell does You can see through the eyes of your spawned minions.
not allow a saving throw, the target can attempt a Fortitude
save (against the DC that the spell-like ability would have if it Prerequisites: Int 13, create spawn monster ability.
allowed a saving throw) to negate the sickening effect. If the
Benefit: As a full-round action, you can create a link with
effect of the spell-like ability also causes targets to become
one of your spawn that you control on the same plane. When
sickened and targets fail their save, add the duration of the
you do so, your spawn’s eyes glow bright red. When linked
sickened condition caused by this effect to the duration of the
in this way, you can see through your spawn’s eyes with
sickened condition imposed by the spell-like ability.
either the spawn’s vision or yours, whichever is more
Spell-like abilities that do not inflict damage do not benefit beneficial. While looking through your spawn’s eyes, your
from this feat. body is blinded. You can also speak though your spawn (if it
can speak), using your own voice. You can maintain this link
You can only select a spell-like ability duplicating a spell each round as a standard action as if concentrating to
with a level less than or equal to 1/2 your caster level (round maintain a 3rd-level spell. If your spawn is reduced to 0 or
down) – 2. fewer hit points while you use this ability, you become
Special: This feat can be taken multiple times. Each time it blinded and dazed for 1d6 rounds with no saving throw.
is taken, you can apply it to a different spell-like ability.
Traumatic Spell-Like Ability (Monster)
Skin Suit (Monster) Your spell-like ability causes affected targets to relive their
During the daylight hours, you can cloak your unnatural torments in nightly terrors.
form beneath a veil of flesh and blood. Prerequisite: Spell-like ability at caster level 6th or higher.
Prerequisites: Int 7, undead creature that was originally Benefit: Choose one of your spell-like abilities, subject to
humanoid. the restrictions described in this feat. You can use the chosen
Benefit: Once per day as a full-round action, you can cloak spell-like ability as a traumatic spell-like ability three times
your body in a thin, fleshy suit that gives you the appearance per day (or less, if the ability is normally usable only once or
of yourself as a young adult humanoid. Your appearance twice per day).
changes as per alter self, but this feat doesn’t adjust your When you use a traumatic spell-like ability, affected targets
ability scores or grant any new abilities. When so disguised, must succeed at an additional Will saving throw the next
you cannot use slashing or piercing natural attacks, such as time that they sleep (DC = the spell-like ability’s DC) or be
bite or claw attacks, without unraveling and destroying your affected as per nightmare. Each time the target fails its save, it
skin suit, nor can you deliver energy drain or ability damage must save again the following night or be affected by another
with your undead special attacks (such as a wight or nightmare, though the save DC decreases by 2 each night after
vampire’s slam attacks) without destroying the suit. While the first. This feat can be applied only to spell-like abilities
wearing a skin suit, your alignment is masked as though by a with the emotion or fear descriptor. Targets that avoid the
constant undetectable alignment spell, and you have the aura of spell-like ability’s effects avoid this feat’s effect as well.
a living creature instead of an undead creature for the
purposes of detect undead and similar effects. The skin suit You can only select a spell-like ability duplicating a spell
dissolves into a puddle of bloody slurry at sundown, though with a level less than or equal to 1/2 your caster level (round
you can remove it at any time as a standard action. The skin down) – 2.
suit does not protect you from the effects of being exposed to
Special: This feat can be taken multiple times. Each time it
direct sunlight. Finally, if you take lethal damage while
is taken, you are able to apply it to a different spell-like
wearing your skin suit, you must succeed at a Reflex save
ability.
with a DC equal to the amount of lethal damage or the skin
suit is destroyed. Wingover (Monster)
This creature can make turns with ease while flying.
Snatch (Monster)
This creature can grab other creatures with ease. Prerequisite: Fly speed.
Prerequisite: Size Huge or larger. Benefits: Once each round, a creature with this feat can turn
up to 180 degrees as a free action without making a Fly skill
Benefits: The creature can start a grapple when it hits with
check. This free turn does not consume any additional
a claw or bite attack, as though it had the grab ability. If it
movement from the creature.
grapples a creature three or more sizes smaller, it squeezes
each round for automatic bite or claw damage with a Normal: A flying creature can turn up to 90 degrees by
successful grapple check. A snatched opponent held in the making a DC 15 Fly skill check and expending 5 feet of
creature's mouth is not allowed a Reflex save against the movement. A flying creature can turn up to 180 degrees by
creature's breath weapon, if it has one. making a DC 20 Fly skill check and expending 10 feet of
movement.
The creature can drop a creature it has snatched as a free
action or use a standard action to fling it aside. A flung
creature travels 1d6 × 10 feet, and takes 1d6 points of damage
per 10 feet traveled. If the creature flings a snatched opponent
while flying, the opponent takes this amount or falling
damage, whichever is greater.

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PANACHE FEATS

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PANACHE FEATS Extra Panache (Panache)
Panache feats interact with the swashbuckler's panache You have more panache than the ordinary swashbuckler.
class ability or the panache granted by the Amateur
Prerequisite: Amateur Swashbuckler or panache class
Swashbuckler feat. Swashbucklers can take panache feats as
feature.
bonus feats.
Benefit: You gain 2 more panache points at the start of each
Confounding Tumble Deed (Panache) day, and your maximum panache increases by 2.
You can befuddle a foe by striking a blow after tumbling.
Special: If you have levels in the swashbuckler class, you
Prerequisites: Amateur Swashbuckler feat or panache class can take this feat multiple times. Its effects stack.
feature, Canny Tumble, Acrobatics 7 ranks.
Benefit: When you use Acrobatics to move through an
Lightning Draw (Combat, Panache)
You can draw your weapon with startling speed.
opponent's threatened area or space without provoking an
attack of opportunity from that opponent and then hit that Prerequisites: Quick Draw, swashbuckler initiative deed,
foe with a melee attack in the same round, as a free action swashbuckler level 7th.
you can spend 1 panache point to deny that foe its Dexterity
bonus to its Armor Class until the end of your next turn. Benefit: You can spend 1 panache point to draw one or
more light or one-handed piercing weapons, whether hidden
Disarming Threat Deed (Panache) or not, when you roll initiative, even at the start of a surprise
Even your threats are curiously charming. round in which you can’t act. Drawing these weapons does
not take an action. If you have the instant unveil deed, it
Prerequisites: Amateur Swashbuckler or panache class doesn’t cost any panache to use the ability described in the
feature; Diplomacy 2 ranks, Intimidate 2 ranks. previous paragraph as long as you have at least 1 point of
Benefit: When you succeed at an Intimidate check to force panache, and you can spend 1 panache point to draw a single
an opponent to act friendly toward you, you can spend 1 light or one-handed piercing weapon, hidden or not, as an
panache point to cause the target to regard you with immediate action whenever a creature attacks you.
indifference when the duration of the effect expires. A target
influenced in this manner is unlikely to report you to
Pommel Strike Deed (Panache)
With a surprise swipe with your pommel, you can topple a
authorities.
foe.
Normal: An opponent forced to act friendly toward you by
Prerequisites: Amateur Swashbuckler or panache class
Intimidate becomes unfriendly when the duration expires,
feature; base attack bonus +3.
and is likely to report you to the authorities.
Benefit: You can spend 1 panache point to make a melee
Dueling Cape Deed (Combat, Panache) attack with the pommel of a light or one-handed piercing
You can use a simple cape to guard yourself and confound melee weapon as a standard action. You make this attack as if
your foes. you were using the weapon normally (including any bonuses
Prerequisites: Dodge, Sleight of Hand 1 rank. gained from the swashbuckler's finesse class feature, Weapon
Finesse, or other similar feats and effects), but you deal 1d6
Benefit: As a move action, you can wrap a cape that you're points of bludgeoning damage (or 1d4 if you are Small)
wearing around your arm (removing it if necessary), and instead of the weapon's normal damage. Regardless of your
treat it as a buckler. If you are using the cape in this way, and size, the critical threat range and critical multiplier of this
an opponent misses you with a melee attack, as an immediate attack are 20/×2, and they are not affected by Improved
action you can spend 1 panache point to release your cape Critical, the keen weapon special ability, or similar effects. If
from your arm and entangle your foe with it. The foe can free the attack hits, you can attempt a combat maneuver check to
itself by using a full-round action to escape or by destroying knock the target prone as a free action.
the cape; a typical cape has hardness 1 and 3 hit points. You
can use this feat with items similar in shape and weight to a Structural Strike (Combat, Panache)
cape, such as a cloak or a curtain. You use your knowledge of how things fit together to find
ways to punch through the defenses of any foe.
Enrage Opponent (Combat, Panache)
With a quip or a suggestive gesture, you send your enemy Prerequisites: Knowledge (engineering) 5 ranks, precise
into a tizzy. strike class feature or precise strike deed.

Prerequisites: Cha 13, Amateur Swashbuckler or panache Benefit: When using the duelist’s or swashbuckler’s precise
class feature, Persuasive. strike, you can make a single strike as a standard action
against an opponent that would be otherwise immune to
Benefit: As a swift action, you can spend 1 panache point to your precise strike damage. If you hit, you deal your precise
enrage a creature with an Intelligence of 4 or more within 60 strike damage as normal against this enemy. When using the
feet that can see or hear you. Attempt an Intimidate check as swashbuckler’s precise strike deed, you can spend 1 panache
if to demoralize the creature. If you succeed, the creature point as a swift action to deal your regular precise strike
takes a –2 penalty to its AC until it has made at least one damage on a single attack against an opponent that would
attack against you (including area effects that include you) or typically be immune. If you have both class features, you can
until it can no longer see or hear you. You can have only one use either option in order to apply the full damage from both
opponent enraged at you with this feat at a time, and once versions of precise strike.
you’ve enraged a creature, you can’t enrage it again for 24
hours. Additionally, against opponents with a chance of immunity
to your precise strike (such as an opponent wearing armor
with the fortification special ability), this feat reduces their
chance of negating your precise strikes by 10%.

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PERFORMANCE FEATS

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PERFORMANCE FEATS provoking attacks of opportunity. You must have a clear path
Performance feats are used when you make a performance to that space and the ability to reach it by spending a move
combat check, typically granting a special action that occurs action. If you end this move in any space other than the one
when you make that check. Unless you have the Masterful where you started, you gain a +2 bonus on the performance
Display feat, you can only apply the effect of one combat check.
performance feat to each performance combat check you
make.
Savage Display (Combat, Performance)
With your victory and a roar, you push yourself on with
Dramatic Display (Combat, Performance) increased savagery.
Your skill with your weapon is obvious to enemies and Prerequisite: Dazzling Display.
onlookers alike.
Benefit: When you spend a swift action to make a
Prerequisite: Dazzling Display. performance combat check, you gain a +2 bonus on your
Benefit: When you spend a swift action to make a performance combat check and gain a +1d6 bonus on damage
performance check, you exude an aura of awe-inspiring skill. rolls until the end of your next turn. This extra damage is not
You gain a +2 bonus on your performance check, and gain a precision damage.
+2 bonus on all attack rolls and combat maneuver checks
until the end of your next turn.

Hero's Display (Combat, Performance)


With a dramatic flourish you display your weapons to the
crowd. Onlookers are elated, and your enemies are
demoralized.
Prerequisites: Dazzling Display, Weapon Focus, and
proficiency with the selected weapon.
Benefit: When you spend a swift action to make a
performance combat check, you present the weapon in which
you have Weapon Focus in a triumphant display. You gain a
+2 bonus on the performance combat check and make an
Intimidate check to demoralize all foes within 30 feet who can
see your display.

Masterful Display (Combat, Performance)


You craft a special victory performance that causes the
crowd to go wild.
Prerequisites: Dazzling Display, any two performance
feats.
Benefit: Choose the effects of any two performance feats
you have. When you make a performance combat check, you
gain the benefits of those two feats, but you only gain a +2
bonus on the performance combat check.

Mocking Dance (Combat, Performance)


You do a little dance that mocks your foe and entertains the
crowd.
Prerequisites: Acrobatics 4 ranks or Perform (dance) 4
ranks.
Benefit: When you spend a swift action to make a
performance combat check, before making that check you can
either move 5 feet without provoking attacks of opportunity,
or you can move your speed and provoke attacks of
opportunity. You cannot end this move in a space where you
threaten an enemy. If you do move at least 5 feet, you gain a
+2 bonus on the performance combat check.

Murderer's Circle (Combat, Performance)


After savaging your foe, you circle like a hunter ready for
the kill.
Prerequisites: Dodge, Acrobatics 4 ranks.
Benefit: When you spend a swift action to make a
performance combat check after scoring a critical hit or
performing a combat maneuver, and you are adjacent to the
target of the critical hit or combat maneuver, you can move to
any other space that is adjacent to the target without

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STORY FEATS

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STORY FEATS Character's Level: Normally, this is your actual character
A story feat reflects a goal—often an all-consuming one— level. If you're a creature best represented by CR rather than
that shapes your life. Each story feat incorporates a trigger character level (such as most monsters with more than 1 HD),
event (which comes from either a campaign occurrence or use your calculated CR instead of your character level.
your background), an immediate benefit, a goal, and a further Decisively Defeat: You overcome a foe in some way, such
benefit for achieving that goal. as by killing the creature, knocking it unconscious, or causing
Story feats are marked with the story keyword. Each feat it to be taken prisoner. You must be a significant participant
has at least two possible prerequisites, representing in the conflict to defeat the opponent, even if another strikes
conditions most likely met during play or a background that the final blow. Whether or not merely causing the enemy to
fits the feat. You need to meet only one of these prerequisites. flee qualifies is up to the GM. Generally, driving off an
Anytime you gain a new feat, you may take a story feat, but enemy while causing little actual harm does not qualify as a
you can have only one uncompleted story feat at a time. Story decisive defeat.
feats are designed for PCs, but can be taken by NPCs and Slay: Slaying a foe includes killing it, destroying it, turning
monsters as well. it to stone, banishing it to the Abyss, or otherwise eliminating
Unlike typical feats, story feats have nebulous prerequisites, it in a fashion reversible only by powerful magic. Unless
and you should chose one only after talking with the GM. otherwise noted, you must deal the final blow yourself to slay
The GM should weave a story feat into the greater story of a creature.
the campaign and even adjust it as needed to fit the Thwart: Distinct from defeating a foe, thwarting a foe
campaign's long-term goals and the specifics of your involves disrupting its plans in a substantial and essentially
background. Story feats should work organically within the permanent fashion. Deposing a lord, bringing down a priest's
story of the campaign, rather than be chosen purely for their temple, or banishing a sorcerer to the depths of Hell all
mechanical benefits. qualify as thwarting. You keep any benefits gained by
Like the prerequisites, the completion conditions for a story thwarting a foe even if it survives defeat and returns more
feat might require GM adjudication. If the events of the powerful than before. You must be a significant participant in
campaign are not likely to resolve the story implied by the the events that lead to your foe being thwarted for your
story feat, the GM should consider shifting the goal to actions to count toward fulfilling a story requirement.
something you can achieve. Establishing a meaningful story
arc is more important than adhering to the letter of the feat.
Story Feats and Stacking
Most story feat bonuses are untyped, and stack with almost
Because a story feat represents both your motivation and any other bonus. However, if you have multiple story feats,
character development, the GM should make an effort to their untyped bonuses do not stack with each other. For
incorporate elements related to the feat into the ongoing example, if two story feats gave you a bonus on saving
campaign. These can be direct elements, like the appearance throws, you would add only the higher bonus.
of a villain or hated creature, or indirect elements, such as
rumors of the fate of a lost relative or NPCs who are Accursed (Story)
impressed by a PC's artistic endeavors. A good rule of thumb Your curse weighs down your soul like a millstone around
is to work in a reference to each PC's story feat once every your neck.
three to five sessions.
Prerequisite: You must carry a curse that can be lifted only
In most cases, allies can assist in completing a story feat. At by a quest or similar great undertaking, or have the Cursed
the GM's discretion, if you do not take a leadership role in Birth background.
tasks or conflicts related to your own story feat, you might
Benefit: You gain spell resistance equal to 5 + your
need to complete additional goals to resolve the story feat, or
character level, as the curse interferes with all magic. Unlike
might even be denied completion altogether.
most spell resistance, it can't voluntarily be lowered, though
Common Rules your own spells and magic items still automatically affect
you.
Many story feats share similar terminology in their
prerequisites and completion conditions. The following terms Goal: Your curse is lifted or you are able to purge the
have special meanings when used in story feats. corruption of your fiendish blood (the circumstances of either
vary widely based on the nature of the curse, and are up to
Appropriate Number: These are either creatures whose
the GM).
individual CRs add up to 20, or creatures whose individual
CRs add up to 5 times your character level, whichever is Completion Benefit: You lose the spell resistance described
greater. For example, if you're at 6th level, an appropriate above. You gain spell resistance equal to 11 + your character
number of creatures have CRs that add up to 30. This level, but only against harmful enchantment, necromancy,
calculation is based on your current character level, not the and transmutation spells and spell-like abilities—your aura
level at which you selected the story feat. Overly easy resists further attempts to curse you. Harmless spells
challenges (encounters with CRs of 3 or more below your automatically bypass this spell resistance whether you desire
character level) don't count unless circumstances make them it or not. This spell resistance can be voluntarily lowered.
much more difficult to handle.
Arisen (Story)
Challenging Foe: This is a foe or group of foes with a total
Escaping death strengthened your bond to life, but fills you
CR of 10 or a CR of 3 plus your character level, whichever is
with a need for answers.
higher. If this refers to a distinct individual, the foe's CR is set
when the feat is taken, but the foe advances in power as you Prerequisite: You must have been slain and brought back
do. Otherwise, it refers to your current level. A typical from the dead, or have the Left to Die or Cursed Birth
recurring foe advances in CR by 1 for every 1—2 levels you background.
gain.

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Benefit: You don't die until your negative hit point total is Damned (Story)
equal to or greater than 4 + your Constitution score. Once per From your earliest days, you were destined to sacrifice
day as a standard action, you can force yourself to carry on everything in your quest for power.
by strength of will alone, gaining 1 temporary hit point per
hit die. These temporary hit points last for 10 minutes. Prerequisite: You must have had friendly contact with an
evil-aligned outsider that would qualify as a challenging foe,
Normal: You die when your negative hit point total is equal have a fiend-related sorcerous bloodline such as abyssal or
to or greater than your Constitution score. infernal, have direct fiendish ancestry (such as being a tiefling
Goal: You meet in person and hear the words of your deity or half-fiend), or have the Fiend Raised or The Fiend
or your deity's chosen herald. If you worship a pantheon of background.
deities, you must meet and hear a member of that Benefit: You gain a +2 bonus on Charisma-based checks
pantheon—a herald does not suffice in this case. If you involving evil-aligned outsiders and +1 bonus to the DC of
worship no specific deity, you must hear the words of an spells and spell-like abilities you use against such creatures.
appropriate entity of the GM's choice. You take a —2 penalty on Charisma-based checks involving
Completion Benefit: You gain a +2 bonus on saving throws good-aligned outsiders.
against death effects and fear effects. In addition, the caster Goal: Successfully trade your soul to an evil outsider.
level of any conjuration (healing) spell that is cast on you
increases by 1 for the purposes of its effects on you alone. Completion Benefit: You gain a +2 enhancement bonus to
an ability score of your choice. This enhancement bonus can't
Battlefiled Healer (Story) be dispelled or removed save by the direct intervention of a
In even the fiercest battles, you risk life and limb to save deity, and counts as a supernatural ability. In addition, you
your allies. gain a +2 bonus on caster level checks (including dispel
checks and checks to bypass spell resistance) against good-
Prerequisite: You must successfully cast a conjuration
aligned outsiders. If you die while under the effects of this
(healing) spell on an ally after being hit by an attack of
agreement, you can't be brought back from the dead unless
opportunity, or have the Battle, Chaplain, or Healed
the evil outsider permits it. You lose your completion benefits
background.
immediately and permanently if you renege on the
Benefit: When attempting a concentration check caused by arrangement by which you traded your soul, though you
receiving damage (including ongoing damage), you reduce keep the feat's basic benefits.
the damage taken by 50% for the purposes of determining the
concentration check DC. Deny the Reaper (Story)
The lives you could not save stay with you to your final
Goal: Over time, provoke at least 20 attacks of opportunity breath.
for casting conjuration (healing) spells on allies. These spells
don't have to succeed to count. Prerequisite: You must have witnessed the death of a close
companion in battle—a death that could have been
Completion Benefit: You automatically succeed at prevented, such as from bleeding, failure to stabilize, or
concentration checks for conjuration (healing) spells caused ongoing poison damage—or have the Death in the Family or
by taking damage. The War background.
Champion (Story) Benefit: You gain a +2 bonus on Heal checks. If you have 10
You must prove yourself through single combat. or more ranks in Heal, this bonus increases to +4. You can
apply first aid as a move action and don't take a penalty
Prerequisite: You must have defeated a single challenging when treating deadly wounds without a healing kit.
foe without any aid from another, or have the Champion of a
God, Champion of the People, Competition Champion, or Goal: Bring an ally back from the dead, including by using
Gladiator background. breath of life or reincarnate.

Benefit: As a swift action, you can declare a single combat Completion Benefit: You and each ally within 10 feet of
challenge to one foe within 50 feet and in line of sight. Upon you gain a +2 bonus on saves against death effects. In
doing so, you gain a +1 bonus on attack rolls and a +1 dodge addition, once per day you can spontaneously convert any
bonus to AC against that foe as long as no one else threatens 5th-level or higher conjuration (healing) spell into breath of
that opponent or until the single combat challenge ends. If life.
another combatant attacks you or your foe, the challenge
ends and you take a —2 penalty on attack rolls and to AC for Eldritch Researcher (Story)
1 round. Though you can declare a single combat challenge at You seek new applications for magical energy.
will, once you declare it on a foe you can't declare it on the Prerequisite: You must have created a new spell, or have
same foe for another 24 hours. The Way Things Work background.
Goal: Defeat an appropriate number of challenging foes in Benefit: When casting a spell you've created, add 1 to your
single combat. These combats must not be interrupted by caster level. In addition, you gain a +2 bonus on Spellcraft
other creatures, and the foes must not have already been checks. If you have 10 or more ranks in Spellcraft, this bonus
substantially injured or impaired prior to combat with you. increases to +4.
Completion Benefit: Your bonuses for single combat Goal: Create a new spell of at least 6th level.
increase to +2. In addition, any confirmed critical hits you
make against such a foe deal an additional 1d6 points of Completion Benefit: The save DCs for any spells you create
damage. increase by 1 when you cast them. In addition, when
applying metamagic feats to self-created spells, reduce the
total level adjustment by 1. You can't reduce metamagic costs
to lower than the spell's original level in this manner.

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Special: For a self-created spell to benefit from this feat, it class feature), you receive a +2 bonus on Dexterity- and
must be a truly novel spell. Spells slightly altered from the Strength-based ability and skill checks and a +1 bonus on
original (for example, delayed blast fireball as compared to Reflex saves until the morale bonus effect ends.
fireball) gain no benefit. Alchemists can benefit from this feat
Goal: Woo and then marry or otherwise enter into a
as though their formulae and extracts were spells.
committed relationship with a person from a civilized
Enemy Cult (Story) culture. This relationship must be forged in love, not bought
You have crossed paths with a cult opposed to everything or coerced.
in which you believe. Completion Benefit: Delay the penalties for the exhausted,
Prerequisite: You must have encountered a cult whose fatigued, shaken, and sickened conditions for 1 round after
general alignment is opposite to yours on at least one axis or first receiving them. If you already have the condition in
who threatened your beliefs or way of life, or you must have question and it is applied again, this feat provides no benefit.
the Angelic Encounter, the False Witness, The Omen, or the Despite ignoring the penalties you do still have the condition.
Terrible Secret background. For example, if you become shaken again while benefiting
from this feat, you become frightened as normal.
Benefit: Choose an appropriate detect chaos/evil/good/law
spell that would aid you in opposing your chosen enemy Foeslayer (Story)
cult. You can cast this spell twice per day as a spell-like Your bitter feud with your enemies can be quenched only
ability with a caster level equal to your character level. with blood.
Goal: Thwart the enemy cult, whose leader must be a Prerequisite: You must have been defeated and robbed of at
challenging foe. You must deal that cult leader a decisive least half your possessions by a particular group of
defeat, and additionally eradicate the cult or drive the cult humanoids or monstrous humanoids, or have the An Eye for
from the area. an Eye, Hated Foe, Raiders, or Vengeance background. You
may choose a specific race, such as duergar, or a broader
Completion Benefit: You gain a +2 resistance bonus on
group, such as goblinoids. At the GM's option, you may
saving throws against evil creatures and a +2 deflection
instead choose residents of a particular country, settlement,
bonus to AC against evil creatures’ attacks. These bonuses
or tribe.
double against evil summoned creatures.
Benefit: The save DCs for your spells or abilities increase by
Fearless Zeal (Story) 1 when you use them against the chosen group, and you gain
You're willing to lay down your life for your faith. a +1 dodge bonus to AC against their attacks.
Prerequisite: You must be ordained as a sacred (or profane) Goal: Slay an appropriate number of challenging foes.
champion of your faith by a high-ranking member of its
clergy, or have the Devoted, Faith-Bringer, or Moral Debt Completion Benefit: You gain the benefits of the Improved
background. Such an honor goes above and beyond the Critical feat on attacks made against members of your chosen
normal oaths required of a cleric or paladin. race. Your dodge bonus to AC against such foes increases to
+2.
Benefit: Once per day, you can add a +2 bonus on any
single attack roll, caster level check, saving throw, or skill Forgotten Past (Story)
check. You must choose to add this bonus after the die has A pivotal event from your past eludes your memory.
been rolled and success or failure determined, but before any
Prerequisite: You must have suffered permanent memory
results (such as damage) are rolled and applied. If you have
loss or have the Reincarnated background.
10 or more levels or hit dice, this bonus increases to +4.
Benefit: The duration of mind-affecting spells (even
Goal: Die in pursuit of your faith's goals and be brought
beneficial ones) is halved for you, to a minimum of 1 round.
back to life. If you die in circumstances that don't involve
Your inquisitive nature gives you a +2 bonus on Perception
your faith, you gain no benefit. If your GM permits, you can
checks. If you have 10 or more ranks in Perception, this bonus
instead remain dead and create a new PC inspired by your
increases to +4.
heroic sacrifice.
Goal: Regain a major portion of your lost memories. The
Completion Benefit: If you died and came back, you
exact means varies, possibly requiring a wish, assistance from
become a living symbol of faith. Once per day as a standard
a divine being, reliving a past life, or confronting the
action, you can inspire those who share your faith to great
situation that led to your memory loss. This process must
effort, granting them a +2 morale bonus on attack rolls and
involve encountering a challenging foe, though possibly in
saving throws for 1 minute. This is a mind-affecting,
ways other than direct confrontation.
language-dependent effect. If you create a new character
inspired by your previous character, the new PC receives a +2 Completion Benefit: You roll twice whenever you attempt
bonus to a single ability score. This ability score can't be one a saving throw against a mind-affecting effect, keeping the
that already has a racial bonus. The new PC can later take this better result.
feat if he meets the prerequisite.
Special: Restoration of memories by means less significant
Feral Heart (Story) than miracle or wish does not qualify for the prerequisite.
In your chest beasts the heart of a wild beast.
Ghost Guide (Story)
Prerequisite: You must have reverted to savage behavior You have made it your life’s work to put the dead to rest.
through a traumatic event or extended period in the
wilderness, or have the Raised by Beasts background. Prerequisites: You have encountered a ghost or haunt, or
have the Bones, the Died, the Raised Among the Dead, or The
Benefit: Whenever you receive a morale bonus on Strength Dead One background.
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Benefit: Whenever you communicate with a ghost or haunt, Goal: Slay at least 200 more intelligent noncombatants, then
whether while adventuring or through use of spells such as slay a challenging foe that seeks to either bring you to justice
call spirit, speak with haunt, and speak with dead, or seances and for your crimes or usurp your position.
talking boards, you gain a +2 bonus on Diplomacy and Sense
Completion Benefit: Any shaken creature takes double the
Motive checks. The GM can also extend this benefit to any
normal penalties when attacking you, making saves against
intelligent undead creature that has an interest in being laid
your abilities, or resolving skill checks with you as a target.
to rest. If you have more than 10 ranks in either these skills,
you instead gain a +4 bonus on the appropriate skill. Liberator (Story)
Goal: Lay an appropriate number of ghosts, haunts, and Your time in shackles has forever marked your soul.
other undead creatures to rest. Laying to rest means fulfilling
Prerequisite: You must have been enslaved for at least 6
the actions described on a haunt’s destruction line or doing
months, or have the Imprisoned or Kidnapped background.
what is required to prevent a ghost’s rejuvenation. If the GM
includes other types of undead, the GM decides what Benefit: You gain a +1 bonus on attack rolls, weapon
constitutes their final business. damage rolls, and skill checks when your actions would
directly lead to freeing prisoners or slaves.
Completion Benefits: You retain the normal benefit.
Additionally, you increase your effective caster level by 2 Goal: Free at least 200 slaves through perilous rescues (not
when determining the effects of call spirit, speak with haunt, merely buying them at market).
speak with dead. Finally, when a spirit lies to you, you can
Completion Benefit: You gain the ability to inspire others
confront the spirit about the lie and force it to roll another
through your dedication to your cause. Allies within 20 feet
saving throw against the spell’s DC. If the spirit fails the
receive your Liberator feat bonuses when working with you
saving throw, you receive an additional question to replace
to free prisoners or slaves. In addition, as a standard action
the one where the spirit gave a false answer.
you can inspire slaves and former slaves within 120 feet,
Glimpse Beyond (Story) giving them temporary hit points equal to 1/2 your character
You have glimpsed the madness at the edges of reality. level and a +1 bonus on saving throws. These benefits last for
1 hour, and a given creature can receive this benefit only once
Prerequisite: You must have faced an undead, evil outsider, per day. These are mind-affecting effects, and the inspiring
or aberration with a CR greater than your level +4, or have bonus is language-dependent.
the Raised Among the Dead or The Dead One background.
Lost Legacy (Story)
Benefit: You gain a +2 bonus on Knowledge
What once belonged to your family shall be yours again.
(dungeoneering) checks to identify the vulnerabilities and
powers of aberrations, Knowledge (planes) checks to identify Prerequisite: Your family must have claim to an inherited
the vulnerabilities and powers of evil outsiders, and title or position that no longer belongs to them, or have the
Knowledge (religion) checks to identify the vulnerabilities Dishonored Family background. You can take this feat even if
and powers of undead, and you can make such checks you have no knowledge of this lost family title.
untrained. If you have 10 or more ranks in any of these
Benefit: You gain a +1 bonus on Charisma-based ability
Knowledge skills, the bonus increases to +4 for the
checks and skill checks.
appropriate skill. In addition, you gain a +2 bonus on saves
against fear effects. Goal: Regain your family's lost claim, either for yourself or
another in your family. In the process of completing this
Goal: Be killed or driven insane (as determined by the GM)
claim, you must decisively defeat a challenging foe that seeks
by an aberration, evil outsider, or undead. This leaves your
to deny your birthright.
mind permanently marked.
Completion Benefit: Any sane creature that attempts to Completion Benefit: You gain a +1 bonus on Wisdom
ability checks, Wisdom-based skill checks, and Will saving
read your thoughts takes 1d6 points of Wisdom damage (Will
throws.
DC 10 + 1/2 your level + your Charisma modified negates).
In addition, the effect of any ability damage, ability drain, or Special: If you manage to regain your position without
penalty to your Intelligence, Wisdom, or Charisma is halved defeating a challenging foe, you may still complete this story
(minimum 1). You take a —2 penalty on Will saving throws. feat at a later date if a suitable challenging foe attempts to
Whenever you roll a save against a mind-affecting effect, roll steal your birthright again.
twice and keep the better result.
Magnum Opus (Story)
Innocent Blood (Story) You seek to create a true masterpiece.
With their deaths, the pitiful wretches that inhabit this
world open your path to greatness. Prerequisite: You must either have sold five or more self-
created works of art worth a total of at least 5,000 gp, have
Prerequisite: You must slay at least 50 intelligent performed at least five performances for audiences of 50 or
noncombatants for either your own personal gain or for no more while achieving a great performance result or better on
cause at all, or have the Bloodthirsty, First Kill, or The Kill your Perform check, or have the Virtuoso background.
background.
Benefit: Choose a single Craft or Perform skill. Whenever
Benefit: You gain a +2 bonus on Intimidate checks. If you you take 10 with this skill, treat your die result as a 15
have 10 or more ranks in Intimidate, this bonus increases to instead.
+4. Each time you slay an intelligent creature, you gain a +1
bonus on attack rolls and caster level checks for 1 minute Goal: Either sell a single self-created work of art for at least
(this bonus does not stack with itself). 25,000 gp, perform at least 10 performances for audiences of
100 or more while achieving an extraordinary result or better,
or win the artistic patronage of the ruler of a country or city

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of at least 100,000 people. In each case, you must achieve this Goal: Slay your nemesis. Causing your nemesis's death
using the skill chosen above. through your direct actions qualifies even if you do not strike
the fatal blow, but another killing your nemesis without your
Completion Benefit: You gain a +5 bonus on skill checks
involvement doesn't count.
made with your chosen skill, and a +2 bonus on all other
Craft and Perform checks for which you have at least 1 rank. Completion Benefit: You gain a +2 inherent bonus to an
ability score of your choice. In addition, you may
Monument Builder (Story) retroactively apply your extra favored class benefit to the
Your inspired architecture shall make your name immortal. favored class levels you gained before taking this feat.
Prerequisites: Knowledge (engineering) 1 rank, and you Special: Thwarting your plans becomes an all-consuming
must have built a structure worth at least 5,000 gp. goal for your nemesis. Your nemesis gains a +2 bonus on
attack rolls and damage rolls against you. Whatever you try
Benefit: When you supervise a construction project or do
to achieve, your nemesis seeks to tear down.
the construction yourself, reduce your raw material costs by
10%. You gain a +2 bonus on Knowledge (engineering) Prophet (Story)
checks. If you have 10 or more ranks in Knowledge
The truth has been revealed, and you have been chosen to
(engineering), this bonus increases to +4.
deliver it.
Goal: Design and construct a building worth at least 100,000
Prerequisites: Ability to cast divine spells, and you must
gp with great personal significance to you. For example, you
either have received a vision from your god (or another
might construct a new temple for your god on the site where
appropriate supernatural entity) or have the Marked by the
an old temple was destroyed, or an academy for students to
Gods background.
unlock the secrets of the universe.
Benefit: If you are nonevil and worship a nonevil deity,
Completion Benefit: The value of any past and future
whenever you cast a beneficial spell on an ally you gain a +1
buildings you construct (including the building constructed
sacred bonus to AC for 1 round per spell level. If you are evil
to achieve your goal) increases by 10% as your reputation
or worship an evil deity, whenever you cast a harmful spell
spreads. In addition, you and your workers complete double
on an enemy you gain a +1 profane bonus to AC for 1 round
the normal amount of work in a given time interval when
per spell level. Casting a spell on yourself does not count
you supervise a construction project.
unless it also affects an ally.
Nation Builder (Story) Goal: Convert an appropriate number of creatures to the
The land calls to you to conquer it and forge a realm all worship of your deity.
your own.
Completion Benefit: Your bonus to AC for casting
Prerequisite: You must have explored and claimed an area beneficial or harmful spells on allies increases to +2, and the
of at least 100 square miles. bonus also applies on saving throws for the same duration.
Benefit: When in either unclaimed wilderness or land Protector of the People (Story)
under your own control, you receive a +2 bonus on
You have vowed to construct a defender for your
Perception checks, Stealth checks, and Survival checks. If you
community.
have 10 or more ranks in one of these skills, the bonus on that
skill increases to +4. Prerequisite: Your community has come under persecution
and requires considerable defense, or you have the Raiders,
Goal: Explore and conquer an area of at least 1,000 square
the Righting a Wrong, The War, or The Way Things Work
miles, in the process decisively defeating a challenging foe.
background.
You must also lay claim to the land either in your own name
or in the name of a leader you directly report to, and establish Benefit: You temporarily gain the Craft Construct feat for
a stronghold or other fortification to defend it. the purposes of building one golem to satisfy the goal of this
story feat. You do not need to meet Craft Construct’s
Completion Benefit: You gain a +2 bonus on initiative
prerequisites, and it can’t be used as a prerequisite for any
checks, attack rolls, and saving throws while in the area you
other crafting endeavor.
have claimed.
your community for its defense against persecution. You
Nemesis (Story) and your allies must fund the construction, not the
A past enemy seeks your ruin. community. You must be significantly involved in the
golem’s construction. After completion, this golem cannot be
Prerequisite: You must have at least one enemy who wishes
used as a personal adventuring companion; it is the property
to cause you great harm. If you have multiple enemies, the
of the community to which it was dedicated. The donated
GM may keep the specific nemesis secret, or have many of
creature must be a golem and not another type of construct,
your enemies work together against you. If your nemesis is
such as an animated object.
not already a challenging foe, it either advances in strength to
become a challenging foe or allies with others to achieve a Completion Benefits: You gain Craft Construct as a bonus
higher challenge rating. feat without meeting its prerequisites and can use it for any
purpose. The cost to build any construct that normally costs
Benefit: Having a nemesis drives you to excel in training.
less than the cost of your donated golem is permanently
For each new level you gain in a favored class, including the
reduced by 10%; the cost of the base materials is not reduced,
level you gained when you chose this feat, you can choose
however.
two benefits instead of one. One of these benefits must be
either a bonus hit point or a bonus skill point, even if other
options are available.

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Redemption (Story) Completion Benefit: Your battle order bonuses improve to
Your past failure haunts you and drives you on. +2, and the range of your orders increases to 120 feet. In
addition, you can give two different orders to your troops.
Prerequisite: You must have lost class features by violating For example, you could grant your archers +2 on attack rolls
the code of conduct of a class that possesses such a code, or while your front line gains a +2 bonus to AC.
have the Dishonored Family background.
Thief of Legend (Story)
Benefit: As an immediate action, you can add a +1 bonus to
More than just a burglar, you aspire to commit crimes of
the result of an ability check, attack roll, saving throw, or skill
legendary stature.
check you have just rolled by becoming shaken for 1 minute.
You must choose before the result is revealed. Prerequisites: You must have stolen at least 1,000 gp worth
of treasure without being caught and kept mementos of these
Goal: Regain any lost class features and complete a quest to
thefts worth at least 500 gp, or have the Greed background.
prove your worth. In the course of completing this quest, you
must decisively defeat a challenging foe. The quest should Benefit: Once per day when you attempt a Disable Device
relate in some fashion to the transgression that removed your check to open a lock or Sleight of Hand check to pick a
class abilities or led to you being disgraced. pocket, you can roll twice and take the better result.
Completion Benefit: You gain the ability to reroll a failed Goal: Steal a famous and well-guarded treasure worth at
saving throw once per day. You must keep the result of the least 50,000 gp while leaving no evidence of your
second roll, even if it is lower. involvement behind. The treasure must be protected by a mix
of at least 8 traps or challenging foes. Any guardians need not
Shamed (Story) be defeated, merely bypassed. You don't need to keep the
A past humiliation haunts you to this day. treasure, and you can boast of the theft afterward.
Prerequisite: You must have been publicly embarrassed, or Completion Benefit: You gain the ability to reactively
must have the Bastard Born background. If the disarm a trap. When you trigger a trap, you can attempt a
embarrassment didn't cause significant harm to your Disable Device check with a —5 penalty to interrupt the
personal honor or social standing, it does not qualify for the trap's function, leaving it still armed but effectively
feat prerequisites. The humiliation doesn't need to have been preventing it from activating. You can use this ability a
unjustified. number of times per day equal to 3 + your Intelligence
modifier. Since the trap is still armed, it might activate again
Benefit: Being observed drives you to excel. When you're in
if you don't immediately back away or otherwise avoid
a conflict that is being observed by others not involved in the
repeating the act that set it off the first time.
conflict, you gain a +1 bonus on attack rolls and skill checks.
Goal: You can complete this goal in one of two fashions. Town Tamer (Story)
First, thwart a chosen foe in a fashion that clearly establishes This town needs cleaning up, and you're just the one to do
your superiority to the general public. Second, prove your it.
worth another way, like gaining a title or becoming the
Prerequisites: You must have 5 ranks in Intimidate and a
chosen hero of a region.
personal motivation to clean up a particular town (such as an
Completion Benefit: Your newfound confidence gives you old friend calling in a favor, or seeking a place to settle
temporary hit points equal to your character level. These down), or you must have the Bounty Hunter or Champion of
temporary hit points last until lost and refresh any time you the People background.
rest long enough for natural healing to occur, whether or not
Benefit: Choose a particular settlement. When you're in
any healing actually occurs.
your chosen settlement, the DC of Intimidate checks made
Stronghold (Story) against you increases by 10. You gain a +1 bonus on attack
rolls and a +1 dodge bonus to AC against undesirable
You seek to build a bastion against which your enemies
elements like criminals or ruffians in your chosen settlement.
shall break like water against the rocks.
This bonus increases to +2 for combat maneuver checks.
Prerequisites: You must have the Leadership feat and must
Goal: Defeat 10 more troublemakers in your chosen
lead at least 10 combat-capable followers (such as fighters or
settlement with a CR equal to your character level or higher,
rangers).
and in the process eliminate a serious criminal threat or
Benefit: You can spend a move action to give battle orders otherwise clean up the streets.
to your troops, granting creatures under your command
Completion Benefit: You gain the ability to designate a
within 60 feet your choice of a +1 morale bonus on attack
new chosen settlement as often as you wish. You must first
rolls, a +1 dodge bonus to AC, or a +1 bonus on a single type
live in a settlement for 1 week to make it your chosen
of saving throw. All creatures must receive the same benefit.
settlement. In addition, you gain a +2 bonus on initiative
You can't use this benefit on allies not under your command.
checks and a +1 bonus on saving throws when in your chosen
This is a language-dependent, mind-affecting effect.
settlement.
Goal: Build or capture a stronghold capable of housing a
force of at least 200 troops, and staff it with at least 100 True Love (Story)
combat-capable soldiers (or the equivalent) under your You found love, only to have it denied by the cruelty of fate.
command. You must also provide food and water sufficient
Prerequisite: You must have found love with a person you
to survive at least a 6-month siege and a gold reserve
can't be with, have a current lover, or have the Current Lover,
sufficient for at least 6 months of wages if your troops require
For Love, or The Lover background. Possible complications
pay.
include distance, your love being with another, your feelings
being unrequited, or your relationship being forbidden.

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Benefit: You add 1 to the save DC and caster level of your journey, was captured, or otherwise vanished with little
spells and spell-like abilities with the emotion descriptor. In trace, or you have the Major Disaster background.
addition, you gain a +2 bonus on Sense Motive checks. If you
Benefit: Your dogged determination reduces any nonlethal
have 10 or more ranks in Sense Motive, this bonus increases
damage you take by 1 point, to a minimum of 1 point of
to +4.
nonlethal damage. You also gain a +1 bonus on Will saves.
Goal: Find a way to be with your true love (even if you
Goal: Find your lost loved one alive, and in the process,
can't formally wed).
decisively defeat a challenging foe who kept you apart.
Completion Benefit: The inspiration of knowing your love
Completion Benefit: You gain a +1 bonus on all saving
waits for your return gives you a +2 bonus on attack rolls,
throws, replacing the +1 bonus on Will saves. If you find
saving throws, and skill checks whenever you are below a
your loved one dead, you lose all benefits from this feat until
quarter of your total hit points (not counting any temporary
you put the body and possibly soul to proper rest. Putting the
hit points). You lose this completion benefit if your
body to rest restores the completion benefit, but you don't
relationship with your true love comes to an end for any
regain the ability to reduce nonlethal damage.
reason, including death.
Special: At the GM's discretion, you can find true love with Vengeance (Story)
a person other than the one you designated when you chose The need to avenge those you loved drives you to great
this feat. In this case, the love you initially chose was wrong deeds.
for you, but this became obvious only when you found the
Prerequisite: You must have a close family member or
one truly meant for you.
other loved one slain by a specific challenging foe or that foe's
Twisted Love (Story) minions, or have the Raiders or Vengeance background.
An evil person or entity has become obsessed with your Benefit: You gain a +1 bonus on saving throws, attack rolls,
resemblance to a lost loved one. and weapon damage rolls against your chosen foe and
known minions of that foe.
Prerequisites: You resemble a lost loved one of an evil
creature who would otherwise be a challenging foe. The Goal: Thwart your chosen foe.
likeness is close enough for you to be mistaken as the former
loved one’s reincarnation, or you might be that loved one Completion Benefit: You gain a +1 bonus on all saving
reborn in a new life. Alternately, the creature might be a throws. This bonus stacks with this feats's bonus against your
former lover who has become evil and wishes to resume the foe and its minions, should they survive.
relationship. This unwanted relationship must be contrary to
your alignment or long-term goals. Thematically appropriate
backgrounds include Born out of Time, Current Lover,
Reincarnated, The Lover, and Troubled First Love.
Benefit: You gain a +2 bonus on saving throws against
enchantment effects and a +2 bonus on Bluff and Diplomacy
checks to influence your would-be love or her minions and
servants.
Goal: You must break the heart of your pursuer in a
dramatic and significant manner. This requires you to
interact closely and frequently enough with the entity to
cause her to become emotionally compromised or vulnerable.
A simple rebuff or refusal of her affections is insufficient to
satisfy this goal and might only further drive the obsessed
creature to capture you, cast charm spells upon you, corrupt
you, or transform you in a way that would make you more
sympathetic to her.
Completion Benefit: You retain your +2 bonus on saving
throws against enchantment effects. If you succeed at a Will
save against such an effect, the caster does not learn that you
succeeded at your saving throw (effects such as detect magic
and analyze dweomer still work normally). However, this
benefit doesn’t inform you of the nature of the effect cast
upon you. The spurned entity might later seek revenge for
the humiliation but is no longer obsessed with you. You also
receive the completion benefit even if the formerly obsessed
entity is slain, though you never receive the benefit if the
entity perishes before you can achieve your goal.

Unforgotten (Story)
You search for a person dear to you—lost, but you pray not
dead.
Prerequisite: You must have a close relative, spouse, or
other person dear to your heart who never returned from a

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STYLE FEATS

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STYLE FEATS Feats Path: Dragon Style, Dragon Ferocity, Dragon Roar.
For centuries, great warriors have looked to nature and the Earth Child Style: A warrior cadre of dwarves and gnomes
multiverse to find inspiration in battle. Countless monastic dedicated to fighting and slaying giants developed this style.
and contemplative orders have crafted intricate unarmed Students of the style learn how to enhance their defensive
fighting styles based on the deadliness and grace of natural training to become even more elusive when facing giants.
and supernatural creatures. Although many such fighting They also spend long hours studying the anatomy of the
techniques were created by secretive orders, they have since various giant races to increase the effectiveness of their
spread to practitioners the world over. unarmed strikes. Eventually, masters of this fighting style
As a swift action, you can enter the stance employed by the learn how to bring down even the mightiest creatures by
fighting style a style feat embodies. Although you cannot use targeting feet, ankles, and knees.
a style feat before combat begins, the style you are in persists Feat Path: Earth Child Style, Earth Child Topple, Earth Child
until you spend a swift action to switch to a different combat Binder.
style. You can use a feat that has a style feat as a prerequisite
only while in the stance of the associated style. For example, Efreeti Style: The efreeti style focuses on aggression and
if you have feats associated with Mantis Style and Tiger Style, speed, taking inspiration from beings of living fire. Masters of
you can use a swift action to adopt Tiger Style at the start of the style can deflect and control fire, immolate their enemies,
one turn, and then can use other feats that have Tiger Style as and summon forth gouts of elemental flame.
a prerequisite. By using another swift action at the start of Feats Path: Efreeti Style, Efreeti Stance, Efreeti Touch.
your next turn, you could adopt Mantis Style and use other
feats that have Mantis Style as a prerequisite. Fox Style: This crafty style improves its practitioners’
chances to feint and to avoid sneaky tactics employed by
The styles presented in this book follow, along with specific their foes, and also expands their ability to deploy other
feat paths—feats that complement each style. devious and dirty tricks.
Boar Style: A tribe of orcs who disdained the use of Feat Path: Fox Style, Fox Insight, Fox Trickery.
weapons originally developed this savage unarmed fighting
style. They preferred to slaughter their enemies with their Grabbing Style: This discipline is a wrestling and
bare hands and teeth. Over the centuries, a variety of races grappling style that favors powerful one-handed grabs, fast
have adopted the Boar Style, most notably goblinoids, ogres, repositioning of those grabbed, and the ability to move and
and trolls. The objective of the Boar Style is to attack with as damage one or two opponents.
much viciousness and cruelty as possible in order to break
Feat Path: Grabbing Style, Grabbing Drag, Grabbing Master.
enemy morale. Fanatical followers of the style use herbal and
alchemical reagents to harden their nails and teeth, Jabbing Style: This style favors rapid punches and kicks,
sometimes performing self-mutilating procedures that result typically while the fighter circles her foe. Many of these land
in clawlike nails and sharpened teeth. in the same area, delivering more pain with each successive
hit, or in debilitating areas of the body.
Feat Path: Boar Style, Boar Ferocity, Boar Shred.
Feat Path: Jabbing Style, Jabbing Dancer, Jabbing Master.
Brute Style: Adherents to this style emulate the destructive
and overwhelming power of brutish creatures. This forceful Janni Style: This style, originating humbly from the folk
style focuses on knocking opponents prone and then traditions of disparate peoples, represents several similar
crushing them by treading heavily upon them. unarmed fighting arts practiced around the world.
Regardless of variations in technique, all practitioners have a
Feat Path: Brute Style, Brute Stomp, Brute Assault.
fluid fighting stance that emphasizes rapid, powerful kicks.
Crane Style: Crane style focuses on defense and agile The style's constant motion and graceful footwork lead many
counterattacks. Practitioners are known for graceful, one- to mistakenly view practitioners as highly skilled dancers, a
legged stances and folding arm techniques that mimic a misconception that has allowed the technique to be taught in
crane's enormous wings. secret, the hidden weapon of the downtrodden and the
oppressed. Openly martial versions of this style lose some of
Feat Path: Crane Style, Crane Wing, Crane Riposte. the dancelike qualities but retain the style's extraordinary
Deadhand Style: Adherents to this style call to the restless kicking techniques and agility.
and malevolent spirits of the dead to sow fear and bolster Feat Path: Janni Style, Janni Tempest, Janni Rush.
their own courage. Masters of this style learn to drain the life
essence of their enemies, reducing them to desiccated husks. Kirin Style: The school of the kirin employs critical
observations as weapons against opponents. Practitioners
Feat Path: Deadhand Style, Deadhand Initiate, Deadhand catalogue a foe's weaknesses and seek the perfect moment to
Master. strike, ensuring that no movement or effort is ever wasted.
Djinni Style: Adherents to this style call on the spirits of Popular among those rare orders that blend monastic training
storms to outmaneuver and outwit their opponents. Masters with arcane study, kirin style is sometimes practiced by
of the style can absorb and deflect electrical attacks while wizards who seek to hone their bodies along with their
summoning peals of thunder to pummel their enemies. minds.

Feat Path: Djinni Style, Djinni Spirit, Djinni Spin. Feat Path: Kirin Style, Kirin Strike, Kirin Path.

Dragon Style: Dragon style captures the overwhelming Kyton Style: Adherents to this style model themselves after
power, grace, and ferocity of dragons. Practitioners use kytons, and focus pain (and its inherent pleasures) into a
acrobatic footwork and strong attacks to overwhelm foes. The strict, orderly discipline through which to channel their ki.
deepest secrets of the style require imbibing alchemical tonics They use a spiked chain as an instrument of control and
and deep meditations similar to the long sleeps of dragons. defense.

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Feat Path: Kyton Style, Kyton Shield, Kyton Cut. Feat Path: Snapping Turtle Style, Snapping Turtle Clutch,
Snapping Turtle Shell.
Maddening Style: Adherents to this style channel the
sanity-consuming power of the incomprehensible beings that Street Style: A practitioner of this creative unarmed combat
dwell in the dark places between stars, and use these forces to style takes advantage of urban environments to bash foes
defend against mental attacks and corrupt their opponents’ against brick walls, drag them over rough cobblestones, and
bodies and minds. impale them on fence posts and other sharp-edged objects.
Feat Path: Maddening Style, Maddening Strike, Maddening Feat Path: Street Style, Street Sweep, Street Carnage.
Obliteration.
Tiger Style: This style seeks to emulate the power and fury
Mantis Style: Based on the hunting techniques of the of the great tiger. Practitioners use their hands like claws,
praying mantis, practitioners of this style fight with their perfecting overpowering double hand strikes and driving
hands turned down to emulate the insect's sharp grasping attack chains.
forelimbs. Mantis style uses precise, accurate strikes to
Feat Path: Tiger Style, Tiger Claws, Tiger Pounce.
pinpoint an opponent's vital areas, such as eyes, throat, and
pressure points. Boar Ferocity (Combat)
Feat Path: Mantis Style, Mantis Wisdom, Mantis Torment. Your flesh-ripping unarmed strikes terrify your victims.

Marid Style: Marid style emulates the fluid strength of Prerequisites: Improved Unarmed Strike, Boar Style,
flowing rivers and the cold of the ocean depths. Masters of Intimidate 6 ranks.
the style can withstand severe cold, manipulate water to lash
Benefit: You add piercing damage to the damage types you
at enemies from afar, and freeze their foes in place.
can deal with your unarmed strikes. Further, you gain a +2
Feat Path: Marid Style, Marid Spirit, Marid Coldsnap. bonus on Intimidate checks to demoralize opponents. While
using Boar Style, whenever you tear an opponent's flesh, you
Monkey Style: Renowned for its speed and agility, monkey can spend a free action to make an Intimidate check to
style blends jumping strikes, rolling blows, and ground demoralize that opponent.
fighting into a continuous onslaught aimed at disorienting
and damaging an opponent through superior mobility. Boar Shred (Combat)
Feat Path: Monkey Style, Monkey Moves, Monkey Shine. The wounds you inflict with your unarmed strikes bleed,
giving you renewed vigor.
Owl Style: This style takes advantage of basic training in
skills that affect movement to enhance those skills through Prerequisites: Improved Unarmed Strike, Boar Ferocity,
combat ability. Boar Style, Intimidate 9 ranks.

Feat Path: Owl Style, Owl Swoop, Owl Dive. Benefit: You can make an Intimidate check to demoralize
an opponent as a move action. While using Boar Style,
Panther Style: Students of the panther throw caution to the whenever you tear an opponent's flesh, once per round at the
wind as they weave recklessly among their foes. Those who start of that opponent's turn he takes 1d6 bleed damage. The
master the style turn their unrivaled mobility into a weapon, bleed damage dealt while using Boar Style persist even if you
striking their enemies with a series of swift retaliatory strikes. later switch to a different style.
Feat Path: Panther Style, Panther Claws, Panther Parry. Boar Style (Combat, Style)
Pummeling Style: Powerful and seemingly wild haymaker Your sharp teeth and nails rip your foes open.
punches and extended kicks are the hallmark of this style. Prerequisites: Improved Unarmed Strike, Intimidate 3
Deeply rooted in its martial philosophy is the concept that ranks.
landing one mighty strike in the right area will send an
opponent sprawling. Benefit: You can deal bludgeoning damage or slashing
damage with your unarmed strikes—changing damage type
Feat Path: Pummeling Style, Pummeling Bully, Pummeling is a free action. While using this style, once per round when
Charge. you hit a single foe with two or more unarmed strikes, you
Shaitan Style: Practitioners of this style imbue their fists can tear flesh. When you do, you deal 2d6 extra points of
with the mineral acids of the deep earth. Their forceful blows damage with the attack.
conjure forth caustic elements to dissolve and disable their
enemies. Brute Assault (Combat)
With brute force, you can bowl over and cripple opponents
Feat Path: Shaitan Style, Shaitan Skin, Shaitan Earthblast. by treading on them.
Snake Style: Snake style emphasizes quick, shifting Prerequisites: Str 23, Int 13, Brute Stomp, Brute Style,
movements. Its practitioners normally hold their hands flat Combat Reflexes, Improved Overrun, Improved Trip,
with the fingers together to mimic the head of a snake. Able Improved Unarmed Strike, Vicious StompUC, base attack
to strike when least expected, snake stylists are known for bonus +10.
opportunism and blinding speed.
Benefit: While using Brute Style, when you successfully
Feat Path: Snake Style, Snake Sidewinder, Snake Fang. perform an overrun or trip combat maneuver against an
opponent that causes that opponent to fall prone, your
Snapping Turtle Style: The snapping turtle style
opponent takes 1d6 points of Strength damage, and its base
emphasizes active defense with one hand. Students of the
speed is halved until the Strength damage is healed. A
style utilize a variety of locks, grabs, and circular blocks to
successful Fortitude save (DC = 10 + your base attack bonus)
protect themselves, as well as employing a debilitating clutch.
reduces the Strength damage to 1 point and negates the
movement speed reduction.

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159
Brute Stomp (Combat) one melee attack that would normally hit you. An attack so
Few can avoid the brutal violence of your bone-crushing deflected deals no damage and has no other effect (instead
kicks and stomps. treat it as a miss). You do not expend an action when using
this feat, but you must be aware of the attack and not flat-
Prerequisites: Str 19, Int 13, Brute Style, Combat Reflexes, footed.
Improved Overrun, Improved Trip, Improved Unarmed
Strike, Vicious StompUC, base attack bonus +8. Deadhand Initiate (Combat)
Your adulation of death not only shields you from your
Benefit: While using Brute Style, when you make a full
fears, it allows you to feed on them.
attack with a prone opponent adjacent to you that includes at
least one unarmed strike, you can make an additional Prerequisites: Wis 19, Deadhand Style, Improved Unarmed
unarmed strike at your highest base attack bonus against that Strike, Knowledge (religion) 6 ranks, ki pool class feature,
prone creature. These additional attacks don’t stack with nongood alignment.
those granted by Medusa’s Wrath, and this does not allow
Benefit: While using Deadhand Style, as long as you have
you to make an additional attack against a creature you
at least 1 point in your ki pool, your bonus on saving throws
tripped during your full attack. Additionally, you can use
against fear effects increases to +4, and the DC of Intimidate
your Vicious Stomp feat against any opponent within your
checks attempted against you increases by 8. Additionally, if
natural reach regardless of whether it falls prone adjacent to
an enemy targets you with a fear effect, you can spend 1
you.
point from your ki pool as an immediate action to gain a
Brute Style (Combat, Style) number of temporary hit points equal to twice your Hit Dice.
Through strength, study, and intense inner reflection, you
have become an expert at battering fallen opponents.
Deadhand Master (Combat)
Your death-infused punch drains life force from your foes.
Prerequisites: Str 15, Int 13, Combat Reflexes, Improved
Prerequisites: Wis 23, Deadhand Initiate, Deadhand Style,
Overrun, Improved Trip, Improved Unarmed Strike, Vicious
Improved Unarmed Strike, Knowledge (religion) 14 ranks, ki
StompUC, base attack bonus +6.
pool class feature, nongood alignment.
Benefit: While using this style, you can use your Vicious
Benefit: While using Deadhand Style, when you damage a
Stomp feat against any opponent within 10 feet of you, as
living creature with an unarmed strike, you can spend 2
long as it is within your natural reach. If you don’t have the
points from your ki pool as a swift action to inflict 2
Vicious Stomp feat, you gain no benefit from this feat.
temporary negative levels on your enemy with no saving
Normal: The Vicious Stomp feat only works against an throw. Effects that reduce the ki cost also reduce the number
opponent that falls prone adjacent to you. of negative levels you inflict on your foe, but effects that
increase the ki cost do not increase the number of negative
Crane Riposte (Combat) levels you inflict. As long as the foe is affected by the
You use your defensive abilities to make overpowering temporary negative levels, you can’t recover the ki points you
counterattacks. spent, effectively reducing the size of your ki pool. The
Fortitude save DC to remove the negative levels and prevent
Prerequisites: Crane Style, Crane Wing, Dodge, Improved
them from becoming permanent is equal to 10 + 1/2 your Hit
Unarmed Strike, base attack bonus +8 or monk level 7th.
Dice + your Wisdom modifier. Once the negative levels
Benefit: You take only a �1 penalty on attack rolls for become permanent or the foe removes them, you can recover
fighting defensively. Whenever you deflect an opponent's your spent ki points. If the foe dies before either happens,
attack using Crane Wing or lose the dodge bonus from Crane you can recover the spent ki after 24 hours.
Wing because an attack missed you by 4 or less, you can
make an attack of opportunity against the attacker after the Deadhand Style (Combat, Style)
attack misses. Your study of death allow you to exploit your foes’ fears.

Crane Style (Combat, Style) Prerequisites: Wis 15, Improved Unarmed Strike,
Knowledge (religion) 4 ranks, ki pool class feature, nongood
Your unarmed fighting techniques blend poise with
alignment.
graceful defense.
Benefit: While using this style, if you have at least 1 point in
Prerequisites: Dodge, Improved Unarmed Strike, base
your ki pool, you gain a +2 bonus on saves against fear
attack bonus +2 or monk level 1st.
effects, and the DC of Intimidate checks against you increases
Benefit: You take only a –2 penalty on attack rolls for by 4. As a swift action, you can spend 1 point from your ki
fighting defensively. While using this style and fighting pool to empower your unarmed strikes. Creatures hit with
defensively or using the total defense action, you gain an your unarmed strikes must succeed at a Will save (DC = 10 +
additional +1 dodge bonus to your Armor Class. 1/2 your character level + your Wisdom modifier) or become
shaken for a number of rounds equal to your Wisdom
Crane Wing (Combat) modifier. This is a mind-affecting fear effect.
You move with the speed and finesse of an avian hunter,
your sweeping blocks and graceful motions allowing you to Djinni Spin (Combat)
def lect melee attacks with ease. You can surround yourself with the power of the storm,
spinning like a hurricane to unleash a violent blast of
Prerequisites: Crane Style, Dodge, Improved Unarmed electrical energy.
Strike, base attack bonus +5 or monk level 5th.
Prerequisites: Con 15, Wis 17, Djinni Style, Djinni Spirit,
Benefit: When fighting defensively with at least one hand Elemental Fist**, Improved Unarmed Strike, base attack
free, you gain a +4 dodge bonus to AC against melee attacks. bonus +13 or monk level 11th.
If you using the total defense action instead, you can deflect

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Benefit: While using Djinni Style, as a standard action you Dragon Roar (Combat)
can spend two Elemental Fist attempts to surround yourself The spirit of the dragon wells up inside you and bursts
with a whirlwind of electrified air. Creatures adjacent to you forth in a mighty roar.
take your unarmed strike damage plus the electricity damage
from your Elemental Fist and are deafened for 1d4 rounds. A Prerequisites: Str 15, Improved Unarmed Strike, Dragon
successful Fortitude save (DC 10 + 1/2 your character level + Style, Stunning Fist, Acrobatics 8 ranks.
your Wis modifier) reduces the damage by half and prevents
Benefit: You gain one additional Stunning Fist attempt per
a target from being deafened.
day. While using Dragon Style, as a standard action you can
Djinni Spirit (Combat) expend two Stunning Fist attempts to unleash a concussive
roar in a 15-foot cone. Creatures caught in the cone take your
By calling upon the spirits of storms, you can manipulate
unarmed strike damage and become shaken for 1d4 rounds.
lightning to protect yourself and buffet your enemies with
A successful Will save (DC 10 + 1/2 your character level +
peals of thunder.
your Wis modifier) reduces the damage by half and prevents
Prerequisites: Con 15, Wis 15, Djinni Style, Elemental Fist**, a target from being shaken.
Improved Unarmed Strike, base attack bonus +11 or monk
Special: If you have the Elemental Fist feat, you can expend
level 9th.
a daily use of that feat to deal your Elemental Fist damage to
Benefit: You gain one additional Elemental Fist attempt per those caught in the cone. This damage is not halved even on a
day. While using Djinni Style, you gain electricity resistance save.
equal to your base attack bonus or monk level, whichever is
higher. While denied your Dexterity bonus to AC you are Dragon Style (Combat, Style)
also denied this resistance. Creatures that take electricity You call upon the spirit of dragonkind, gaining greater
damage from your Elemental Fist attack must succeed at a resilience, mobility, and fierceness from the blessing of these
Fortitude save (DC 10 + 1/2 your character level + your Wis great beings.
modifier) or be deafened for 1d4 rounds. Those who take
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics
damage from your Djinni Spin are deafened, even on a
3 ranks.
successful saving throw.
Benefit: While using this style, you gain a +2 bonus on
Djinni Style (Combat, Style) saving throws against sleep effects, paralysis effects, and
Your hands sheathed in an auras of lightning, you move stunning effects. You ignore difficult terrain when you
like the wind. charge, run, or withdraw. You can also charge through
squares that contain allies. Further, you can add 1-1/2 times
Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved
your Strength bonus on the damage roll for your first
Unarmed Strike, base attack bonus +9 or monk level 5th.
unarmed strike on a given round.
Benefit: You gain one additional Elemental Fist attempt per
Normal: You cannot charge or run through difficult terrain,
day. While you are in this style you must use Elemental Fist
and you cannot charge through a square that contains an ally.
to deal electricity damage and you gain a bonus on electricity
With an unarmed strike, you usually add your Strength
damage rolls equal to your Wisdom bonus. Further, while
bonus on damage rolls.
you are using this style and have remaining Elemental Fist
attempts, you also gain a +2 dodge bonus to Armor Class Earth Child Binder (Combat)
against attacks of opportunity. A condition that makes you
Even the greatest giants fear your technique.
lose your Dexterity bonus to AC also makes you lose this
dodge bonus. Prerequisites: Wis 13, dwarf or gnome, defensive training
racial trait, Earth Child Style, Earth Child Topple, Greater
Dragon Ferocity (Combat) Trip, Improved Trip, Improved Unarmed Strike, Stunning
You attack with the strength of a dragon, your telling blows Fist, Acrobatics 9 ranks.
striking fear into your enemies.
Benefit: You can trip a creature of the giant subtype no
Prerequisites: Str 15, Improved Unarmed Strike, Dragon matter its size. While you are using Earth Child Style, when a
Style, Stunning Fist, Acrobatics 5 ranks. prone creature of the giant subtype stands up and provokes
an attack of opportunity from you, if you make an unarmed
Benefit: While using Dragon Style, increase your Strength
strike, you can declare you are making a Stunning Fist
bonus on unarmed strike damage rolls by an additional one-
attempt after the attack hits. You gain a +4 bonus to the DC of
half your Strength bonus, to a total of double your Strength
any Stunning Fist effect you deliver in this way.
bonus on the first attack and 1–½ times your Strength bonus
on other attacks. When you score a critical hit or a successful Normal: You can only trip opponents who are one size
Stunning Fist attempt against an opponent while using this category larger than you.
style, that opponent is also shaken for a number of rounds
equal to 1d4 + your Strength bonus. Earth Child Style (Combat, Style)
Your martial training makes you a dangerous and elusive
Special: Taking this feat allows you to qualify for the
target for giants.
Elemental Fist feat even if you do not meet that feat's
prerequisites. If you do not meet that feat's prerequisites, you Prerequisites: Wis 13, dwarf or gnome, defensive training
must choose one of the damage types that feat offers, and you racial trait, Improved Unarmed Strike, Acrobatics 3 ranks.
can use only that damage type with your Elemental Fist
Benefit: While using this style, your defensive training
attacks until you meet the feat's normal prerequisites. A
dodge bonus to AC increases to +6. Further, against creatures
monk with this feat can use Elemental Fist as if he were a
of the giant subtype, you can add your Wisdom bonus on
monk of the four winds.
your unarmed strike damage rolls.

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Earth Child Topple (Combat) Benefit: While using Fox Style, you can use your base attack
Your mastery of balance and momentum allows you to bonus in place of your ranks in Sense Motive to determine
bring down giants with your bare hands. your Sense Motive skill bonus when foes attempt to feint
against you, and creatures attempting to demoralize you
Prerequisites: Wis 13, dwarf or gnome, defensive training don’t gain a bonus for being bigger than you (though they
racial trait, Earth Child Style, Improved Trip, Improved still take a penalty for being smaller). If your Intelligence
Unarmed Strike, Acrobatics 6 ranks. score is at least 19, the DC to demoralize or feint you
increases by 4.
Benefit: You can trip a creature of the giant subtype of up to
Huge size. While using Earth Child Style, you add your Fox Style (Combat, Style)
Wisdom bonus on combat maneuver checks made to trip a
Your martial training helps you manipulate foes.
creature of the giant subtype, as well as on attack rolls to
confirm a critical hit against such a creature. Prerequisite: Int 13.
Normal: You can trip only those opponents that are one size Benefit: While using this style, you can use your base attack
category larger than you. bonus in place of your ranks in Bluff on Bluff checks to feint
in combat and to create a distraction to hide. If your
Efreeti Stance (Combat) Intelligence is at least 19, you gain a +4 bonus on such Bluff
Calling upon the burning spirits of incarnate flame, you can checks when adding your Charisma modifier.
manipulate fire to protect yourself and immolate your foes.
Fox Trickery (Combat)
Prerequisites: Con 15, Wis 15, Efreeti Style, Elemental
Whenever a foes drops his guard, you can make him suffer
Fist**, Improved Unarmed Strike, base attack bonus +11 or
with a dirty trick.
monk level 9th.
Prerequisites: Int 13, Combat Expertise, Fox Insight, Fox
Benefit: You gain one additional Elemental Fist attempt per
Style, Improved Dirty Trick.
day. While using Efreeti Style, you gain fire resistance equal
to your base attack bonus or your monk level plus any base Benefit: While using Fox Style, you can perform dirty trick
attack bonus gained from levels in classes other than monk, combat maneuvers as attacks of opportunity. If your
whichever is higher. While denied your Dexterity bonus to Intelligence is at least 19, you gain a +4 bonus on dirty trick
AC you are also denied this resistance. Creatures that take combat maneuver checks.
fire damage from your Elemental Fist attack must succeed at
a Reflex save (DC 10 + 1/2 your character level + your Wis Grabbing Drag (Combat)
modifier) or catch on fire. You can move easily with a grappled enemy in tow.

Efreeti Style (Combat, Style) Prerequisites: Grabbing Style, Improved Grapple; base
attack bonus +8, brawler level 4th, or monk level 4th.
Your mastery of the unpredictable power of flames allows
you to unleash scorching strikes that burn your enemies even Benefit: When you are using Grabbing Style, if you use the
when you fail to make contact. move grapple action, you can move both yourself and a
single target that you're grappling your full speed instead of
Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved
half your speed. After you have done so, you can use a move
Unarmed Strike, base attack bonus +9 or monk level 5th.
action to move yourself and the target of your grapple half
Benefit: You gain one additional Elemental Fist attempt per your speed without needing to attempt an additional combat
day. While using this style and Elemental Fist to deal fire maneuver check. You cannot use this feat if you are
damage, you gain a bonus on fire damage rolls equal to your grappling two targets.
Wisdom bonus. Further, if your Elemental Fist melee attack
misses while you are using it to deal fire damage, you still Grabbing Master (Combat)
deal 1d6 points of fire damage to your target. You can grapple two foes as easily as one.

Efreeti Touch (Combat) Prerequisites: Grabbing Drag, Grabbing Style, Improved


Grapple; base attack bonus +12, brawler level 8th, or monk
Your knowledge of the secrets of the burning wind and
level 8th.
blazing sun allows you to collect flames into your hands and
unleash them in a gout of elemental fire. Benefit: When you are grabbing two opponents while using
Grabbing Style, you can use your grapple to move or damage
Prerequisites: Con 15, Wis 17, Efreeti Style, Efreeti Stance,
both opponents you are grappling, instead of just one.
Elemental Fist**, Improved Unarmed Strike, base attack
bonus +13 or monk level 11th. Grabbing Style (Combat, Style)
Benefit: While using Efreeti Style, as a standard action, you You are adept at the one-handed grab.
can spend two Elemental Fist attempts to unleash a 15-foot
Prerequisites: Improved Grapple; base attack bonus +6,
cone-shaped burst of flame. Creatures caught in the cone take
brawler's flurry class feature, or flurry of blows class feature.
your unarmed strike damage plus the fire damage from your
Elemental Fist and catch on fire. A successful Reflex save (DC Benefit: When you use this style, you do not take a –4
10 + 1/2 your character level + your Wis modifier) reduces penalty on combat maneuver checks to grapple a foe by using
the damage by half and prevents a target from catching on only one hand. Additionally, you do not lose your Dexterity
fire. bonus to AC while pinning an opponent.

Fox Insight (Combat) Normal: Without two free hands, you take a –4 penalty on
Your foxlike movements protect you from your opponents’ the combat maneuver roll to grapple a foe. While pinning a
attempts to manipulate you. foe, you lose your Dexterity bonus to AC.

Prerequisites: Int 13, Fox Style.

| Classes Compendium
162
Jabbing Dancer (Combat) Benefit: While you are using the Janni Style feat, whenever
You've learned to bend and shift your body to avoid attacks you make an unarmed attack and hit an opponent, you gain a
and reposition yourself advantageously. +4 bonus on checks made to bull rush or trip that opponent,
as long as the combat maneuver is your next attack by the
Prerequisites: Dodge, Improved Unarmed Strike, Jabbing end of your turn. You do not provoke an attack of
Style, Mobility; base attack bonus +9, brawler level 5th, or opportunity from the target of the maneuver.
monk level 5th.
Kirin Path (Combat)
Benefit: Each time you hit with an unarmed strike while
You turn knowledge of your enemy into a flawless defense.
using Jabbing Style, you can move 5 feet without provoking
an attack of opportunity, as long as you move to a space Prerequisites: Int 13, Kirin Strike, Kirin Style, Improved
adjacent to the opponent you hit with the unarmed strike. If Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge
you use this feat, you cannot take a 5-foot step during your (dungeoneering, local, nature, planes, or religion) 5 ranks.
next turn.
Benefit: Whenever you make a Knowledge check to
Jabbing Master (Combat) identify a creature, even when using Kirin Style, you can take
Your quick punches become even more lethal. 10 even if stress and distractions would normally prevent you
from doing so. While using Kirin Style against a creature you
Prerequisites: Dodge, Improved Unarmed Strike, Jabbing have identified using that feat, if the creature ends its turn
Dancer, Jabbing Style, Mobility, Power Attack; base attack within your threatened area, you can spend a use of your
bonus +12, brawler level 8th, or monk level 8th. attacks of opportunity that round to move up to 5 feet times
your Intelligence modifier (minimum 1). You must end your
Benefit: While you use Jabbing Style, the extra damage you
move in a square threatened by the creature. This move does
deal when you hit a single target with two unarmed strikes
not provoke attacks of opportunity.
increases to 2d6, and the extra damage when you hit a single
target with three or more unarmed strikes increases to 4d6. Kirin Strike (Combat)
Jabbing Style (Combat, Style) You have read the texts of the perfect way, and know how
identify to your enemies' weak spot.
A cluster of quick strikes deals more damage than a single
roundhouse swing. Prerequisites: Int 13, Kirin Style, Improved Unarmed Strike,
Knowledge (arcana) 9 ranks, Knowledge (dungeoneering,
Prerequisites: Improved Unarmed Strike; base attack bonus
local, nature, planes, or religion) 3 ranks.
+6, brawler's flurry class feature, or flurry of blows class
feature. Benefit: You gain a +2 insight bonus on Knowledge checks
made to identify creatures, including the one Kirin Style
Benefit: When you hit a target with an unarmed strike and
allows. While using Kirin Style against a creature you have
you have hit that target with an unarmed strike previously
identified using that feat, as a swift action after you have hit a
that round, you deal an extra 1d6 points of damage to that
creature with a melee or ranged attack, you can add twice
target.
your Intelligence modifier in damage (minimum 2).
Janni Rush (Combat) Kirin Style (Combat, Style)
When you leap to the attack, your blows are like bolts from
Your study and your grace allows you to exploit your
on high.
enemies' weaknesses.
Prerequisites: Improved Unarmed Strike, Janni Style, Janni
Prerequisites: Improved Unarmed Strike, Knowledge
Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
(arcana) 6 ranks, Knowledge (dungeoneering, local, nature,
Benefit: While using Janni Style, you are always considered planes, or religion) 1 rank.
to have a running start when jumping. Further, if you jump
Benefit: While using this style, you can spend a swift action
as part of a charge and make an unarmed strike against the
to make a Knowledge check to identify a single creature (DC
designated opponent, a hit allows you to roll the unarmed
15 + the creature's CR for this purpose). If you succeed at the
strike's damage dice twice and add the results together before
check, while using this style, you gain a +2 bonus on saving
adding modifiers (such as from Strength) or extra dice (such
throws against that creature's attacks, as well as a +2 dodge
as precision-based damage or dice from weapon abilities).
bonus to AC against that creature's attacks of opportunity.
The extra damage dice are not multiplied on a successful
These bonuses last for as long as you use this style. If you
critical hit.
cease combat with the creature during this time and resume it
Janni Style (Combat, Style) later, you can attempt the check again.
Your whirling fighting technique makes you difficult to hit.
Kyton Cut (Combat)
Prerequisites: Improved Unarmed Strike, Acrobatics 3 You lash yourself and share the pain with your opponent.
ranks, Perform (dance) 3 ranks.
Prerequisites: Wis 17, Exotic Weapon Proficiency (spiked
Benefit: While using this style, you take only a –1 penalty to chain), Kyton Shield, Kyton Style, base attack bonus +8 or
AC for charging. Further, opponents that flank you gain only monk level 6th, Knowledge (planes) 3 ranks, ki pool class
a +1 bonus on attack rolls against you. feature.

Janni Tempest (Combat) Benefit: When using Kyton Style, your spiked chain attacks
Your gale of attacks easily throws your opponents off can be brutal, both to yourself and your foe. Before
balance. attempting an attack roll with a spiked chain attack, you can
choose to make a Kyton Cut. Before making the attack, you
Prerequisites: Improved Unarmed Strike, Janni Style, take 1d6 points of nonlethal damage. This damage cannot be
Acrobatics 5 ranks, Perform (dance) 5 ranks. avoided or reduced in any way. If you are immune to

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nonlethal damage, you take normal damage instead. If the Special: If you are using the sanity system, when you miss
attack hits, its target takes an additional 1d6 points of with a Maddening Strike, you take 4 points of sanity damage.
nonlethal damage and a –4 penalty on concentration checks If you hit, the target takes damage from the unarmed strike
for 1 round. The penalty is a painUM effect. plus 8 points of sanity damage (or 4 points of sanity damage
on a successful Will save).
Kyton Shield (Combat)
Whether in your hand or draped around your body, the Maddening Style (Combat, Style)
spiked chain serves as both weapon and shield. When you clobber an opponent with your fists, you
inundate its mind with visions of madness and horror.
Prerequisites: Wis 15, Exotic Weapon Proficiency (spiked
chain), Kyton Style, base attack bonus +5, Knowledge Prerequisites: Wis 15, Cha 11, Improved Unarmed Strike,
(planes) 3 ranks, ki pool class feature. Stunning Fist, Knowledge (arcana) 4 ranks, ki pool class
feature, nongood alignment.
Benefit: When using Kyton Style, you gain a +1 shield
bonus to your Armor Class as long as you are wielding a Benefit: You gain one additional use of Stunning Fist per
spiked chain. If the spiked chain is magical, add 1/2 its day. When using this style, if you have at least 1 point in your
enhancement bonus to this shield bonus. If the spiked chain ki pool, you increase the DCs of your confusion, madness,
has the vicious ability, instead add its full enhancement bonus and insanity effects (including Maddening Strike) by 1.
to the shield bonus. Additionally, when you successfully stun an opponent with
your Stunning Fist attack, your target takes 1 point of
Kyton Style (Combat, Style) Wisdom damage.
Your fighting style emulates the disciplined nature of the
kytons, with passion and pain held tightly in chains. Special: If you are using the sanity system, when you
successfully stun an opponent with your Stunning Fist attack,
Prerequisites: Wis 13, Exotic Weapon Proficiency (spiked the target takes 1d4 points of sanity damage instead of 1
chain), Knowledge (planes) 3 ranks, ki pool class feature. point of Wisdom damage.
Benefit: When using this style, you treat spiked chains as if Mantis Style (Combat, Style)
they had the monk special weapon feature. Additionally, if
You have learned to target vital areas with crippling
you have Stunning Fist, you can spend 1 point from your ki
accuracy.
pool to make a Stunning Fist attack with your spiked chain
instead of an unarmed strike. This still costs a use of Stunning Prerequisites: Improved Unarmed Strike, Stunning Fist,
Fist as normal. Heal 3 ranks.

Maddening Obliteration (Combat) Benefit: You gain one additional Stunning Fist attempt per
With a mighty killing blow, your unsettling punch day. While using this style, you gain a +2 bonus to the DC of
vaporizes your foe. effects you deliver with your Stunning Fist.

Prerequisites: Wis 19, Cha 15, Improved Unarmed Strike, Mantis Torment (Combat)
Maddening Strike, Maddening Style, Stunning Fist, Your knowledge of the mysteries of anatomy allows you to
Knowledge (arcana) 10 ranks, ki pool class feature, nongood cause debilitating pain with a simple touch.
alignment.
Prerequisites: Heal 9 ranks, Improved Unarmed Strike,
Benefit: When you damage a living creature with an Mantis Style, Mantis Wisdom, Stunning Fist.
unarmed strike while using Maddening Style, and you have
Benefit: You gain one additional Stunning Fist attempt per
at least 1 point in your ki pool, that creature suffers a –2
day. While using Mantis Style, you make an unarmed attack
penalty on saving throws against any confusion, madness,
that expends two daily attempts of your Stunning Fist. If you
and insanity effects (including your Maddening Strike) for 1
hit, your opponent must succeed at a saving throw against
round. Additionally, if you reduce a creature to fewer than 0
your Stunning Fist or become dazzled and staggered with
hit points with a Stunning Fist attack, you can spend 2 points
crippling pain until the start of your next turn, and at that
from your ki pool as a free action to obliterate your opponent,
point the opponent becomes fatigued.
reducing their body to fine dust as per disintegrate. A living
creature can attempt a Fortitude save (DC = 10 + 1/2 your Mantis Wisdom (Combat)
character level + your Wisdom modifier) to negate this effect.
Your knowledge of vital areas allows you to land
Maddening Strike (Combat) debilitating strikes with precision.
Your fists are weapons of mind-devouring madness. Prerequisites: Improved Unarmed Strike, Mantis Style,
Stunning Fist, Heal 6 ranks.
Prerequisites: Wis 17, Cha 13, Improved Unarmed Strike,
Maddening Style, Stunning Fist, Knowledge (arcana) 8 ranks, Benefit: Treat half your levels in classes other than monk as
ki pool class feature, nongood alignment. monk levels for determining effects you can apply to a target
of your Stunning Fist per the Stunning Fist monk class
Benefit: As a swift action, you can spend 1 point from your
feature. You can also use a standard action and a successful
ki pool to imbue the next unarmed strike you make on this
melee touch attack to remove any Stunning Fist effect you
turn with the maddening power of the spaces between the
have applied to a target.
stars. If that attack doesn’t hit, you take 2 points of Wisdom
damage. If the attack hits, your opponent takes damage from While using Mantis Style, you gain a +2 bonus on unarmed
your unarmed strike + 1d4+1 points of Wisdom damage. A attack rolls with which you are using Stunning Fist attempts.
successful Will save (DC = 10 + 1/2 your character level +
your Wisdom modifier) reduces this to 2 points of Wisdom
damage.

| Classes Compendium
164
Marid Coldsnap (Combat, Style) Monkey Shine (Combat)
You can summon a torrent of water to blast your enemies, You combine acrobatics and opportunity to devastating
chilling them to the bone. effect against your opponent.
Prerequisites: Con 15, Wis 17, Elemental Fist**, Marid Prerequisites: Wis 13, Improved Unarmed Strike, Monkey
Spirit, Marid Style, Improved Unarmed Strike, base attack Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks,
bonus +13 or monk level 11th. Climb 11 ranks.
Benefit: While using Marid Style, as a standard action, you Benefit: While using Monkey Style, if you successfully
can spend two Elemental Fist attempts to unleash a 30-foot deliver a Stunning Fist attempt, in addition to the normal
line of frigid water. Creatures caught in the line take your effect of Stunning Fist, you can spend a free action to enter a
unarmed strike damage plus the cold damage from your square adjacent to you that is within your opponent's space.
Elemental Fist attack and are entangled in ice as per the This movement does not provoke attacks of opportunity.
Marid Spirit feat. A successful Reflex save (DC 10 + 1/2 your While you are in your opponent's space, you gain a +4 dodge
character level + your Wis modifier) reduces the damage by bonus to AC and a +4 bonus on melee attack rolls against that
half and prevents a target from becoming entangled. opponent. If otherwise unhindered, the opponent can move
away from you, but if he does, he provokes an attack of
Marid Spirit (Combat) opportunity from you even if his choice of movement does
You can manipulate cold energy to protect yourself and not normally do so.
freeze your foes.
Normal: You cannot enter an opponent's space.
Prerequisites: Con 15, Wis 15, Elemental Fist**, Marid Style,
Improved Unarmed Strike, base attack bonus +11 or monk Monkey Style (Combat, Style)
level 9th. Your unarmed fighting style is nimble and unpredictable,
full of ground rolls and short leaps.
Benefit: You gain one additional Elemental Fist attempt per
day. While using Marid Style, you gain cold resistance equal Prerequisites: Wis 13, Improved Unarmed Strike,
to your base attack bonus, or monk level plus base attack Acrobatics 5 ranks, Climb 5 ranks.
bonus gained from levels in classes other than monk,
Benefit: You add your Wisdom bonus on Acrobatics checks.
whichever is higher. While denied your Dexterity bonus to
While using this style, you take no penalty on melee attack
AC you are also denied this resistance. Creatures that take
rolls or to AC while prone. Further, you can crawl and stand
cold damage from your Elemental Fist attack must succeed at
up from lying prone without provoking attacks of
a Fortitude save (DC 10 + 1/2 your character level + your Wis
opportunity, and you can stand up as a swift action if you
modifier) or become entangled in ice for 1d4 rounds. The ice
succeed at a DC 20 Acrobatics check.
has hit points equal to three times your base attack bonus or
monk level, whichever is higher, and a break DC of 15 + your Normal: You take a –4 penalty on attack rolls and AC
base attack bonus or monk level, whichever is higher. against melee attacks while prone. Standing up is a standard
Destroying or breaking the ice ends the entangled condition. action that provokes attacks of opportunity.

Marid Style (Combat, Style) Owl Dive (Combat)


You conjure tendrils of icy water to strike your enemies Your martial training helps you f ly and charge through
from a distance. others’ spaces.
Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved Prerequisites: Dex 17, Owl Style, Owl Swoop, Skill Focus
Unarmed Strike, base attack bonus +9 or monk level 5th. (Stealth), base attack bonus +7 or monk level 5th, Acrobatics 1
rank, Fly 1 rank, Stealth 1 rank.
Benefit: You gain one additional Elemental Fist attempt per
day. While using this style and Elemental Fist to deal cold Benefit: While using Owl Style, you can use your base
damage, you gain a bonus on cold damage rolls equal to your attack bonus in place of your ranks in Fly to determine your
Wisdom modifier, and your reach with your unarmed strike Fly skill bonus. You can charge through other creatures’
increases by 5 feet. spaces, but you must make a successful Acrobatics check to
move through enemy spaces, as normal. If you fail an
Monkey Moves (Combat) Acrobatics check to move through an enemy’s space during a
You scramble around your foes, moving and striking in an charge, your charge stops just before you enter that enemy’s
erratic fashion. space; if you threaten that foe, you can make your charge
Prerequisites: Wis 13, Improved Unarmed Strike, Monkey attack against that foe.
Style, Acrobatics 8 ranks, Climb 8 ranks.
Owl Style (Combat, Style)
Benefit: While using Monkey Style, you gain a Wisdom You can move with the quiet grace of an owl.
bonus on Climb checks. You can also can climb and crawl at
Prerequisites: Dex 13, Skill Focus (Stealth), Stealth 1 rank.
half your speed; you can take a 5-foot step by jumping,
crawling, or climbing; and you retain your Dexterity bonus to Benefit: While using this style, you can use your base attack
AC while climbing. Further, while using Monkey Style, when bonus in place of your ranks in Stealth to determine your
you use your unarmed strike to hit an opponent twice or Stealth skill modifier (as usual, this does not replace your
more on your turn, you can spend a swift action to take a 5- ranks for other purposes, such as determining the effects of
foot step even if you have moved this round. Skill Focus). While in this stance and using Stealth, you can
charge at a –10 penalty beyond the penalty you take for using
Normal: You climb at one-quarter your speed, and you lose
Stealth at full speed (which is typically –5). Foes that fail their
your Dexterity bonus to AC while doing so. A 5-foot step is
Perception checks and don’t otherwise notice you (for
made using your normal movement modes, and you can take
instance, with an ability like blindsight) are denied their
one only if you have not otherwise moved this round.
Dexterity bonuses to AC against all attacks you make against

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165
them during or at the end of that charge instead of just Benefit: You can charge and make a full attack or flurry of
against the first attack. blows at the end of your charge as part of the charge action.
You can use Pummeling Charge in this way only if all of your
Owl Swoop (Combat) attacks qualify for using Pummeling Style against a single
Your martial training helps you move with acrobatic poise. target.
Prerequisites: Dex 15, Owl Style, Skill Focus (Stealth), Normal: You cannot make a full attack on a charge.
Acrobatics 1 rank, Stealth 1 rank.
Pummeling Style (Combat, Style)
Benefit: While using Owl Style, you can use your base
Your unarmed strikes weave together in an effortless
attack bonus in place of your ranks in Acrobatics to
combo, focusing on the spots you've weakened with the last
determine your Acrobatics skill bonus. You can attempt
hit.
Acrobatics checks to move on narrow or slick surfaces and to
avoid attacks of opportunity while charging, incurring the Prerequisites: Improved Unarmed Strike; base attack bonus
same penalties and increased DCs that you usually would +6, brawler's flurry class feature, or flurry of blows class
apply for moving at full speed. feature.

Panther Claw (Combat) Benefit: Whenever you use a full-attack action or flurry of
You unleash a rapid series of blows on foes that attempt to blows to make multiple attacks against a single opponent
attack you when you move. with unarmed strikes, total the damage from all hits before
applying damage reduction. This ability works only with
Prerequisites: Wis 15, Combat Reflexes, Improved unarmed strikes, no matter what other abilities you might
Unarmed Strike, Panther Style. possess.
Benefit: While using Panther Style, you can spend a free Shaitan Earthblast (Combat)
action, instead of spending a swift action, to make a
With a forceful stomp you release a blast of acid from the
retaliatory unarmed strike. You can make a number of
earth to burn your enemies.
retaliatory unarmed strikes on your turn equal to your
Wisdom modifier. Prerequisites: Con 15, Wis 17, Elemental Fist**, Improved
Unarmed Strike, Shaitan Skin, Shaitan Style, base attack
Panther Parry (Combat) bonus +13 or monk level 11th.
Your vicious strikes impair your foe's ability to attack you
when you move. Benefit: While using the Shaitan Style feat, as a standard
action, you can spend two Elemental Fist attempts to unleash
Prerequisites: Wis 15, Combat Reflexes, Improved a 20-foot column of acid that has a 5-foot radius and erupts
Unarmed Strike, Panther Claw, Panther Style. from a point of origin within 30 feet of you. Creatures caught
in the column take your unarmed strike damage plus the acid
Benefit: While using Panther Style, your retaliatory
damage from your Elemental Fist and are staggered for 1
unarmed strikes are resolved before the triggering attacks. If
round. A successful Reflex save (DC 10 + 1/2 your character
your retaliatory unarmed strike deals damage to an
level + your Wis modifier) reduces the damage by half and
opponent, that opponent takes a –2 penalty on attack and
prevents a target from being staggered.
damage rolls with the triggering attack of opportunity.

Panther Style (Combat, Style) Shaitan Skin (Combat)


You can manipulate acid to shield yourself and disable your
You can strike back at enemies who attack you when you
enemies.
move.
Prerequisites: Con 15, Wis 15, Elemental Fist**, Improved
Prerequisites: Wis 13, Combat Reflexes, Improved
Unarmed Strike, Shaitan Style, base attack bonus +11 or
Unarmed Strike.
monk level 9th.
Benefit: While using this style, when an opponent makes an
Benefit: You gain one additional Elemental Fist attempt per
attack of opportunity against you for moving through a
day. While using the Shaitan Style feat, you gain acid
threatened square, you can spend a swift action to make a
resistance equal to your base attack bonus, or your monk
retaliatory unarmed strike attack against that opponent. Your
level plus BAB gained from levels in classes other than monk,
attack is resolved after the triggering attack of opportunity.
whichever is higher. While denied your Dexterity bonus to
Pummeling Bully (Combat) AC you are also denied this resistance. Creatures that take
Your combo has the chance to trip or move your target. acid damage from your Elemental Fist attack must succeed at
a Reflex save (DC 10 + 1/2 your character level + your Wis
Prerequisites: Improved Reposition, Improved Trip, modifier) or be staggered for 1 round.
Improved Unarmed Strike, Pummeling Style; base attack
bonus +9, brawler level 5th, or monk level 5th. Shaitan Style (Combat, Style)
You strike with the caustic forces from within the earth.
Benefit: When you use Pummeling Style to make an entire
full attack or flurry of blows against a single target, if you hit Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved
with any of your attacks, you can attempt a reposition or trip Unarmed Strike, base attack bonus +9 or monk level 5th.
combat maneuver check as a free action.
Benefit: You gain one additional Elemental Fist attempt per
Pummeling Charge (Combat) day. While using the Shaitan Style and Elemental Fist feats to
Your charge ends with a mobile combo. deal acid damage, you gain a bonus on acid damage rolls
equal to your Wisdom bonus. Further, if your Elemental Fist
Prerequisites: Improved Unarmed Strike, Pummeling Style; melee attack misses while you are using it to deal acid
base attack bonus +12, brawler level 8th, or monk level 8th. damage, you still deal 1d6 points of acid damage to your
target.

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Snake Fang (Combat) Prerequisites: Snapping Turtle Clutch, Snapping Turtle
You can unleash attacks against an opponent that has Style, Improved Grapple, Improved Unarmed Strike, base
dropped its guard. attack bonus +5 or monk level 5th.

Prerequisites: Combat Reflexes, Improved Unarmed Strike, Benefit: While you are using the Snapping Turtle Style feat,
Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense the shield bonus the style grants to your AC increases to +2,
Motive 9 ranks. and your enemies take a –4 penalty on critical confirmation
rolls against you.
Benefit: While using the Snake Style feat, when an
opponent's attack misses you, you can make an unarmed Snapping Turtle Style (Combat, Style)
strike against that opponent as an attack of opportunity. If Your deft unarmed style allows you to shield your body
this attack of opportunity hits, you can spend an immediate from harm.
action to make another unarmed strike against the same
Prerequisites: Improved Unarmed Strike, base attack bonus
opponent.
+1 or monk level 1st.
Snake Sidewind (Combat) Benefit: While using the Snapping Turtle Style feat with at
Your sensitive twisting movements make you difficult to least one hand free, you gain a +1 shield bonus to AC.
anticipate combat.
Prerequisites: Improved Unarmed Strike, Snake Style,
Street Carnage (Combat)
For you, the urban environment becomes another brutal
Acrobatics 3 ranks, Sense Motive 6 ranks.
weapon you can use to shred f lesh and break bones.
Benefit: You gain a +4 bonus to CMD against trip combat
Prerequisites: Str 15, Improved Bull Rush, Improved
maneuvers and on Acrobatics checks and saving throws to
Unarmed Strike, Power Attack, Street Style, Street Sweep,
avoid being knocked prone. While using the Snake Style feat,
base attack bonus +8 or monk level 7th.
whenever you score a critical threat with your unarmed
strike, you can make a Sense Motive check in place of the Benefit: While using Street Style, the critical multiplier of
attack roll to confirm the critical hit. Whenever you score a your unarmed strikes becomes ×3, instead of ×2.
critical hit with your unarmed strike, you can spend an
immediate action to take a 5-foot step even if you have Street Style (Combat, Style)
otherwise moved this round. You use the urban environment to your advantage,
thrashing and bashing your foe and driving it back.
Normal: You can take a 5-foot step only if you have not
otherwise moved this round. Prerequisites: Str 15, Improved Bull Rush, Improved
Unarmed Strike, Power Attack, base attack bonus +4 or monk
Snake Style (Combat, Style) level 3rd.
You watch your foe's every movement and then punch
through its defense. Benefit: While using this style, once per round as a swift
action when you hit a target with an unarmed strike, you can
Prerequisites: Improved Unarmed Strike, Acrobatics 1 rank, deal an extra 1d6 points of damage and attempt a bull rush
Sense Motive 3 ranks. combat maneuver against that target.
Benefit: You gain a +2 bonus on Sense Motive checks, and Special: You can enter the style stance for street style only
you can deal piercing damage with your unarmed strikes. while in urban terrain, and the stance ends immediately if
While using the Snake Style feat, when an opponent targets you cease to be in urban terrain.
you with a melee or ranged attack, you can spend an
immediate action to make a Sense Motive check. You can use Street Sweep (Combat)
the result as your AC or touch AC against that attack. You After driving your foe back, you can quickly knock it to the
must be aware of the attack and not flat-footed. ground and slow it down.
Normal: An unarmed strike deals bludgeoning damage. Prerequisites: Str 15, Improved Bull Rush, Improved
Unarmed Strike, Power Attack, Street Style, base attack bonus
Snapping Turtle Clutch (Combat) +6 or monk level 5th.
Your unarmed style allows you to turn your opponent's
attack into an opportunity. Benefit: While using Street Style, the first time each round
that you deal damage with an unarmed strike to a foe that
Prerequisites: Snapping Turtle Style, Improved Grapple, you bull rushed with Street Style since the beginning of your
Improved Unarmed Strike, base attack bonus +3 or monk last turn, that foe must succeed at a Fortitude save (DC = 10 +
level 3rd. your base attack bonus) or be knocked prone and staggered
for 1 round.
Benefit: While you are using the Snapping Turtle Style feat,
the shield bonus the style grants to your AC applies to your Tiger Claws (Combat)
CMD and touch AC. Whenever an opponent misses you with
You can sacrifice multiple attacks to make a single
a melee attack while you are using the Snapping Turtle Style
devastating strike.
feat, you can use an immediate action to attempt a grapple
combat maneuver against that opponent, but with a –2 Prerequisites: Improved Unarmed Strike, Tiger Style, base
penalty. attack bonus +6 or monk level 5th.

Snapping Turtle Shell (Combat) Benefit: While you are using the Tiger Style feat and have
Your guarding hand is almost magical in its skill at both hands free, you can use a full-round action to make a
deflecting incoming blows. single unarmed strike with both hands. Use your highest base
attack bonus, rolling unarmed strike damage for each hand
separately and multiplying both if you score a critical hit. If

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you use Power Attack in conjunction with this attack,
increase your Strength bonus on one of the damage rolls by
an additional one-half your Strength bonus. If you hit, you
can attempt a bull rush maneuver with a +2 bonus on the
combat maneuver check. This bull rush attempt provokes no
attack of opportunity from your opponent, but you cannot
move with that opponent if your bull rush is successful.

Tiger Pounce (Combat)


Your unarmed strikes are as precise as they are powerful,
but they leave you open and you can pursue foes with
blinding speed.
Prerequisites: Improved Unarmed Strike, Power Attack,
Tiger Claws, Tiger Style, base attack bonus +9 or monk level
8th.
Benefit: While using the Tiger Style feat, you can apply the
penalty from Power Attack to your AC instead of attack rolls.
Additionally, once per round as a swift action, you can move
up to half your speed closer to a target you hit with an
unarmed strike or made a successful combat maneuver
against on this turn or your last turn.

Tiger Style (Combat, Style)


Your unarmed fighting style emulates the strength and
ferocity of a tiger.
Prerequisites: Improved Unarmed Strike, base attack bonus
+3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your
CMD against bull rush, overrun, and trip maneuvers. You
can also deal slashing damage with your unarmed strikes.
Whenever you score a critical hit with your slashing unarmed
strike, your opponent also takes 1d4 points of bleed damage
at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.

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TECHNOLOGY FEATS

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TECHNOLOGY FEATS Robot's Bane
Technology feats grant bonuses related to advanced You have trained to avoid the attacks and effects employed
technology. by robots and technology and to combat them effectively.

Craft Cybernetics Prerequisite: Knowledge (engineering) 5 ranks


You can build cyberware and install it in a creature's body. Benefit: You gain a +1 bonus on attack and damage rolls
Prerequisites: Technologist, Heal 9 ranks, Knowledge against creatures with the robot subtype. Additionally, you
(engineering) 9 ranks gain a +1 dodge bonus to your AC and a +1 bonus on saving
throws against attacks and effects from robots. If you have at
Benefit: You can create cybernetic items. Creating a least 11 ranks in Knowledge (engineering), these bonuses
cybernetic item takes 1 day for every 1,000 gp in the item's increase to +2. If you have at least 17 ranks in Knowledge
price. To create the object, you must use up raw materials (engineering), these bonuses increase to +3.
costing half of this total price. See Crafting High-Tech Items
for more information. Special: If you have constructs as a favored enemy, you can
use your favored enemy bonus toward constructs in place of
You can repair a broken cybernetic item if it is one that you the bonus granted by this feat if it's larger. These bonuses do
could make. Doing so costs half the raw materials and half not stack with those granted by other abilities that allow you
the time it would take to craft that item from scratch. to add your favored enemy bonus to AC or on saving throws.
You can also install a cybernetic item in a creature's body. Scavenger's Luck
See the Cybertech section for more information on installing
You coax better behavior out of timeworn technology.
cyberware.
Prerequisite: Knowledge (engineering) 1 rank
Craft Pharmaceutical
You can craft pharmaceuticals. Benefit: When your check for using a piece of timeworn
technology results in a glitch, you can roll again. You must
Prerequisites: Technologist, Heal 9 ranks, Knowledge choose to reroll before determining the specific glitch, and
(nature) 9 ranks must take the second result, even if it's worse. When you use
timeworn technology, it doesn't automatically glitch on a
Benefit: You can create any pharmaceutical or poison.
natural 1.
Creating a pharmaceutical takes 2 hours if its base price is 250
gp or less; otherwise, the creation of the pharmaceutical takes Technologist
1 day for every 1,000 gp in its price. To create the
You are familiar with the basic mechanics of technology.
pharmaceutical or poison, you must use up raw materials
costing half of this total price. See Crafting High-Tech Items Benefit: You are considered to be trained in any skill used
for more information. against a technology-based subject. If the skill in question
requires training to use even against non-technological
Craft Technological Arms and Armor subjects, you must still have ranks in that skill in order to
You can build technological weapons and armor. gain the benefit of Technologist.
Prerequisites: Technologist, Craft (mechanical) 7 ranks, Normal: You treat all skill checks made against technology
Knowledge (engineering) 7 ranks as if they were untrained skill checks. This may mean that
you cannot attempt certain skill checks, even if you possess
Benefit: You can create technological weapons or armor.
ranks in the skill in question.
Creating a technological weapon or suit of armor takes 1 day
for every 1,000 gp in the item's price. To create the object, you Technology Adept (Combat)
must use up raw materials costing half of this total price. See
You utilize high-tech firearms to maximum effect.
Crafting High-Tech Items for more information.
Prerequisites: Dex 13, Exotic Weapon Proficiency
You can also repair a broken technological weapon or suit
(firearms), Point-Blank Shot
of armor if it is one that you could make. Doing so costs half
the raw materials and half the time it would take to craft that Benefit: When you attack with a technological firearm that
item from scratch. consumes charges, the save DC of any effect caused by that
firearm increases by 1. If your bonuses from Point-Blank Shot
Craft Technological Item apply, it increases by 2 instead.
You can craft technological gear and items.
Technophobe
Prerequisites: Technologist, Craft (mechanical) 5 ranks,
Smashing technological abominations brings you joy.
Knowledge (engineering) 5 ranks
Prerequisite: Improved Sunder
Benefit: You can create technological gear. Creating a piece
of technological gear takes 1 day for every 1,000 gp in the Benefit: When you reduce a robot to 0 hit points or destroy
item's price. To create the object, you must use up raw a technological item possessed by an enemy, you receive a +2
materials costing half of this total price. See Crafting High- morale bonus on ability checks, attack rolls, saving throws,
Tech Items for more information. and skill checks for a number of rounds equal to your
Wisdom bonus (minimum 1 round). You receive this bonus
You can also repair a broken technological item if it is one
for destroying an unattended object so long as it was in the
that you could make. Doing so costs half the raw materials
possession of an enemy within the last round.
and half the time it would take to craft that item from scratch.

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Wrest Charge
You can extract a charge from otherwise depleted
technology.
Prerequisites: Disable Device 5 ranks, Knowledge
(engineering) 5 ranks
Benefit: With a successful DC 20 Disable Device check, you
can jury-rig a depleted (but not destroyed) battery so it
provides 1 more charge. Using this charge or failing your
check by 5 or more permanently depletes the battery.
You can attempt the same check to add 1 last charge to a
discharged piece of timeworn technology. Regardless of the
outcome, no other attempts can be made, even by another
person. Using this feat takes 1 minute. You can attempt to
wrest a charge as a move action by taking a -10 penalty on
your check. This feat does not stack with the charge cycling
deed.

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TEAMWORK FEATS

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172
TEAMWORK FEATS paralyzed, stunned, unconcious, or cannot otherwise act still
Teamwork feats grant large bonuses, but they only function count for the purposes of this feat.
under specific circumstances. In most cases, these feats
require an ally who also possesses the feat to be positioned
Cooperative Disabling (Teamwork)
You are skilled at working with an ally to disable traps.
carefully on the battlefield. Teamwork feats provide no bonus
if the listed conditions are not met. Note that allies who are Prerequisites: Disable Device 1 rank, trapfinding class
paralyzed, stunned, unconscious, or otherwise unable to act feature.
do not count for the purposes of these feats.
Benefit: When you use the Disable Device skill and fail the
Allied Spellcaster (Teamwork) check against a trap, a single adjacent ally with this feat who
With the aid of an ally, you are skilled at piercing the is also within reach of the trap can attempt a Disable Device
protections of other creatures with your spells. check against the same device as an immediate action. The
ally must have remained adjacent throughout the process of
Prerequisite: Caster level 1st. disabling the device and must have either aided your Disable
Benefit: Whenever you are adjacent to an ally who also has Device check or taken no other action. If your ally succeeds at
this feat, you receive a +2 competence bonus on level checks the check, your attempt is considered to be successful. If your
made to overcome spell resistance. If your ally has the same ally fails, your attempt is considered to have failed by 5 or
spell prepared (or known with a slot available if they are more, even if the original check failed by 4 or less.
spontaneous spellcasters), this bonus increases to +4 and you
receive a +1 bonus to the caster level for all level-dependent
Coordinated Charge (Combat, Teamwork)
You are an expert at leading your allies into the fray.
variables, such as duration, range, and effect.
Prerequisites: You have at least two other teamwork feats,
Back to Back (Teamwork) base attack bonus +10.
Your ally's eyes are your own, and yours are his.
Benefit: When an ally with this feat charges a creature that
Prerequisite: Perception 3 ranks. is no further away from you than your speed, you can, as an
Benefit: While you are flanked and adjacent to an ally with immediate action, charge that creature. You must be able to
this feat, you receive a +2 circumstance bonus to AC against follow all of the normal charge rules.
attacks from opponents flanking you.
Coordinated Defense (Combat, Teamwork)
Broken Wing Gambit (Combat, Teamwork) You are adept at working with allies to avoid being tripped,
You feign weakness, making yourself a tempting and grappled, and subjected to other maneuvers.
distracting target. Benefit: Whenever you are adjacent to an ally who also has
Prerequisite: Bluff 5 ranks. this feat, you receive a +2 competence bonus to your Combat
Maneuver Defense. This bonus increases to +4 if the creature
Benefit: Whenever you make a melee attack and hit your attempting the maneuver is larger than both you and your
opponent, you can use a free action to grant that opponent a ally.
+2 bonus on attack and damage rolls against you until the
end of your next turn or until your opponent attacks you, Coordinated Maneuvers (Combat, Teamwork)
whichever happens first. If that opponent attacks you with You are skilled at working with your allies to perform
this bonus, it provokes attacks of opportunity from your dangerous combat maneuvers.
allies who have this feat.
Benefit: Whenever you are adjacent to an ally who also has
Cavalry Formation (Combat, Teamwork) this feat, you receive a +2 competence bonus on all combat
You are skilled at riding in close formation with your maneuver checks. This bonus increases to +4 when
mounted allies without impeding your effectiveness on the attempting to break free from a grapple.
battlefield.
Coordinated Shot (Combat, Teamwork)
Prerequisite: Mounted Combat. Your ranged attacks against an opponent take advantage of
your ally's positioning.
Benefit: You and your mount can overlap the space of
mounts whose riders have this feat, although no more than Prerequisite: Point-Blank Shot.
two creatures can share any one square. Further, you can
Benefit: If your ally with this feat is threatening an
charge through a space containing an allied mount if that
opponent and is not providing cover to that opponent against
mount's rider has this feat, although the space from which
your ranged attacks, you gain a +1 bonus on ranged attacks
you make your charge attack must comply with this feat's
against that opponent. If your ally with this feat is flanking
other benefit or be unoccupied.
that opponent with another ally (even if that other ally
Combat Medic (Teamwork) doesn't have this feat), this bonus increases to +2.
You know the urgency of treating wounds in the heat of
battle, applying first aid to your allies with such speed that
Distracting Charge (Combat, Teamwork)
Your ally's charge exposes an opening you can exploit.
you assure no one gets left behind.
Benefit: When your ally with this feat uses the charge
Prerequisite: Heal 5 ranks.
action and hits, you gain a +2 bonus on your next attack roll
Benefit: Whenever you use Heal to provide first aid, treat against the target of that charge. This bonus must be used
caltrop wounds, or treat poison on an ally who also has this before your ally's next turn, or it is lost.
feat, you provoke no attacks of opportunity, and can take 10
on the check. Unlike with other teamwork feats, allies that are

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Duck and Cover (Teamwork) reroll your saving throw, with a +1 bonus for every 5
Your allies assist you in avoiding certain attacks. additional points of damage the attack caused. If your save is
successful, the mind-affecting effect ends. Only damage
Benefit: Whenever you are adjacent to an ally who also has actually dealt counts for purposes of this feat; nonlethal
this feat, and both of you are required to make a Reflex damage and damage reduced or eliminated by damage
saving throw against a spell or effect, you may take the result reduction, resistances, and so on does not qualify.
of your die roll or that of your ally (your modifiers still apply
to the roll, regardless of which result you take). If you take Horde Charge (Teamwork)
your ally's result, you are knocked prone (or staggered on When you charge with an ally, you are more deadly.
your next turn, if you are already prone or cannot be knocked
Prerequisites: Base attack bonus +1, half-orc or orc.
prone). In addition, you receive a +2 cover bonus to your AC
against ranged attacks as long as your ally is wielding a Benefit: When charging during the same round as an ally
shield. with this feat, you gain a +2 bonus on attack and damage
rolls in addition to the normal bonus for charging. If you can
Enfilading Fire (Combat, Teamwork) make multiple attacks on a charge, this bonus only applies to
Your ranged attacks take advantage of the flanking the first attack.
maneuvers of allies.
Prerequisites: Point-Blank Shot, Precise Shot, one other
Improved Back to Back (Teamwork)
After much practice, you and an ally have become adept at
teamwork feat.
fighting in close proximity to one another.
Benefit: You receive a +2 bonus on ranged attacks made
Prerequisites: Back to Back, Perception 5 ranks.
against a foe flanked by 1 or more allies with this feat.
Benefit: While you are adjacent to an ally who is flanked
Ensemble (Teamwork) and also has this feat, you can spend a swift action to gain a
You can create an ensemble of skilled and amateur +2 bonus to AC against all flankers until the start of your next
performers to aid you in your performance. turn.
Prerequisites: Perform 5 ranks
Improved Duck and Cover (Teamwork)
Benefit: When you are performing, allies within 20 feet who Your allies' ability to protect you from damage extends to
also have this feat can aid you with your Perform checks area attacks.
(including those made as part of bardic performance) as if
Prerequisite: Duck and Cover.
they were aiding another as an immediate action. The allies
make their aid another rolls before you make your check. No Benefit: Whenever you use Duck and Cover, your ally has
more than four allies can grant you a bonus with aid another. evasion or improved evasion, and your ally succeeds at its
Allies aiding you do not need to use the same category of the saving throw, half of the damage you would have taken is
Perform skill that you are using in order to aid you. transferred to your ally. (This damage is not reduced by the
ally's evasion or improved evasion.)
Special: If you possess one or more levels of the bard class,
you can choose any one ally within 20 feet to be part of the Improved Feint Partner (Combat, Teamwork)
ensemble. The ally is considered to have the ensemble
Knowledge of your companions' tricks and techniques
teamwork feat for the purposes of aiding your performance.
allow you to take even greater advantage of your allies'
Escape Route (Teamwork) feints.
You have trained to watch your allies' backs, covering them Prerequisites: Bluff 1 rank, Combat Reflexes, Feint Partner,
as they make tactical withdraws. base attack bonus +6.
Benefit: An ally who also has this feat provokes no attacks Benefit: Whenever an ally who also has this feat
of opportunity for moving through squares adjacent to you successfully feints against an opponent, that opponent
or within your space. provokes an attack of opportunity from you.

Feint Partner (Combat, Teamwork) Improved Spell Sharing (Teamwork)


A little diversion is all you need to slip through your foe's Your link with your companion creature allows you to
defenses. share your magic with it.
Prerequisite: Bluff 1 rank. Prerequisite: Ability to acquire an animal companion, an
eidolon, a familiar, or a special mount.
Benefit: Whenever an ally who also has this feat
successfully feints an opponent, that opponent also loses his Benefit: When you are adjacent to or sharing a square with
Dexterity bonus to AC against the next attack you make your companion creature and that companion creature has
against him before the end of the feinting ally's next turn. this feat, you can cast a spell on yourself and divide the
duration evenly between yourself and the companion
Focusing Blow (Teamwork) creature. You can use this feat only on spells with a duration
You and your allies work together to shake off mental of at least 2 rounds. For example, you could cast bull's
effects. strength on yourself, and instead of the spell lasting 1 minute
Prerequisites: Hobgoblin Discipline, hobgoblin. per level on yourself, it lasts 5 rounds per level on yourself
and 5 rounds per level on your companion.
Benefit: An ally who also has this feat can deal damage to
you in order to break an ongoing mind-affecting effect that Once the spell is cast, you and the companion creature can
allows a saving throw. The ally must cause at least 5 points of move farther apart without ending the effect.
damage to you with an attack, spell, or other ability. You then

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Improved Swap Places (Combat, Teamwork) Pack Attack (Combat, Teamwork)
When you switch places with your comrade, your sizes You are skilled at surrounding your enemies.
don't matter.
Prerequisite: Base attack bonus +1.
Prerequisite: Swap Places.
Benefit: When you are adjacent to an ally with this feat, the
Benefit: When you and your ally use Swap Places, your ally first time you melee attack an opponent, you can spend an
can be up to one size larger or smaller than you, and your immediate action to take a 5-foot step, even if you have
movement into the ally's square does not provoke attacks of otherwise moved this round.
opportunity. If your ally cannot fit into the space you had
Normal: You can take a 5-foot step only if you have not
been occupying and there are no available adjacent squares to
otherwise moved in a round.
accommodate the rest of the ally's space, the ally must
squeeze. Alternatively, as part of its movement, the ally can Pack Flanking (Teamwork)
attempt a bull rush combat maneuver against a creature that
You and your companion creature are adept at fighting
occupies a space your ally would occupy, but this bull rush
together against foes.
cannot move the creature more than 5 feet.
Prerequisites: Int 13, Combat Expertise, ability to acquire an
Normal: Using Swap Places requires you and your ally to
animal companion.
be the same size, and your movement into the ally's square
provokes attacks of opportunity. Benefit: When you and your companion creature have this
feat, your companion creature is adjacent to you or sharing
Intercept Charge (Combat, Teamwork) your square, and you both threaten the same opponent, you
You can get in the way of an opponent charging your ally. are both considered to be flanking that opponent, regardless
of your actual positioning.
Benefit: When an opponent charges your ally with this feat,
as an immediate action you can move up to your speed Normal: You must be positioned opposite an ally to flank
toward any square in the path of the charge. If you end your an opponent.
movement in the path of the charge, the opponent must stop
when it becomes adjacent to you and then attack you instead Paired Opportunists (Combat, Teamwork)
of your ally. Your movement from using this feat counts You know how to make an enemy pay for lax defenses.
toward your movement on your next turn.
Benefit: Whenever you are adjacent to an ally who also has
Lookout (Combat, Teamwork) this feat, you receive a +4 circumstance bonus on attacks of
Your allies help you avoid being surprised. opportunity against creatures that you both threaten.
Enemies that provoke attacks of opportunity from your ally
Benefit: Whenever you are adjacent to an ally who also has also provoke attacks of opportunity from you so long as you
this feat, you may act in the surprise round as long as your threaten them (even if the situation or an ability would
ally would normally be able to act in the surprise round. If normally deny you the attack of opportunity). This does not
you would normally be denied the ability to act in the allow you to take more than one attack of opportunity
surprise round, your initiative is equal to your initiative roll against a creature for a given action.
or the roll of your ally –1, whichever is lower. If both you and
your ally would be able to act in the surprise round without Precise Strike (Combat, Teamwork)
the aid of this feat, you may take both a standard and a move You are skilled at striking where it counts, as long as an ally
action (or a full-round action) during the surprise round. distracts your foe.

My Blade Is Yours (Combat, Teamwork) Prerequisites: Dex 13, base attack bonus +1.
You fight with seamless grace alongside your allies, Benefit: Whenever you and an ally who also has this feat
complementing the inherent strengths of your weaponry. are flanking the same the creature, you deal an additional 1d6
Prerequisites: Int 13, Combat Expertise, Sense Motive 3 points of precision damage with each successful melee attack.
ranks. This bonus damage stacks with other sources of precision
damage, such as sneak attack. This bonus damage is not
Benefit: When adjacent to an ally with this feat who is multiplied on a critical hit.
wielding a weapon with the blocking, disarm, distracting, or
trip weapon special feature, you can treat your own weapon Seize the Moment (Combat, Teamwork)
as if it also had that feature. If your ally’s weapon has more You and your allies are poised to pounce whenever one of
than one of those features, you choose one feature to emulate you scores a telling blow.
at the start of your turn.
Prerequisites: Combat Reflexes, Improved Critical.
Outflank (Combat, Teamwork) Benefit: When an ally who also has this feat confirms a
You look for every edge when flanking an enemy. critical hit against an opponent that you also threaten, you
Prerequisite: Base attack bonus +4. can make an attack of opportunity against that opponent.

Benefit: Whenever you and an ally who also has this feat Shake It Off (Teamwork)
are flanking the same creature, your flanking bonus on attack You support your allies and help them recover from
rolls increases to +4. In addition, whenever you score a crippling effects.
critical hit against the flanked creature, it provokes an attack
Benefit: When you are adjacent to one or more allies who
of opportunity from your ally.
also have this feat, you gain a +1 bonus on saving throws per
such ally (maximum +4).

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Share Healing (Teamwork) Tandem Trip (Combat, Teamwork)
Your link with your companion creature allows you to You know how to work together to trip your foes.
share with it any healing magic that's cast upon you.
Benefit: Whenever you attempt a trip combat maneuver
Prerequisite: Ability to acquire an animal companion, an against an enemy threatened by an ally with this feat, you roll
eidolon, a familiar, or a special mount. twice and take the better result.
Benefit: When you and your companion creature have this Target of Opportunity (Combat, Teamwork)
feat, your companion creature is adjacent to you or sharing You and your allies pelt your enemies with a deadly
your square, and you receive the benefit of a healing spell barrage of missiles.
(whether from yourself or another source), you can divide the
hit points healed evenly between yourself and your Prerequisites: Point-Blank Shot, base attack bonus +6.
companion creature.
Benefit: When an ally who also has this feat makes a ranged
Shield Wall (Combat, Teamwork) attack and hits an opponent within 30 feet of you, you can
spend an immediate action to make a single ranged attack
You form a unified defense with those around you.
against that opponent. Your ranged weapon must be in hand,
Prerequisite: Shield Proficiency. loaded, and ready to be fired or thrown for you to make the
ranged attack.
Benefit: Whenever you are wielding a shield and are
adjacent to an ally wielding a shield who also has this feat, Team Pickpocketing (Teamwork)
the AC bonus from your shield increases, depending on the You distract a mark with friendly conversation while your
shield wielded by your ally. If your ally is wielding a buckler partner robs the victim blind.
or a light shield, your shield bonus increases by +1. If your
ally is wielding a heavy shield or a tower shield, your shield Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank.
bonus increases by +2. You keep these bonuses even if your
Benefit: Whenever an ally with this feat succeeds a Bluff
ally loses his shield bonus due to making a shield bash attack.
check to feint an opponent, if you are adjacent to that
If an adjacent ally with this feat uses a tower shield to grant
creature, you can spend an immediate action to make a
total cover, you also benefit if an attack targeting you passes
Sleight of Hand check to pickpocket that opponent and gain a
through the edge of the shield.
+4 bonus on that attempt.
Shielded Caster (Teamwork) Timely Coordination (Teamwork)
Your allies cover you while you cast complicated spells.
You can precisely time your teamwork.
Benefit: Whenever you are adjacent to an ally who also has
Benefit: You gain a +1 bonus on attack rolls and skill checks
this feat, you receive a +4 competence bonus on concentration
made as part of readied actions triggered by one of your
checks. If your ally is wielding a buckler or a light shield, this
allies who also has this feat. When you and an ally who also
bonus increases by +1. If your ally is wielding a heavy shield
has this feat are attempting to overcome separate
or a tower shield, this bonus increases by +2. Finally, if an
simultaneous obstacles as part of a heist or infiltration, you
enemy threatening you and your ally has the Disruptive feat,
also gain this +1 bonus on attack rolls and skill checks.
or another ability that increases the DC of concentration
checks, the amount of the increase is halved. Wounded Paw Gambit (Combat, Teamwork)
Your enemy sees you as an easy mark, but doesn't notice
Stealth Synergy (Teamwork) your allies poised to shoot.
Working closely with an ally, you are able to move like twin
shadows. Prerequisites: Broken Wing Gambit, Bluff 5 ranks.
Benefit: While you can see one or more allies who also have Benefit: Whenever you use Broken Wing Gambit and an
this feat, whenever you and your allies make a Stealth check, opponent attacks you as a result, each ally who has this feat
you all take the highest roll and add all your modifiers to and is within 30 feet of that opponent can attempt a ranged
Stealth. attack against it as an immediate action. The ally's ranged
weapon must be in hand, loaded, and ready to be fired or
Swap Places (Combat, Teamwork) thrown in order to make this attack possible.
You are skilled at changing places with your ally during a
chaotic melee. An ally who has this feat and Broken Wing Gambit can
instead use Broken Wing Gambit to attempt an attack of
Benefit: Whenever you are adjacent to an ally who also has opportunity against the foe, but cannot attempt both that
this feat, you can move into your ally's square as part of attack of opportunity and this ranged attack.
normal movement. At the same time, your ally moves into
your previous space as an immediate action. Both you and
your ally must be willing and able to move to take advantage
of this feat. Your ally must be the same size as you to utilize
this feat. Your ally does not provoke an attack of opportunity
from this movement, but you provoke as normal. This
movement does not count against your ally's movement on
his next turn.

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176
13. Termination: This License will terminate automatically if You fail to comply with

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