TEXT: 3.5 SYSTEM COMPATIBLE
  
  undeFEATable
  Written by: 
  Owen Barnes, Reuben Hinman, Michael R. Kimmel,  
  Erin Palette and Simon Rocquette
  Additional Development: 
  Louis Porter, Jr.
  Cover Art,  Graphic Design, Layout and Logo: 
  Louis Porter, Jr Design
  Interior Art: 
  Jason Walton
  Louis Porter, Jr Design 5580 SW 97th Terrace Cooper City, FL 33328
  LMPjr007@gmail.com
  www.lpjdesign.com
  For supplemental material, visit Louis Porter Jr. Design and Obsidian Twilight website: www.lpjdesign.com 
  
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
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  Designation of Open Game Content: All Text
  
  Page  a1
  table of contents
  Accidents Happen [Fighter]  ....................5
  Accurate Spells ........................................5
  Additional Spell  [General] ......................5
  Against All Odds ......................................5
  Aggressive Duelist’s Stance [Combat] ....5
  Agile Feint [Combat] ...............................5
  Amazing Performer ..................................5
  Apprentice Magician ................................6
  Arboreal [General] ...................................6
  Arcane Batt le Summoner ........................6
  Arcane Discipline  [General] ...................6
  Arcane Duality  [General] .......................7
  Arcane Insight  [General] ........................7
  Arcane Kinetics  [General] ......................7
  Arcane Multiplicity  [General] ................7
  Arcane Shaper  [Metamagic] ...................7
  Arcane Silence .........................................7
  Archer’s Coup De Grace [General] .........7
  Armor Focus [Fighter] .............................8
  Armor Piercing Shot [General] ................8
  Armor Specialization [Fighter] ................8
  Armored Caster [General] .......................8
  Armored Mystic .......................................8
  Arrow Stab [General] ..............................8
  Arrow Trip [General] ...............................9
  Arrows of Acid ........................................9
  Assassin’s Hex .........................................9
  Attuned [Druid] ........................................9
  Aura of Courage  [Paladin] ......................9
  Babau Bloodline ......................................9
  Back-To-Back Fighting [Combat] ...........9
  Balanced Blades [Fighter, General] .......10
  Battle Priest ............................................10
  Battle Spell [Metamagic] .......................11
  Bestial Challenge ...................................11
  Bind Spell  [Metamagic] ........................11
  Binding Shot ..........................................11
  Bite Back [Combat] ...............................11
  Biting Performance ................................11
  Black Dragon’s Acid Tongue .................12
  Black Lotus Strike [Monk] ....................12
  Blazing Aura ..........................................12
  Blessed Fury ..........................................12
  Blind Fury ..............................................12
  Blinging Sound ......................................12
  Blistering Dragon Bite  [Combat] .........12
  Blistering Dragon Breath  [Combat] .....13
  Blood Drinker ........................................13
  Blue Dragon’s Imitating Voice ..............13
  Bonetti’s Defense [Combat] ..................13
  Bottomless Pockets  ...............................13
  Brass Dragon’s Sand Moving ................13
  Break And Enter ....................................13
  Breath of the Dragon [Monk] ................13
  Brew Greater Potion  [Item Creation] ...14
  Bronze Dragon’s Shape Changing .........14
  Call Down the Heavens  ........................14
  Calls of the Wild [General] ....................15
  Carnie Performer ....................................15
  Carpenter [Metamagic] ..........................15
  Cautious Trapfinder ...............................15
  Channel Arcane Energies .......................15
  Channelling Blast ...................................15
  Channelling Bolt ....................................16
  Channelling Focus .................................16
  Channel Magic .......................................16
  Charlatan ................................................16
  Charm Arrow [General] .........................16
  Child of the Wilderness [Druid] ............16
  Chromatic Dragon’s Treachery ..............16
  Chronicler’s Companion  .......................17
  Chronicler’s Familiar  ............................17
  Chronicler’s Scroll .................................17
  Cornered Rat [Combat] ..........................17
  Claw Shaping [Combat] ........................17
  Cloaking Mystery ..................................17
  Close Fighting [General] .......................18
  Cold-Blooded Killer [Combat] ..............18
  Cold-Blooded Liar .................................18
  Combat Momentum [Fighter]  ...............18
  Composure [General] .............................19
  Confound the Caster ..............................19
  Continual Elemental Sting .....................19
  Copper Dragon’s Trap Mastery .............19
  Craft Fetish [Item Creation] ..................19
  Crippling Finesse [Combat] ...................19
  Critical Aim [Fighter, General] ..............19
  Critical Arrow Storm .............................20
  Cruel Hunter ..........................................20
  Crusade ..................................................20
  Cryptic Scribing  [General] ...................20
  Culinary Ashe [Item Creation] ..............20
  Dance of the Dead .................................20
  Dance of Ether .......................................20
  Dance of Shadows and Mystery ............21
  Dangerous Defense [Combat] ................21
  Dark Fog Shot ........................................21
  Dazzling Strike ......................................21
  Dead Shot [Fighter, General]  ................21
  Deadly Draw [Fighter, Paladin] .............21
  Deadly Ki ...............................................22
  Deadly Riposte [Combat] ......................22
  Deadly Surprise [Combat] .....................22
  Death Blow [General] ............................22
  Deeper Pockets  .....................................22
  Defender of the Faith  [Paladin] ............22
  Deviant Worshipper ...............................22
  Devious Bloodline .................................23
  Devious Scampering [Combat] ..............23
  Dimensional Shot ...................................23
  Dirty Magical Shot ................................24
  Dirty Shot ...............................................24
  Disarming Expert [Fighter]  ..................24
  Disarming Riposte [Combat] .................24
  Disciple of Dragon Fear ........................24
  Distracting Illusionist .............................24
  Diverse Mastery .....................................24
  Divine Arcana [Metamagic] ..................24
  Divine Gifting ........................................25
  Divine Magic .........................................25
  Divine Protector [Paladin] .....................25
  Divine Shield .........................................25
  Divine Truths of the Arcane ..................25
  Domain Focus ........................................25
  Domain Mastery ....................................25
  Double Nock [Fighter, General]  ...........26
  Draconic Attributes ................................26
  Dragon Disciple’s Lair ...........................26
  Dragon Style [Combat] ..........................26
  Dragon Wing Attacks  [Combat] ...........26
  Dragon Wing Shield  [Combat] .............26
  Dragonblood Spell [Metamagic] ...........26
  Dreaded Shadowdancer .........................27
  Dreamchild [Druid] ................................27
  Draining Strike [Combat] ......................27
  Drunken Charge [Combat].....................27
  Drunken Demon [Monk] .......................28
  Duelist’s Taunt [Combat] .......................28
  Dulcet Slumber ......................................28
  Eagle Claw Strike [General] ..................28
  Ears of the Fox [General] ......................28
  Ear To The Ground [General] ................28
  Eldritch Ally ...........................................29
  Eldritch Battle Lore ...............................29
  EldritchPerformer ..................................29
  Eldritch Slayer [Combat] .......................29
  Eldritch Strike [Combat] ........................29
  Eldritch Survival  [General] ..................29
  Empathic [General] ................................29
  Empowered Blood [Metamagic] ............30
  Emulate the Legends  ............................30
  Emulate the Exalted Dead  ....................30
  Enchant Arrow [General] .......................30
  Endless Parrying [Combat] ....................30
  Endless Tricky Spells .............................30
  Enduring Performer ...............................30
  Energized Deadly Strike [Combat] ........31
  Energized Dragon Wing Attacks   
     [Combat] .............................................31
  Energy Strike [Combat] .........................31
  Enspelling Script ....................................31
  Erratic Style [Combat] ...........................31
  
  Page  a2
  table of contents
  Eternal Blood .........................................31
  Enthralling Shot .....................................32
  Executioner’s Blow [General] ...............32
  Extreme Resiliency [Combat] ................32
  Extend Aura of Courage  [Paladin] .......32
  Extended Dragon Form ..........................33
  Extra Animal Companion [General] ......33
  Extra Challenge ......................................33
  Extra Impromptu Sneak Attack  
     [Combat] .............................................33
  Extra Shadow Jumping ..........................33
  Extra Shadow Power  ............................33
  Extra Spell Synthesis .............................33
  Extra Tricky Spells ................................33
  Eye for Death [Combat] ........................33
  Eye For Treasure ....................................34
  Eyes of the Dragon ................................34
  Eyes of the Gods [General] ...................34
  Eyes of the Tiger [Monk] ......................34
  Failed Spell Recovery ............................34
  False Death ............................................34
  False Pain [Combat] ..............................34
  Fatal Flourish [Combat] .........................35
  Fanning Strike ........................................35
  Favoured Weapon Focus ........................35
  Fey Blood [Druid] ..................................35
  Fey Magic [Druid] .................................35
  Final Trick [Combat] .............................35
  First Blood [Combat] .............................35
  Fist of the Dragon [General] ..................36
  Fist of the Gods  [Paladin] .....................36
  Flame Song ............................................36
  Flanking Horse [Fighter, Paladin] .........36
  Flexible Knowledge  ..............................36
  Flirtatious Fibber ....................................36
  Flow Like Water [General] ....................36
  Flummox the Fighter [Combat] .............36
  Focused Affliction Lore .........................37
  Focused Resistance ................................37
  Follow Thru [General] ...........................37
  Form of Mixed Blood ............................38
  Forked Channelling ................................38
  Furious Reflexes ....................................38
  Gardener [Metamagic] ...........................38
  Ghost touch Spell  [Metamagic] ............38
  Giant-Dueler [Combat] ..........................38
  Give Ground [Combat] ..........................38
  Gnomish Tricks ......................................39
  Gold Dragon’s Gem Detection ..............39
  Grace of the Fey [Druid] .......................39
  Grappling Strike [General] ....................39
  Greater Accurate Spells .........................39
  Greater Aid  ............................................39
  Greater Arcane Tricks ............................39
  Greater Dangerous Defense [Combat] ..39
  Greater Devious Bloodline ....................40
  Greater Eldritch Slayer [Combat] ..........40
  Greater Enspelling Script .......................40
  Greater Eye for Death [Combat] ...........40
  Greater Mount Specialization [Fighter] .40
  Greater Point-Blank Spells ....................40
  Greater Rogue’s Mark [Combat] ...........40
  Greater Secret Script ..............................41
  Greater Shadow Crafting  ......................41
  Greater Spell Synthesis ..........................41
  Greater Spell Penetrating Strike  
     [Combat] .............................................41
  Greater Spell Storing Bond ....................41
  Greater Whispering Campaign  .............41
  Grave Breaker ........................................41
  Grave Performance ................................42
  Greed of the Dragons .............................42
  Green Dragon’s Woodland Step ............42
  Guiding Shot ..........................................42
  Guild Assassin ........................................43
  Hand of Justice  [Paladin] ......................43
  Hawk Claw Strike [Combat] .................43
  Hawkeye Assassin ..................................43
  Healing Touch  [Paladin] .......................43
  Hidden Death [Combat] .........................44
  Hidden Run [General] ............................44
  Holy Charge  [Paladin] ..........................44
  Holy Knight ...........................................44
  Illusory Strike [Combat] ........................44
  Imbue Lore  ............................................44
  Immediate Attack  [Paladin] ..................44
  Immediate Coup De Grace [General] ....45
  Immediate Strike [General] ...................45
  Immediate Tactic Mastery .....................45
  Impromptu Spell-Strike [Combat] .........45
  Improved Arrow of Death ......................45
  Improved Bow Casting ..........................45
  Improved Coup De Grace [General] .....45
  Improved Enhanced Arrows ..................45
  Improved Hail of Arrows .......................46
  Improved Hide in Plain Sight  ...............46
  Improved Imbue Arrow .........................46
  Improved Magic Domain .......................46
  Improved Mount ....................................46
  Improved Paladin Mount  [Paladin] ......46
  Improved Pathfinding ............................46
  Improved Protective Parry [Combat] ....47
  Improved Ranged Legerdemain ............47
  Improved Seeker Arrow .........................47
  Improved Shadow Jump ........................47
  Improved Smite  [Paladin] .....................47
  Improved Mount ....................................47
  Improved Sneaky Familiar ....................48
  Improved Threatened Zone [General] ...48
  Improved Trap Sense .............................48
  Improved Trickster’s Bond ....................48
  Improved Vertical Walk [Monk] ............49
  Incomprehensible Caster ........................49
  Inspire Multiple Actions ........................49
  Inspiring Deflection [Combat] ...............49
  Inspiring Killer [Combat] ......................49
  Instant Ensemble  ...................................49
  Instinctive Divine Magic .......................50
  Instinctive Healing  [Paladin] ................50
  Instinctive Shot [Fighter, General]   ......50
  Interference [Fighter]  ............................50
  Invisible Spell [Metamagic] ..................50
  Iron Fist [General] .................................50
  Iron Stature ............................................50
  Ki Harness [Monk] ................................51
  Ki Healing [Monk] ................................51
  Ki Reservoir [Monk] ..............................51
  Ki Survival [Monk] ................................51
  Killing Shot [General] ...........................51
  Knight of Cups (Knightly) .....................51
  Knight of Pentacles (Knightly) ..............51
  Knight of Piety (Knightly) .....................51
  Knight of Swords (Knightly) .................51
  Knight of Terra (Knightly) .....................52
  Knight of Wands (Knightly) ..................52
  Knight’s Bloodline .................................52
  Knight’s Familiar ...................................52
  Knight’s Focus .......................................52
  Know Terrain [General] .........................52
  Know Their Weak Spots ........................53
  Knowledge of Terrain [General] ............53
  Last Ditch [ Fighter, General]  ...............53
  Lay of the Underworld  .........................53
  Legendary Pathfinding  ..........................53
  Legendary Shadow Master ....................53
  Legends Between the Lines ...................54
  Liar’s Lore .............................................54
  Light Step [General] ..............................54
  Lightning Mount  [Paladin] ...................55
  Liquid Healing [Monk] ..........................55
  Lesser Arcane Tricks ..............................55
  Lone Duelist [Combat] ..........................55
  Lore of Afflictions  ................................55
  Lore of Creation .....................................55
  Lore of Evasion  ....................................55
  Lore of a Five Tongues ..........................56
  Lore of Good Health ..............................56
  Lore of the Dragons ...............................56
  Lore of Truth ..........................................56
  Mage Harrower [Combat] ......................56
  Mage’s Mishap .......................................56
  Magic Thumb .........................................57
  
  Page  a3
  table of contents
  Manhunter ..............................................57
  Many Attack Arrows ..............................57
  Many Magic Missiles ............................57
  Mark of the Fey [Druid] ........................57
  Martyrdom Healing  [Paladin] ...............57
  Mask Aura ..............................................57
  Master Deflection [Combat] ..................58
  Master Giant-Dueler [Combat] ..............58
  Master of Innuendo ................................58
  Master of Light and Shadow .................58
  Master of Shadow Tricks .......................58
  Master Learner .......................................58
  Master Magician  ...................................58
  Master Mystic’s Combined Spells .........59
  Master of Invisibility .............................59
  Master of the Poisoned Strike  
     [Combat] .............................................59
  Master of the Unseen Spell ....................59
  Master Poisoner .....................................59
  Master Shadow Caller ............................59
  Mastery of Divination Metamagic .........60
  Masterful Epic Tales  .............................60
  Meat Shield ............................................60
  Mental Grace [Combat] .........................60
  Merciful ..................................................61
  Merciless Killer [Combat] .....................61
  Metamagic Mastery  [General] ..............61
  Might Blows ..........................................61
  Mind-Confounding Strike [Combat] .....61
  Minor Spell Synthesis ............................61
  Mirror Performance ...............................61
  Monster Hunter ......................................62
  Monster Tactics Lore .............................62
  Mount of Choice [Fighter] .....................62
  Mount Specialization [Fighter] ..............62
  Mounted Caster ......................................62
  Murderous Necromancy ........................62
  Musical Mystic ......................................63
  Musical Spellfuel ...................................63
  Musk [Druid] .........................................63
  Mystic Blood ..........................................63
  Mystical Epiphany .................................63
  Mystical Fire ..........................................63
  Mystical Foresight .................................63
  Mystic Priest ..........................................64
  Mystical Reflexes ..................................64
  Mystic’s Familiar ...................................64
  Natural Archer [General] .......................64
  Natural Arcana [Metamagic] .................64
  Natural Mystic .......................................64
  Natural Draconic Magic ........................65
  Necrotic Arrow ......................................65
  Nose For Treachery ................................65
  Noble Duelist [Combat] .........................65
  One Eye Open ........................................66
  Overpenetrate [Fighter, General]  ..........66
  Palm Strike [General] ............................66
  Paragon of the Faith ...............................66
  Path of the Monkey [General] ...............66
  Pinpoint Accuracy [Fighter, General]  ...66
  Perfect Shot [Fighter, General]  .............66
  Piercing Arrows .....................................67
  Point-Blank Spells .................................67
  Poisoner’s Fortitude ...............................67
  Postpone Spell  [Metamagic] .................67
  Power Shot .............................................67
  Prodigy  [Background] ..........................67
  Prophetic Strike [Combat]  ....................68
  Protective Parry [Combat] .....................68
  Pure of Heart  [General] ........................68
  Quick Parry [Combat] ............................68
  Quick Retrieval [Combat] ......................68
  Quick Study  [General] ..........................68
  Quixotic ..................................................68
  Rain of Deadly Strikes [Combat] ..........69
  Ranged Damage Master .........................69
  Ranged Death Attack [Combat] .............69
  Ranged Trip [General] ...........................69
  Ready Spell  [Metamagic] .....................69
  Recall Visions  .......................................69
  Ready Spell, Greater  [Metamagic] .......69
  Red Dragon’s Fiery Aura .......................70
  Reduce Spell  [Metamagic] ...................70
  Reflexive Shot [General] .......................70
  Remote Healing  [Metamagic] ..............70
  Remove Enchantment  [Paladin] ...........71
  Remove Fear  [Paladin] .........................71
  Resist Elementalism [General] ..............71
  Resist Fey [General] ..............................71
  Resistant Shapeshifter [Druid] ...............71
  Return Arrow [General] .........................71
  Reverse Grapple [General] ....................71
  Roar of the Wyrm  [Combat] .................71
  Rogue’s Haunt ........................................71
  Rogue’s Mark [Combat] ........................72
  Ritualistic Action [General] ...................72
  Running Strike [General] .......................72
  Ruthless Opportunist [Combat] .............72
  Scholar Priest .........................................72
  Scholar’s Stamina ..................................72
  Secret Script ...........................................72
  Secret Tongue  .......................................73
  Seer of Death .........................................73
  Seething Stalker [Combat] .....................73
  Sense Corruption  [Paladin] ...................73
  Serpent’s Tooth ......................................73
  Shadow Priest ........................................73
  Shattering Blow .....................................74
  Sheriff.....................................................74
  Shadow Crafting ....................................74
  Shadow Roll  ..........................................74
  Shadow Scrying .....................................74
  Shadow Tricks ........................................74
  Shadowdancer’s Companion .................74
  Shadowdancer’s Darkvision ..................75
  Shadowdancer’s Familiar.......................75
  Shadowy Critical [Combat] ...................75
  Shadowy Mind .......................................75
  Shadowy Moves .....................................75
  Shadowy Spring Attack  ........................75
  Shadowy Stalker  ...................................75
  Shatter Undead .......................................76
  Shield Charge [Fighter] .........................76
  Shield Focus [Fighter] ...........................76
  Shield Mount [Fighter] ..........................76
  Shield Specialization [Fighter] ..............77
  Shielded Caster [Combat] ......................77
  Shielding Strike [Combat] .....................77
  Shocking Delivery .................................77
  Sight [General] .......................................77
  Silencing Shot ........................................77
  Silent Deathbringer [Combat] ................77
  Silly Dance Song ...................................78
  Silver Dragon’s Reflective Scales .........78
  Single-Blade Style [Combat] .................78
  Sixth Sense [General] ............................78
  Sleeved Danger [Combat] ......................78
  Slithering Strike .....................................78
  Sly Defense [Combat] ............................78
  Snake Strike [General] ...........................79
  Sneaky Arcane Strikes [Combat] ...........79
  Sneaky Familiar .....................................79
  Spell Feint [Combat] ..............................79
  Sociable Performer ................................79
  Song of the Beasts .................................79
  Song of the Shark ..................................79
  Song of Supreme Invigoration ...............80
  Spawn of the Shadows ...........................80
  Spell Muddler ........................................80
  Spell Parry [Combat] .............................80
  Spell Penetrating Strike [Combat] .........80
  Spell Pierce [Combat] ............................80
  Spell School Specialization  [General] ..81
  Spell-Shattering Strike [Combat] ..........81
  Spell Storing Bond .................................81
  Spontaneous Divinations .......................82
  Stamp  [Fighter, Paladin] .......................82
  Sticking [General] ..................................82
  Street Mage ............................................82
  Strength of the Stag [General] ...............82
  Strengthened Weapon Bond ...................82
  Strike From The Shadows [Combat] .....83
  
  Page  a4
  table of contents
  Strong-Willed Memory ..........................83
  Stunning Dragon Bite  [Combat] ...........83
  Stunning Dragon Breath [Combat] ........83
  Substitute Spell Power ...........................83
  Summon Greater Shadow ......................83
  Summon Twin Shadows ........................83
  Sunder Natural Weapon [General] .........84
  Sundering Shot .......................................84
  Superior Critical [Fighter, General] .......84
  Suppressive Fire .....................................84
  Swift Shadow Jump  ..............................84
  Swift Legerdemain .................................85
  Swords as a Shield [General] ................85
  Terrible Angel of Death .........................85
  Terrifying Killer [Combat].....................85
  Threaten Zone [Fighter, General]  .........85
  Tiger Claw Strike [General] ..................85
  Trick the Trap .........................................85
  Touch of Purity ......................................86
  Touché [Fighter]  ...................................86
  Toxin Adaptation ....................................86
  Transforming Strike [Combat] ...............86
  Trap Lore ...............................................86
  Treasure Hunter .....................................86
  Treasure Lore .........................................86
  Tricky Spell Mastery .............................87
  Trickster’s Bond .....................................87
  Triple Nock [Fighter, General]  .............87
  Triple Strike ...........................................87
  Tripping Riposte [Combat] ....................88
  True Dragon Claws  [Combat] ..............88
  True Musical Mystic ..............................88
  True Natural Mystic  ..............................88
  True of Purpose  [General] ....................88
  Truly Flexible Knowledge .....................89
  Unseen Deathbringer [Combat] .............89
  Unstoppable Spell [Metamagic] ............89
  Variable Enhance Arrows ......................89
  Vendetta ..................................................89
  Vengeful Death  [Metamagic] ................89
  Versatile Spell Energy  ...........................90
  Vertical Walk [Monk] ............................90
  Victor’s Glory ........................................90
  Walk Without Rhythm [General] ...........90
  War Beast Caretaker [General] ..............90
  War Beast Trainer [General] ..................90
  War Rager ..............................................90
  Weapon Lore ..........................................90
  Weight of Dreams [Monk] .....................91
  Weightless Step [Monk] .........................91
  White Dragon’s Ice Shaping ..................91
  Zephyr Shot ............................................91
  Animal Aspects ......................................91
  Bear Aspect ............................................91
  Bull Aspect .............................................92
  Fox Aspect .............................................92
  Raven Aspect .........................................93
  Salmon Aspect .......................................93
  Serpent Aspect .......................................93
  Tiger Aspect ...........................................93
  Wolf Aspect ............................................93
  Cavalier Orders ......................................94
  Order of the Chimera .............................94
  Order of the Citadel ...............................94
  Order of the Wolf ...................................95
  Quest Objects .........................................95
  
  PAGE  3
  ACCIdENtS HAPPEN [FIGHtEr] 
  The more opponents you fight, the more likely they are to 
  injure each other. 
  Prerequisites: Dex 13+, Wis 13+, Combat Reflexes, 
  Dodge, Interference, Mobility, base attack bonus +13. 
  Benefit: If the creature to which you have selected to 
  apply the benefits of the Dodge feat attacks you in melee 
  and misses, you may choose to force it to make an imme-
  diate extra attack against any other creature of your choice 
  within its reach that also threatens you. This free attack 
  is at the same attack bonus as the one that missed, and 
  any effects that applied to the original attack against you 
  remain in effect. This feat does not apply if the attack that 
  missed was an attempt to disarm, grapple, sunder, or trip 
  you, nor if it was an attack of opportunity you provoked. 
  This attack counts as one of your attacks of opportunity 
  for the round; you may use this feat no more than once per 
  round, even if entitled to multiple attacks of opportunity 
  per round. 
  ACCurAtE SPELLS
  Your spells are more difficult to dodge, especially when 
  you surprise your opponents.
  Prerequisites: Sneak attack +2d6, 3+ ranks in Spellcraft
  Benefit: Add +1 to the Difficulty Class for all Reflex 
  saves against spells you cast. Add an additional +1 to the 
  Difficulty Class for targets who are flat-footed.
  AddItIONAL SPELL  [GENErAL]
  You are able to cast one additional spell per day.
  Prerequisite: Caster level 1st or higher
  Benefit: You can cast an additional spell of a spell level 
  you are already able to cast. The spell level chosen must 
  be lower than the highest spell level you can cast. (For 
  example, if the highest-level spell you can currently cast is 
  5th level, you may choose to gain one additional spell slot 
  of any level from 1st to 4th when you gain this feat.) Once 
  the additional spell level is chosen, it cannot be changed.
  Special: You may gain this feat more than once.
  AGAINSt ALL OddS
  You can survive even against the direst of circumstances.
  Prerequisites: Pathfinder chronicler level 3rd
  Benefit: Once per day per three levels of pathfinder 
  chronicler you possess, you can re-roll any saving throw 
  and take the new result. You must choose to use this ability 
  before learning whether the initial save was successful, and 
  you must take the new result, even if it is worse. When you 
  use this ability, you take 1 ability score damage to the key 
  ability for the saving throw you re-rolled (Constitution for 
  Fortitude saves, Dexterity for Reflex saves, or Wisdom for 
  Will saves).
  AGGrESSIVE duELISt’S StANCE [COMbAt]
  You can lower your defenses in order to improve your 
  aggressive swordplay.
  Prerequisites: Combat Expertise, duelist level 1st
  Benefit: If you are wielding a light or one-handed piercing 
  weapon and wearing light or no armor, you can take a 
  -1 penalty to your Armor Class and Combat Maneuver 
  Defense in order to gain a +2 bonus to your parry attack 
  rolls, disarm and trip attempts, and attack rolls for attacks 
  of opportunity. When you have attained 5 levels of the 
  duelist class, the penalty increases to -2 and the bonus to 
  +4. When you have attained 9 levels of the duelist class, 
  the penalty increases to -3 and the bonus to +6. You must 
  choose to use this feat before making an attack roll, and its 
  effects last until your next turn. 
  AGILE FEINt [COMbAt]
  You feint with skillful swordplay and agility rather than 
  tricks and bluffs.
  Prerequisites: Dex 15+, 7 or more ranks in Acrobatics, 
  duelist level 3rd
  Benefit: While wielding a light or one-handed piercing 
  weapon, you may use your Acrobatics skill to feint in 
  combat instead of the Bluff skill.
  Normal: Normally you can only feint with the Bluff skill.
  AMAZING PErFOrMEr
  Your performances inspire awe and amazement, even from 
  the hard to please. When you come into town, people line 
  up and empty their purses to see your incredible perfor-
  mances.
  Prerequisite: Bard Level 6th
  Benefit: Whenever you are making a performance check to 
  determine the quality of performance that you deliver in a 
  show, you may add +5 to that check.
  tHE FEAtS
  
  PAGE  4
  APPrENtICE MAGICIAN
  You have carefully studied and practiced your magical 
  abilities.
  Prerequisites: Int 13+, Minor Magic rogue talent
  Benefit: You may cast each of your 0-level spells gained 
  through Minor Magic a number of times per day equal to 
  3 plus one-half of your rogue level, and the save DC for 
  the spells increases by 1 for every 4 levels of rogue you 
  possess.
  Normal: You may cast each spell three times a day, and 
  the save DC is equal to 10 + your Intelligence modifier.
  ArbOrEAL [GENErAL]
  The character was literally born in the trees and wilder-
  ness. As a result, they are highly adept at avoiding falling 
  damage.
  Benefit: The character gains a +4 competence bonus to 
  any Climb checks made to avoid falling damage.
  ArCANE bAtt LE SuMMONEr
  You can expend a spell to summon monstrous allies 
  instead, and your summoning magic is more powerful.
  Prerequisites: Augment Summoning, Spell Focus 
  (Conjuration), eldritch knight level 1st
  Benefit: You may expend an unused prepared spell in order 
  to cast a summon monster spell of equal or lower level 
  to the spell you expend. In addition, your caster level for 
  summon monster spells increases by 1.
  ArCANE dISCIPLINE  [GENErAL]
  Though your magic is more instinctual than a result of 
  intense study you have been trained in magical theory and 
  have benefited from your lessons.
  Prerequisites: Prodigy, Ability to spontaneously cast spells
  Benefit: You gain the ability to memorize spells into your 
  daily spell slots, exactly as any caster who prepares spells 
  may. However, once you have memorized a spell into a 
  spell slot, that choice may not be changed until you next 
  regain spells. 
  Should you choose, you may memorize a spell with a 
  metamagic feat applied to it. Such spells do not have 
  an increased casting time when cast in this way. Yet, as 
  with any prepared spell, you may not apply additional 
  metamagic feats spontaneously, nor may you swap any 
  prepared spell for another if needed.
  
  PAGE  5
  ArCANE duALIty  [GENErAL]
  You may prepare your spells in such a way as to give you 
  greater flexibility.
  Prerequisites: Prodigy, Ability to prepare and cast spells 
  Benefit: When preparing spells, you may choose two 
  spells of the same level, and memorize them into a single 
  spell slot one level higher. You may then cast either one of 
  these spells, but not both. The spell that is not cast is lost. 
  For example, a 3rd-level wizard with this feat could memo-
  rize both magic missile and ray of enfeeblement using one 
  of his 2nd-level spell slots. As soon as he casts one of the 
  two spells from that slot, the other one fades away.
  ArCANE INSIGHt  [GENErAL]
  You are able to learn a few additional spells.
  Prerequisite: Ability to cast spells.
  Benefit: You may add any two spells from your class spell 
  list to your spells known or to your spellbook. These spells 
  must be at least one level lower than the highest-level 
  spell that you can currently cast. Once the spells have been 
  chosen, they cannot be changed. You do not have to pay 
  any scribing costs for these spells if you are scribing them 
  into a spellbook.
  Special: You may gain this feat more than once.
  ArCANE KINEtICS  [GENErAL]
  You can expend one of your spells to add an explosive 
  quality to a thrown weapon.
  Prerequisites: Base Attack Bonus +4, Any one metamagic 
  feat, Ability to cast arcane spells
  Benefit: As a swift action, you may expend one of your 
  spells (or spell slots) of at least 1st level to “charge” a 
  thrown weapon or projectile with arcane energy. (The 
  object is not considered a magic weapon due to this infu-
  sion.) On a successful hit, the charged object does an extra 
  1d6 points of damage (if  the spell expended was a 1st 
  through 3rd level spell), 2d6 points of damage (4th through 
  6th level), or 3d6 points of damage (7th through 9th level). 
  Whether the attack hits or misses, the charged object is 
  destroyed by the release of arcane energy.
  ArCANE MuLtIPLICIty  [GENErAL]
  You may prepare your spells in such a way to cast multiple 
  spells at once.
  Prerequisites: Arcane Duality or Arcane Discipline, Caster 
  level 9th or higher
  Benefit: You may prepare two spells of the same level in a 
  single spell slot 4 levels higher, allowing you to cast both 
  spells at once. Casting the spells from the affected spell 
  slot requires a full-round action. For example, you may 
  prepare two magic missile spells in a single 5th-level spell 
  slot, allowing you to cast both magic missiles with a single 
  full-round action. You may not choose to cast only one of 
  the spells from the affected slot; you must cast them both if 
  you cast either of them.
  You make all necessary decisions (such as target) sepa-
  rately for each spell, exactly as if you had cast them using 
  two separate actions. Each spell must penetrate spell resis-
  tance individually, even if you cast them at the same target, 
  and if a saving throw is required, all targets receive a sepa-
  rate saving throw against each spell.
  If someone attempts to counterspell you when you are 
  casting the dual spells, the counterspell attempt follows the 
  normal rules, but only one of the two spells may be coun-
  tered.
  ArCANE SHAPEr  [MEtAMAGIC]
  You can shape a prepared spell into another effect.
  Prerequisite: Quicken Spell
  Benefit: You can change any prepared spell into another 
  spell that you know (but do not necessarily have prepared). 
  The new spell must be at least two levels lower than the 
  spell you are shaping.
  ArCANE SILENCE
  You are able to magically conceal sounds that you make.
  Prerequisites: 12+ ranks in Stealth, arcane trickster level 
  5th
  Benefit: You can magically conceal any sounds that you 
  make for 1 round. Activating this ability is a free action 
  and you may remain silenced for a number of rounds equal 
  to your caster level. These rounds need not be consecutive. 
  You may not use this ability and cast a spell requiring a 
  verbal component during the same round. 
  ArCHEr’S COuP dE GrACE [GENErAL]
  You’re an accomplished master of the bow capable of 
  delivering killing shots from a distance.
  Prerequisites: Point Blank Shot, Far Shot, Precise Shot.
  Benefit: You may use a bow or crossbow to make coup de 
  grace attempts against helpless opponents within 30 feet.
  
  PAGE  6
  ArMOr FOCuS [FIGHtEr]
  Choose any specific type of armor, such as chain mail 
  or full plate armor. You are more adept at moving when 
  wearing that armor.
  Prerequisites: Proficiency with selected armor.
  Benefit: When wearing the selected armor type, the armor 
  check penalty applied to your skills is reduced by 1. This 
  reduction stacks with that granted by masterwork armor, 
  but cannot reduce the total armor check penalty to less than 
  0. The maximum Dexterity bonus for that armor increases 
  by 1 if the armor is medium or heavy armor. These benefits 
  apply both to standard armor and to armors made of special 
  materials, such as mithral or adamantine.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different armor type. 
  ArMOr PIErCING SHOt [GENErAL]
  You’ve studied the armor of man long enough to have a 
  remarkable understanding of its construction – and weak-
  nesses – and use this knowledge to your advantage.
  Prerequisites: Precise Shot, Craft (armor) 6 ranks
  Benefit: As a full-round action you may study a distant 
  foe’s armor, searching closely for a weak spot. On your 
  next turn, if you are uninterrupted, you may make a 
  Perception check (DC 15 + the armor bonus of your 
  target’s worn armor); you gain a synergy bonus to this 
  roll equal to one-half (round up) the number of ranks 
  you possess in Craft (armor). If this Perception check is 
  successful the armor bonus of your target’s worn armor is 
  reduced by one-half (round down) for a single attack with 
  a bow or crossbow. Additionally, if the attack is successful, 
  you gain a bonus to damage equal to the number of ranks 
  you possess in Craft (armor).
  The effects of this feat are limited to targets within 60-feet 
  of your position.
  ArMOr SPECIALIZAtION [FIGHtEr]
  Choose one type of armor, such as chain mail, for which 
  you have already selected the Armor Focus feat. You are 
  better at using that armor’s natural advantages to protect 
  yourself.
  Prerequisites: Proficiency with selected armor, Armor 
  Focus with selected armor, fighter level 4th.
  Benefit: When wearing the selected armor, the armor 
  bonus granted to your Armor Class is increased by +2. This 
  bonus requires activity on your part, and thus the increase 
  is lost whenever you are denied your Dexterity bonus to 
  Armor Class. Because it is an increase in the armor bonus, 
  it does not apply to incorporeal or touch attacks. You 
  may also sleep in this armor without becoming fatigued 
  or exhausted, regardless of its armor check penalty. This 
  benefit applies both to standard armor and to armors made 
  of special materials, such as mithral or adamantine.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different armor type for which you have learned Armor 
  Focus.
  ArMOrEd CAStEr [GENErAL]
  You have learned to reduce the arcane spell failure chance 
  caused by wearing armor.
  Prerequisites: Dex 15, Armor Proficiency (heavy), base 
  Fortitude save +3.
  Benefit: When wearing armor that you are proficient in, 
  the arcane spell failure chance of your armor is reduced 
  by 10 percent. This feat has no effect on the arcane spell 
  failure chance caused by shields.
  Special: You may not gain this feat more than once. 
  However, its effects stack with arcane spell failure reduc-
  tions from other sources.
  ArMOrEd MyStIC
  You can sacrifice magical energy to gain a bonus to your 
  defenses for a short period.
  Prerequisites: 9 or more ranks in Spellcraft, mystic 
  theurge level 3rd
  Benefit: By sacrificing an uncast spell or unused spell per 
  day (for spontaneous casters) you can gain a temporary 
  insight bonus to your Armor Class and Combat Maneuver 
  Defense. Activating this ability is a move action, and 
  the bonus you gain is equal to the level of the sacrificed 
  spell and it lasts a number of rounds equal to your mystic 
  theurge level. You can use this ability once per day per 
  three levels of mystic theurge you possess.
  ArrOw StAb [GENErAL]
  You’re experienced at turning an arrow of crossbow bolt 
  into an effective melee weapon.
  Prerequisite: Proficiency with any bow or crossbow.
  Benefit: When pressed into melee combat you may fight 
  with an arrow or crossbow bolt, treating the arrow or bolt 
  as a Tiny weapon that inflicts 1d4 points of damage and 
  has a x2 critical multiplier.
  
  PAGE  7
  With a successful Bluff check (DC 10 + opponent’s 
  Perception rank) against an opponent that is within melee 
  range you may feint firing the arrow or bolt and then at 
  the last second attack with the arrow or bolt, gaining a +2 
  surprise bonus to your attack and damage rolls.
  ArrOw trIP [GENErAL]
  You are a master with the bow, capable of tripping oppo-
  nents from a distance by firing arrows in front of them as 
  they move. 
  Prerequisites: Precise Shot, base attack bonus +6
  Benefit: You may make a trip attack with a bow or 
  crossbow, as an immediate action, against any opponent 
  that is moving. Your attack roll is treated as your Strength 
  check for purposes of this maneuver – your opponent’s 
  Dexterity check (Strength checks cannot resist a trip 
  attempt made with this feat) must exceed your attack roll 
  or your opponent is tripped by the arrow attack.
  This counts as an attack of opportunity attempt for you.
  ArrOwS OF ACId
  When you raise your bow your foes expect to see arrows 
  coming toward them. Their fear turns to pure dread as a 
  volley of acidic missiles hurtle toward them, ready to eat 
  away at their flesh and bone.
  Prerequisite: Arcane Archer Level 2nd
  Benefit: Instead of firing a normal arrow at an opponent, 
  you may choose instead to fire an acid arrow at an oppo-
  nent. The acid arrow works as the spell Acid Arrow, except 
  that the range of the spell is determined by the range of 
  your bow. You can use this ability a number of times per 
  day equal to your level in Arcane Archer. This feat cannot 
  be used in conjunction with your Hail of Arrows ability or 
  the feat Many Shot. 
  ASSASSIN’S HEx
  You can place a magical hex on your targets, making them 
  easier to stalk.
  Prerequisites: Int 13+, 5+ ranks in Spellcraft, assassin 
  level 1st, ability to cast arcane mark
  Benefit: By taking a full-round action you are able to 
  discreetly place a magical hex on any target within 30 ft. 
  This hex takes the form of your personal mark or guild 
  mark, and must be placed somewhere on the body of the 
  target that is visible to you. The mark persists for 24 hours 
  and cannot be removed or dispelled. You may add your 
  Intelligence bonus to any Perception and Stealth checks 
  made against a creature you have hexed. In addition, you 
  are able to sense the direction of the hexed creature as long 
  as it is within 1 mile per level of assassin you possess. This 
  ability otherwise functions as locate creature, and your 
  caster level for this effect is equal to your character level.
  AttuNEd [druId]
  You possess an uncanny knack for detecting danger in a 
  wilderness environment.
  Prerequisites: Alertness, Nature Bond
  Benefit: Attuned is only effective in a wilderness setting 
  and you receive a +2 bonus on initiative checks and retain 
  your Dexterity bonus to Armor Class if you are caught 
  flat-footed. In addition, you also receive a +2 dodge bonus 
  to Armor Class against attacks of opportunity caused 
  when you leave or move into a threatened area. This feat 
  does not function wherever construction or settlement has 
  replaced the natural surroundings.
  AurA OF COurAGE  [PALAdIN]
  You are shrouded in an aura of strength, giving your allies 
  the will to fight on.
  Prerequisites: Wis 15+, Cha 13+, Paladin level  5th+
  Benefit: You provide a +4 morale bonus on saving throws 
  against fear effects to all allies within 30 ft. If you are a 
  paladin, this range extends to 60 ft.
  bAbAu bLOOdLINE
  Your assassin training has revealed a previously untapped 
  aspect of your abyssal heritage: the acid-tainted blood of 
  the babaus, demon assassins, flows through your veins.
  Prerequisites: Cha 13+, abyssal bloodline, assassin level 
  1st
  Benefit: Your assassin levels stack with your sorcerer 
  levels for purposes of determining the power of the claws 
  your abyssal bloodline grants you. Whenever you make a 
  sneak attack with these claws, your sneak attack damage 
  is considered acid damage. Additionally, any round in 
  which you make a successful sneak attack with your claws 
  does not count against the number of rounds per day 
  that you may use the claws. Finally, instead of becoming 
  flaming weapons at 11th level, the claws become acidic 
  weapons and deal an extra 1d6 points of acid damage on a 
  successful hit. 
  bACK-tO-bACK FIGHtING [COMbAt]
  You can fight back-to-back with an ally, occupying the 
  same space and protecting one another from attacks.
  Prerequisites: Dex 15+, Dodge, Mobility
  
  PAGE  8
  Benefit: You may occupy the same space in combat as 
  a willing ally whose size category is not more than one 
  larger or smaller than your own. While occupying the same 
  space, neither character may be flanked, and each gains a 
  +2 dodge bonus to AC and CMD. If either character takes 
  a 5-foot step, the other character may move with them, 
  but the two may not move together in this way more than 
  5 feet per round, and any other movement by either of the 
  characters causes them to leave the shared space.
  Special: If both characters possess this feat, the bonuses 
  stack, and the characters may move together up to 10 feet 
  per round.
  Normal: You may not occupy the same space as an ally in 
  combat.
  bALANCEd bLAdES [FIGHtEr, GENErAL]
  You have learned to balance two weapons more precisely 
  in your hands.
  Prerequisites: Improved Two-Weapon Fighting, base 
  attack bonus +9.
  Benefit: Any one-handed weapon of your size category 
  or smaller is treated as a light weapon for purposes of 
  determining your penalties for fighting with two weapons. 
  This means, for example, that you could fight with a long-
  sword, a scimitar, or a rapier in each hand and only suffer 
  the penalties for having a light weapon in your off hand. 
  This greater balance does come at a price in terms of your 
  ability to strike hard; you may not use the Power Attack 
  feat when you are fighting in this fashion.
  Normal: You suffer greater penalties when fighting with 
  two weapons and wielding anything other than a light 
  weapon in your off hand.
  bAttLE PrIESt
  You have spent time training in the arts of war to become 
  a formidable warrior of the faith; this skill in battle has 
  however come at the expense of your magical ability. 
  Prerequisite: Domains class feature, Cleric level 1st
  Benefit: Whenever you receive a new spell level you can 
  choose to sacrifice your domain slot (losing the use of it 
  permanently for that level) and take a Combat feat instead. 
  You must still meet the requirements for these feats as 
  normal. This feat does not affect your domain powers.
  Normal: Whenever a cleric gains a new spell level they 
  automatically gain a domain spell slot.
  Special: This feat can only be taken at 1st-level.
  
  PAGE  9
  bAttLE SPELL [MEtAMAGIC]
  You can cast a spell in such a way that you do not provoke 
  attacks for doing so.
  Prerequisites: Combat Casting, base attack bonus +4
  Benefit: When you cast a battle spell, you do not provoke 
  attacks of opportunity that you would normally provoke for 
  casting a spell. A battle spell takes up a spell slot one level 
  higher than the spell’s actual level.
  bEStIAL CHALLENGE
  You mark out your prey for death and pursue them with an 
  unflinching fury until either you or they are torn to pieces.
  Prerequisites: Rage class feature.
  Benefits: When raging, as a swift action you can issue a 
  bestial challenge to any creature you can both see and be 
  seen by. When making melee attacks against this chal-
  lenged creature you gain a +1 moral bonus to hit and 
  damage. When your base attack bonus reaches +4, and 
  for every 4 points thereafter, this bonus increases by +1. 
  The effects of the challenge last until either you or the 
  challenged creature are reduced to -1 or fewer hit points. 
  During the challenge you cannot attack any other crea-
  ture or undertake any actions which are not either attacks 
  against the creature or attempts to bring yourself into 
  combat with the challenged creature. Finally, if you do 
  kill your challenged opponent you must spend a full round 
  tearing at their corpse to make sure that they are dead.
  This feat can only be used once per rage.
  bINd SPELL  [MEtAMAGIC]
  You can cast spells that are bound to a ranged weapon.
  Prerequisites: Postpone Spell, Caster level 10th or higher
  Benefit: A spell that has been affected by this feat may be 
  cast on a ranged weapon with which the caster is profi-
  cient. It is not necessary for the caster to be using the 
  weapon, nor does he even have to be holding it; he must 
  be merely proficient in its use. (In other words, the caster 
  can cast the spell on a ranged weapon and then hand the 
  weapon to someone else who actually fires it.) The spell 
  may also be cast as a normal spell, sacrificing the benefits 
  of this feat. Any spell with a range of Personal cannot be 
  used in conjunction with this feat.
  A bound spell only lasts for one round inside the weapon, 
  and if the weapon is not fired before the caster’s next turn 
  the spell is lost. If the weapon is fired, the first successful 
  hit in the round discharges the bound spell. If no attack 
  made with the weapon hits before the round ends, then the 
  spell is wasted. Only one character (whether the caster or 
  someone else) may attempt to fire the weapon.
  If an attack made with the weapon hits, the bound spell 
  goes off. Single-target spells, rays, spreads, and bursts 
  are centered on the target that was struck by the weapon. 
  Cone effects are instead treated as a burst with a radius half 
  their standard length. Multi-target spells where the caster 
  chooses the targets (such as slow) are treated as single-
  target spells and only affect the creature struck by the 
  weapon.
  A bound spell uses up a spell slot four levels higher than 
  the spell’s actual level.
  bINdING SHOt
  Opponents hit by your arrows growl in agony as the sharp 
  head pierces their sharp skin. As they are ready to draw 
  their weapon and charge for an attack they realize that they 
  have another problem. Magical bonds have sprouted from 
  the arrow, binding both their arms and legs, not allowing 
  them to move. 
  Prerequisite: Arcane Archer Level 3rd
  Benefit: Whenever you attack a target you may choose to 
  imbue your arrow with a binding power. If you hit with the 
  attack, slender bands of magically enhanced cloth come 
  out from the arrow’s shaft and bind the target’s arms and 
  legs. The target is bound until they can make a (DC 20 + 
  1/2 your level in Arcane Archer) Fortitude save on their 
  turn to break the bonds. This feat can be used a number of 
  times equal to your level in Arcane Archer divided by two 
  (rounded down).
  bItE bACK [COMbAt]
  When a battle is looking grim, you lash out at the oppo-
  nents who injure you.
  Prerequisites: Cornered Rat, sneak attack +5d6
  Benefit: After any attack reduces your hit points to one-
  quarter or fewer of their normal total, or after any attack 
  damages you while your hit points are below this level, 
  you may make a melee attack at your full attack bonus as 
  an immediate action against the opponent who attacked 
  you (if they are in range of your attack). You may only 
  make one attack with this ability per round.
  bItING PErFOrMANCE
  Your performances cause glittering, sharp gnashing teeth to 
  appear on your allies’ weapons, causing them to bite your 
  enemies.
  Prerequisite: Bard Level 1st
  
  PAGE  10
  Benefit: Whenever you use your Bardic Performance, all 
  weapons that your allies are wielding begin to glow red. 
  On the tips of the weapons appears a large, grinning mouth 
  filled with rows of sharp, glimmering teeth. Whenever an 
  ally hits an enemy with his weapon, the mouth bites the 
  opponent hit with the weapon for 1d6 extra damage. 
  bLACK drAGON’S ACId tONGuE
  You gain the black dragon’s ability to speak with reptiles.
  Prerequisites: Draconic bloodline (must choose black 
  dragon), dragon disciple level 1st
  Benefit: You gain the constant spell-like ability to speak 
  with reptiles. This functions as speak with animals, but 
  only with reptilian animals. In addition, you gain a +2 
  bonus to Diplomacy checks against reptiles and dragons.
  bLACK LOtuS StrIKE [MONK]
  Prerequisite: Ki Pool class feature, Monk Level 11th+
  Benefit: By spending 3 points from his ki pool, you are 
  able to empower you unarmed strikes with a poisonous 
  energy. To use this feat, you must make a single unarmed 
  attack as a standard action and you must declare you are 
  using the feat before your attack roll. If successful with 
  your unarmed strike, your opponent must make a Fortitude 
  save (DC 10 + ½ your level + Wis modifier). If saving 
  throw roll fails, the opponent suffers from the effects of 
  the poison, black lotus extract. The opponent can be cured 
  by successful saving throws and spells such as neutralize 
  poison.
  As long as there is at least 3 points in his ki pool, you can 
  make use of this feat.
  bLAZING AurA
  Your aura is powerful even for one of the faithful, and is a 
  beacon of faith to all who cross your path.
  Prerequisite: Aura class feature
  Benefit: For the purposes of detect spell and spell-like 
  effects double your level when determining the strength 
  of your aura. In addition a creature using a detect spell or 
  spell-like effect on you must make a Will save against a 
  Difficulty Class of 10 + your Charisma bonus or become 
  Dazed of 1 round. Creatures with Hit Dice equal to or 
  higher than yours are not affected by this ability.
  Finally, when using the Intimidate skill on those of with an 
  alignment directly opposed to your own (i.e. Chaotic Evil 
  if you are Lawful Good) add a +2 moral bonus on your roll 
  and when using the Diplomacy skill on those of the same 
  alignment as you, add a +2 moral bonus to your rolls.
  bLESSEd Fury
  You can channel your god’s power into a divine rage 
  that fills you with strength and vigour though leaves you 
  drained afterwards. 
  Prerequisite: Channel energy class feature
  Benefit: As a swift action you can expend a use of your 
  channel energy ability to grant yourself a +2 enhancement 
  bonus to both Strength and Constitution for 1 round. The 
  increase to Constitution grants you 1 extra hit point per Hit 
  Dice, but these disappear when the fury ends and are not 
  lost first like temporary hit points. At 4th-level and every 4 
  levels there after you blessed fury lasts an addition round. 
  Finally, once your blessed fury has finished you a consid-
  ered fatigued for a numbers of rounds equal to the rounds 
  spent in the fury. 
  bLINd Fury
  When in a rage your animal instincts are sharpened 
  allowing you to strike true against unseen foes. 
  Prerequisites: Rage class feature, Blind Fighting.
  Benefits: When raging you can choose to make a single 
  melee attack as a full round action using your full base 
  attack bonus. If this attack is successful it ignores any 
  chance to miss granted by the target creature’s conceal-
  ment. This feat can only be used once per rage.
  bLINdING SOuNd
  When you cast a spell that affects an opponent’s hearing, 
  you’re able to manipulate the sound waves to affect their 
  sight as well.
  Prerequisite: Bard Level 9th
  Benefit: Whenever you cast a spell that deafens an oppo-
  nent for a certain amount of time, that spell blinds the 
  opponent for the same amount of time also. If a spell that 
  you cast causes an opponent to be deafened for a certain 
  amount of time if that opponent fails a saving throw, then 
  that opponent is deafened and blinded for a certain amount 
  of time if that opponent fails the saving throw.
  bLIStErING drAGON bItE  [COMbAt]
  Your dragon bite can also badly burn your opponents with 
  fire or acid.
  Prerequisites: Con 13+, dragon disciple level 6th, must 
  have a fire or acid dragon type bloodline
  Benefit: When you successfully deal fire or acid damage to 
  an opponent with your bite attack, you can as a swift action 
  require your target to make a Fortitude save (DC 10 + your 
  dragon disciple level + your Constitution modifier). If the 
  
  PAGE  11
  target fails its saving throw, it continues to take 1d6 fire or 
  acid damage (as appropriate) on its turn for 1 round per 
  three dragon disciple levels you possess.
  bLIStErING drAGON brEAtH  [COMbAt]
  Your fire or acid dragon breath inflicts hideous burns on 
  the opponents it damages.
  Prerequisites: Con 15+, dragon disciple level 6th, must 
  have a fire or acid dragon type bloodline, Blistering 
  Dragon Bite
  Benefit: When you use your breath attack, creatures that 
  fail their Reflex save and take damage must also make a 
  Fortitude save (against the same DC as the Reflex save 
  DC of your breath weapon). Creatures that fail this save 
  continue to take 1d6 damage of the same energy type on 
  their turn for 1 round per three dragon disciple levels you 
  possess.
  bLOOd drINKEr
  You are a god of battle invigorated by the blood of your 
  foes and the screams of the fallen.
  Prerequisites: Rage class feature, 5th-level or higher.
  Benefits: While raging you gain 1 temporary hit point 
  whenever you inflict at least 10 points of damage on a 
  single creature. This increases by 1 additional temporary 
  hit point for every 5 levels beyond 5th-level to a maximum 
  of 4 temporary hit points at 20th-level. These temporary 
  hit points cannot bring your hit point total above its normal 
  maximum (plus any bonuses for increased Constitution) 
  and are lost as soon as your rage is ended.
  bLuE drAGON’S IMItAtING VOICE
  You gain the blue dragon’s ability to imitate sounds.
  Prerequisites: Draconic bloodline (must choose blue 
  dragon), dragon disciple level 1st
  Benefit: You can mimic any voice or sound you have 
  heard by making a successful Bluff check against a listen-
  er’s Sense Motive check. In addition, you gain a +2 bonus 
  to Bluff checks when imitating another voice or sound.
  bONEttI’S dEFENSE [COMbAt]
  You are skilled at using difficult terrain to your defensive 
  advantage in a fight.
  Prerequisites: Dex 15+, duelist level 5th
  Benefit: During any round in which you stand in or move 
  through difficult terrain, until the beginning of your next 
  turn you gain a +1 circumstance bonus to your Armor 
  Class and Combat Maneuver Defense for every 3 levels of 
  duelist you have attained. This bonus also applies to your 
  attack rolls when you attempt to parry attacks, and to your 
  attacks of opportunity made using the riposte class feature.
  bOttOMLESS POCKEtS 
  Your pockets seem to have no end of useful objects that 
  you packed with you on your journey.
  Prerequisites: Deeper Pockets, pathfinder chronicler level 
  8th
  Benefit: You can carry up to 200 gp of unspecified equip-
  ment per class level using your deep pockets ability instead 
  of the amount you could previously carry. Additionally, 
  retrieving an item you specify at the time takes only a 
  move action. You can also choose to pack your gear in only 
  30 minutes and still receive the +4 bonus to your Strength 
  to determine your light encumbrance, or you can choose to 
  take a full hour and receive a +8 bonus. Finally, your bonus 
  to Sleight of Hand checks made to conceal small objects 
  on your person increases from +4 to +8.
  Normal: See the deep pockets ability and the Deeper 
  Pockets feat.
  brASS drAGON’S SANd MOVING
  You gain the brass dragon’s ability to move sand.
  Prerequisites: Draconic bloodline (must choose brass 
  dragon), dragon disciple level 1st
  Benefit: Once per day as a standard action, you are able to 
  magically move sand. This ability functions as move earth, 
  but it only affects sand. Your caster level for this effect is 
  equal to your arcane spellcaster level tied to the dragon 
  disciple class.
  brEAK ANd ENtEr
  Subtlety is not your style: you use brute force to disarm 
  locks and traps.
  Prerequisites: Str 13+, 3+ ranks in Disable Device
  Benefit: You may use Strength as the key ability for 
  Disable Device rather than Dexterity. When you do, if 
  your check succeeds, you break the device and it cannot 
  be re-locked or reset. You may not study a trap and bypass 
  it without disarming it. In addition, as long as you have a 
  weapon, you are not penalized for lacking thieves’ tools.
  Normal: Dexterity is the key ability for Disable Device.
  brEAtH OF tHE drAGON [MONK]
  Prerequisite: Drunken Demon
  
  PAGE  12
  Benefit: By spending 3 point from his ki pool, you gain 
  the ability to ignite some of the alcohol within your body 
  and spew it forth from your mouth as a free action. The 
  flaming breath deals 3d12 points of fire damage to all 
  within the 20-foot cone, or half damage to those who 
  make a Reflex save (DC 10 + the character’s class level 
  + the character’s Con modifier). Each time a character 
  uses breath of flame, it consumes one drink’s worth of 
  alcohol from within his body. When you convert one drink 
  of alcohol into a Breath of the Dragon, your ability scores 
  change (+2 to Intelligence and Wisdom, –2 to Strength or 
  Constitution) as if the duration of the alcohol’s effect had 
  expired.
  As long as there is at least 3 point in his ki pool, you can 
  make use of this feat.
  brEw GrEAtEr POtION  [ItEM CrEAtION]
  Prerequisites: Brew Potion, Caster level 7th or higher
  Benefit: You may now use the Brew Potion feat to create 
  potions of spells of up to 5th level. The costs and creation 
  times are otherwise the same as the Brew Potion feat.
  brONZE drAGON’S SHAPE CHANGING
  You gain the bronze dragon’s ability to change your shape.
  Prerequisites: Draconic bloodline (must choose bronze 
  dragon), dragon disciple level 1st
  Benefit: Once per day as a standard action you are able 
  to take the form of any animal or humanoid form as if 
  using the polymorph spell. Your caster level for this effect 
  is equal to your arcane spellcaster level tied to the dragon 
  disciple class.
  CALL dOwN tHE HEAVENS 
  You can call on the powers of the heavens with your 
  orations, and the barbarians you call are reminiscent of a 
  heavenly host.
  Prerequisites: Any good alignment, 10 or more ranks in 
  Perform (oratory), pathfinder chronicler level 7th
  Benefit: The barbarians you summon with your call 
  down the legends and lay of the exalted dead class abili-
  ties gain the celestial creature template. Additionally, 
  their attacks are considered good-aligned for purposes of 
  overcoming damage reduction and they each possess 2 
  additional hit points per level of pathfinder chronicler you 
  possess. Finally, the DC for evil creatures to resist your 
  bardic music effects made with the Perform (oratory) skill 
  increases by 2, or by 4 if the creatures are evil outsiders.
  
  PAGE  13
  CALLS OF tHE wILd [GENErAL]
  You can communicate a brief message to another creature 
  via mimicked animal calls.
  Prerequisite: Handle Animal 8 ranks, Survival 8 ranks
  Benefit: You can relay a brief message of less than one 
  sentence to another creature that possesses this feat. To 
  the untrained ear, the message sounds like the chirping of 
  a bird or the cry of an animal; however anyone else with 
  the feat can generally comprehend the message’s contents. 
  Extremely simple messages such as “come here” or “stay 
  there” automatically succeed. More complex messages 
  such as “two orcs approaching from the east” require 
  Wisdom checks by both parties. Typical difficulty classes 
  for such checks are provided below.
  DC 
  Message
  5 
  “Two orcs approaching”
  10 
  “Two orcs approaching from the east”
  15 
   “Two orcs and a bugbear leader approaching 
  from the east”
  20 
   “Two orcs and a bugbear leader sixty feet 
  away and closing from the east.”
  As a general rule, add five to the message’s difficulty class 
  for every piece of detail, such as the creature type, species, 
  direction, distance etc. For instance, the last message 
  conveys four details, two orcs, bugbear leader, sixty feet 
  and the east. Messages that convey more than four details 
  automatically fail.
  Failed messages are incomprehensible and automatically 
  fail if the parties attempt to convey the same message again 
  or a message with a difficulty class equal to or higher than 
  the previous message.
  CArNIE PErFOrMEr
  You work your way around a crowd when you perform, 
  stealing coins and other small items from unwary listeners 
  as you dazzle them with your artistic brilliance.
  Prerequisite: Bard Level 1st
  Benefit: Whenever you’re performing in front of a crowd, 
  you may make a sleight of hand check to pick the pocket 
  of someone that’s watching your performance. Instead 
  of using the Sleight of Hand skill to do this you may use 
  your performance skill in its place. If you have no ranks in 
  Sleight of Hand but take this feat, you are treated as though 
  you are trained in Sleight of Hand if you are trying to use 
  it while performing.
  CArPENtEr [MEtAMAGIC]
  Any spell that creates or manipulates non-living wood is 
  cast as if you were two levels higher. 
  Prerequisites: Ability to cast wood shape.
  Benefit: Whenever you cast a spell that alters, creates, 
  magically enhances or manipulates wood or a wooden 
  object, you cast the spell at your current level plus two. To 
  qualify for the benefits of this feat, the spell cannot be cast 
  on any non-wooden material.
  Furthermore, the spell cannot affect any type of living 
  wood such as a treant or a living tree. Spells that fall under 
  these restrictions include liveoak, speak with plants, tree 
  shape and tree stride. Examples of spells affected by this 
  feat include changestaff, ironwood and warp wood.
  CAutIOuS trAPFINdEr
  You study traps very carefully before attempting to disarm 
  them.
  Prerequisites: Trapfinding class feature, 5+ ranks in 
  Disable Device
  Benefit: You only accidentally trigger a trap when you 
  fail your check by 10 or more, and you can bypass a trap 
  without disarming it when you beat the trap’s DC by 5 or 
  more.
  Normal: You trigger a trap when you fail your check to 
  disarm it by 5 or more, and you can bypass a trap without 
  disarming it if you beat the trap’s DC by 10 or more.
  CHANNEL ArCANE ENErGIES
  Your studies of arcane magic have improved your ability 
  to channel divine energy as you discover links between the 
  divine and the arcane.
  Prerequisites: Cha 15+, channel energy class feature, 
  mystic theurge level 1st
  Benefit: Whenever you use your channel energy class 
  feature, you may sacrifice a prepared arcane spell or 
  unused arcane spell slot (for spontaneous casters) in order 
  to raise your cleric level for purposes of this channel 
  energy attempt by 1 per level of the spell sacrificed. The 
  save DC for any effects created by your channeling is also 
  increased by 1 per level of the spell.
  CHANNELLING bLASt
  You can expend your divine channelling in a single devas-
  tating blast of negative or positive energy. 
  Prerequisite: Channel energy class feature
  
  PAGE  14
  Benefit: As a full round action you can use your channel 
  energy ability more than once in a round, combining the 
  effects. At 1st-level you may combine two uses of your 
  channel energy ability into a single effect, and then at 
  4th-level and every four levels thereafter you may add an 
  additional use. Thus a 5th-level cleric could, as a full round 
  action, expend three uses of her channelling into a single 
  blast, healing or harming for 9d6. In all other respects, 
  such as Will saves, range and resistances, a channel blast 
  follows the normal rules for channelling energy.
  Normal: Channel energy is a standard action that can only 
  be used once a round.
  CHANNELLING bOLt
  You can focus your channelling into a single bolt allowing 
  you to strike out against a single target at a greater range 
  than normal.
  Prerequisite: Channel energy class feature
  Benefit: As a standard action your can choose to use your 
  channel energy ability as targeted bolt rather than an area 
  effect. Used in this way it becomes a ranged touch attack 
  with a range of 100 ft. In all other respects the bolt func-
  tions as a use of your channel energy ability, inflicting or 
  healing the normal amount of damage you are capable of 
  and granting a Will saves as normal.
  Normal: Channel energy has a 30 ft radius of effect.
  CHANNELLING FOCuS
  You have learnt how to siphon positive or negative energy 
  from your channelling ability into spells that cause either 
  heal or harm.
  Prerequisite: Channel energy class feature
  Benefit: As a swift action you can expend a channel 
  energy use to double the effects of any cure wounds spell 
  you cast, if you channel positive energy, or any cause 
  wounds spell you cast if you channel negative energy. This 
  effect applies only to spells you cast this round.
  CHANNEL MAGIC
  Such is your skill with channelling energy that you can 
  boost any spell you cast with positive or negative energy 
  making it more deadly.
  Prerequisite: Channel energy class feature, Channelling 
  Focus, Caster level 5th or higher
  Benefit: As a swift action you can expend a channel 
  energy use to increase the duration, area of effect or 
  damage of any spell you cast by 50%; chosen when the 
  spell is cast. This effect applies only to spell you cast this 
  round.
  CHArLAtAN
  You are adept at swindling others by lying about the quali-
  ties of items.
  Prerequisites: Cha 13+, 3+ ranks in both Appraise and 
  Bluff
  Benefit: When you lie about the qualities and/or proper-
  ties of an item (magical or otherwise), you get a +4 bonus 
  to your Bluff check. In addition, you may use Bluff as a 
  Profession skill for purposes of earning an income for a 
  week of dedicated work. However, you may not use Bluff 
  to earn an income in the same place more than once per six 
  months.
  CHArM ArrOw [GENErAL]
  You are able to enhance arrows with mind affecting magic.
  Prerequisite: Enhance Arrow as a class feature.
  Benefit: When enhancing arrows you may choose to 
  imbue charm magic into the arrow instead of an enhance-
  ment bonus. In place of your normal enhancement bonus 
  the arrow casts charm person (or charm monster, if appro-
  priate) on the target, after it suffers the arrow’s regular 
  damage. The charm person effect functions as if cast by a 
  spellcaster of a level equal to your Intelligence modifier 
  +3.
  CHILd OF tHE wILdErNESS [druId]
  You are more adept at battling against feys.
  Prerequisites: Druid level 2nd+, Survival 8 ranks
  Benefit: You receive a +2 bonus to AC against all attacks 
  made against you by feys, and you receive a +2 saving 
  throw bonus against the spell-like abilities of feys. This 
  bonus stacks with the Druid class feature to Resist Nature’s 
  Lure.
  CHrOMAtIC drAGON’S trEACHEry
  You have acquired the treacherous abilities of the chro-
  matic dragons whose blood flows through your veins.
  Prerequisites: Dragon disciple level 1st, must have a chro-
  matic dragon bloodline
  Benefit: You gain a +2 bonus to Bluff and Intimidate 
  checks. In addition, once per day per three dragon disciple 
  levels you possess, you are able to take 10 on a Bluff or 
  Intimidate check.
  
  PAGE  15
  CHrONICLEr’S COMPANION 
  Your animal companion continues to become more 
  powerful and shares your resilience and determination.
  Prerequisites: Nature bond or hunter’s bond (animal 
  companion) class feature, pathfinder chronicler level 2nd
  Benefit: Every two levels of pathfinder chronicler you 
  possess count as a level of a class which improves the 
  abilities of your animal companion. For example, a druid 
  6/pathfinder chronicler 4 counts as having 8 levels of druid 
  for purposes of calculating the animal companion’s abili-
  ties. Additionally, the animal companion gains a +2 bonus 
  to Survival checks and can gain the benefit of your live to 
  tell the tale ability. Your animal companion’s use of this 
  ability counts against the number of times you can use it 
  per day.
  CHrONICLEr’S FAMILIAr 
  Your familiar continues to advance in power and learns to 
  speak new languages.
  Prerequisites: Arcane bond (familiar) class feature, path-
  finder chronicler level 2nd
  Benefit: Every two levels of pathfinder chronicler you 
  possess count as a level of a class which improves the 
  abilities of your familiar. For example, a wizard 6/path-
  finder chronicler 4 counts as having 8 levels of wizard 
  for purposes of calculating the familiar’s abilities. 
  Additionally, when you take this feat and at each even 
  level of pathfinder chronicler you attain, your familiar 
  learns to speak a new language, even if it could not speak 
  a language previously. If you wish, you can also choose 
  to teach your familiar the languages that you create with 
  the Secret Script and Secret Tongue feats by spending 
  the appropriate amount of time teaching your familiar the 
  languages.
  CHrONICLEr’S SCrOLL
  You are a master of scribing scrolls and can grant them 
  additional bonuses.
  Prerequisites: Scribe Scroll, 10 or more ranks in 
  Profession (scribe), pathfinder chronicler level 5th
  Benefit: Whenever you scribe a scroll using the Scribe 
  Scroll feat, you can modify the scroll with any one of the 
  following benefits: increase the DC to resist the spell on 
  the scroll by 1; or increase the duration of a spell measured 
  in rounds or rounds per caster level by 1 round per 2 
  levels of pathfinder chronicler you possess; or calculate 
  the numerical effects of the spell (other than duration) 
  which are dependent on caster level by adding one third of 
  your pathfinder chronicler level to your caster level. These 
  benefits only work if you use the scroll yourself, and the 
  monetary value of the scroll does not increase.
  COrNErEd rAt [COMbAt]
  When you are seriously injured in battle, you go for the 
  throat.
  Prerequisite: Sneak attack class feature
  Benefit: After any attack reduces your hit points to one-
  quarter or fewer of their normal total, your opponents are 
  denied their Dexterity bonus to AC against your melee 
  attacks for a number of rounds equal to the number of 
  sneak attack dice you possess. This effect ends if your hit 
  points rise above one-quarter of their normal total.
  CLAw SHAPING [COMbAt]
  You are able to alter your dragon claws to suit any situa-
  tion.
  Prerequisites: Cha 13+, claws bloodline power, dragon 
  disciple level 3rd
  Benefit: A number of times per day equal to your dragon 
  disciple level plus your Charisma modifier, you can take 
  a swift action to activate one of the following effects for 
  1 round: change your claws into silver or cold iron; cause 
  your claws to deal 1d6 additional points of damage of your 
  energy type on a successful hit; or elongate your claws to 
  gain a +2 bonus to Climb checks or Intimidate checks. You 
  may only use 1 effect per round.
  CLOAKING MyStEry
  Your performance causes a magical cloud of dust to form 
  around you, hiding you from your enemies while your 
  Bardic Performance wreaks destruction upon them.
  Prerequisite: Bard Level 6th
  Benefit: Whenever you use your Bardic Performance, a 
  bank of magical fog centered on you billows out to form 
  a dark cloud with a radius of 10 feet. The cloud obscures 
  all sight, including darkvision, beyond five feet, save your 
  own. That is, everyone is affected by the fog except for 
  you. While you’re in this cloud you have total concealment 
  (50% chance to miss, attacker can’t use slight to locate 
  the object). The cloud stays until your Bardic Performance 
  ends, after which it dissipates.
  Bardic Performance powers where allies or enemies must 
  perceive you, such as inspire courage, work the same way 
  even if the allies or enemies cannot see you.
  
  PAGE  16
  CLOSE FIGHtING [GENErAL]
  You’ve trained long and hard with allies, mastering your 
  combat techniques when shoulder-to-shoulder with your 
  allies.
  Benefit: When adjacent to an ally that possesses the Close 
  Fighting feat you gain a bonus to attack and damage rolls 
  equal to one-half your ally’s base attack bonus (round 
  down).
  COLd-bLOOdEd KILLEr [COMbAt]
  You quickly take advantage of helpless enemies and kill 
  them in cold blood, banishing their souls just as if you had 
  made a death attack.
  Prerequisites: Assassin level 5th
  Benefit: You add your assassin level to the Difficulty Class 
  of Fortitude saving throws made to resist death when you 
  coup de grace a victim. In addition, the effect of your true 
  death class feature applies to creatures you slay with a 
  coup de grace as well as those slain with a death attack, 
  and you may also use the angel of death ability when you 
  make a coup de grace in addition to when you make a 
  death attack.
  COLd-bLOOdEd LIAr
  You are able to easily lie about death and killing.
  Prerequisites: Cha 13+, 5+ ranks in Bluff, death attack 
  class feature
  Benefit: When you lie about death, killing, or your assign-
  ments as an assassin (past, present, and future), your lies 
  are always considered “believable” for purposes of the 
  circumstance penalty applied to your check, unless the lie 
  would otherwise be considered “impossible,” in which case 
  you only have a -10 penalty. In addition, when you use 
  innuendo to pass on a secret message about one of these 
  topics, you get a +5 bonus to your Bluff check.
  COMbAt MOMENtuM [FIGHtEr] 
  Your attacks gain in power the as you cut through your 
  enemies’ ranks. 
  Prerequisites: Str 13+, Cleave, Great Cleave, Power 
  Attack, base attack bonus +12 
  Benefit: If you deal a creature enough damage to drop a 
  creature below 0 hit points in melee combat, you gain a 
  cumulative +1 circumstance bonus to damage for all melee 
  weapon attacks until the end of your current action. 
  
  PAGE  17
  COMPOSurE [GENErAL]
  You’ve mastered the art of self-control and never let your 
  true thoughts or feelings show.
  Prerequisite: Perform (Act) 5 ranks, Sense Motive 8 ranks
  Benefit: You gain a +2 competence bonus to ability 
  checks, skill checks, and Will saves when someone 
  attempts to force information from you.
  CONFOuNd tHE CAStEr
  When you counter a spell, the you can confuse the 
  thwarted caster.
  Prerequisites: Cha 13+, Improved Counterspell, arcane 
  trickster level 1st
  Benefit: Whenever you successfully counter a spell, you 
  may cause the caster of the countered spell to become 
  confused for a number of rounds equal to your Charisma 
  modifier (minimum 1). Your caster level for this effect 
  is equal to your caster level. You may use this effect a 
  number of times per day equal to your arcane trickster 
  level.
  CONtINuAL ELEMENtAL StING
  Even after your initial strike, your opponents still feel the 
  sting of your arrows. Your attack continues to char, shock, 
  and freeze their skin until their breaths are taken from their 
  bodies. 
  Prerequisite: Arcane Archer Level 6th
  Benefit: Before you attack an opponent and decide to 
  use either your Enchant Arrows (Elemental) or Enchant 
  Arrows (Elemental Burst) ability, you may choose to have 
  the damage that your arrows deal be ongoing damage. On 
  a successful attack your arrow does the regular amount of 
  damage. On your next turn, each target that is affected by 
  Continual Elemental Sting must make a (DC 20 + 1/2 your 
  level in Arcane Archer) or take damage as if they were hit 
  by another arrow of the same type that you hit the target 
  with before. The target continues to take damage until 
  they make the save on your turn. You may use this ability 
  a number of times per day equal to your level in Arcane 
  Archer divided by two (rounded down).
  COPPEr drAGON’S trAP MAStEry
  You gain the copper dragon’s mastery of traps.
  Prerequisites: Draconic bloodline (must choose copper 
  dragon), dragon disciple level 1st
  Benefit: You add half your dragon disciple level (minimum 
  +1) to Craft (traps) checks and Perception checks made to 
  locate traps, and you can also use Disable Device to disarm 
  magic traps as if you had the rogue’s Trapfinding class 
  feature. This feat does not grant you the other benefits of 
  the Trapfinding class feature.
  Normal: Normally only a rogue can use Disable Device to 
  disarm magic traps.
  CrAFt FEtISH [ItEM CrEAtION]
  You can create fetishes, items that contain spells you or 
  another spellcaster can use.
  Prerequisite: Spellcaster leveI1st+.
  Benefit: This feat works like Scribe Scroll, except it 
  creates a fetish; an object of some type often a small doll; 
  rather than a scroll. Like a scroll, the fetish is consumed 
  after one use.
  Special: Using a charm provokes an attack of opportunity 
  and in all ways is just like reading a scroll.
  CrIPPLING FINESSE [COMbAt]
  Your precision is more important than your strength when 
  you strike vital areas.
  Prerequisites: Dex 15+, Weapon Focus (light or one-
  handed piercing weapon), duelist level 5th
  Benefit: When you make a critical hit using a light or one-
  handed piercing weapon for which you have the Weapon 
  Focus feat, you can use your Dexterity modifier in place 
  of your Strength modifier when calculating the attack’s 
  damage.
  CrItICAL AIM [FIGHtEr, GENErAL]
  You have become an expert marksman, enabling you to 
  strike vulnerable spots with ruthless efficiency.
  Prerequisites: Proficiency with a ranged weapon, 
  Improved Critical, Weapon Focus, and Weapon 
  Specialization with that ranged weapon, base attack bonus 
  +11.
  Benefit: When firing your chosen weapon, your critical 
  multiplier is increased by one (for example, a x3 critical 
  multiplier becomes x4).
  Special: This feat may only be chosen with a ranged 
  weapon. You may gain this feat more than once, choosing a 
  different weapon for which you meet the prerequisites each 
  time.
  This effect does not stack with any other effect that 
  increases the critical multiplier of a given weapon, but it 
  does stack with the Improved Critical feat and other effects 
  that increase a weapon’s threat range (though such effects 
  still do not stack with each other).
  
  PAGE  18
  CrItICAL ArrOw StOrM
  When you nock an arrow in your bow a tingling sensa-
  tion comes over your fingers. You release the arrow as it 
  soars through the air with magical energy, seeking out your 
  target’s weakest and most vital areas.
  Prerequisite: Dex 19, Arcane Archer Level 7th 
  Benefit: When you use your hail of arrows ability, every 
  arrow that strikes a target is automatically a confirmed 
  critical hit.
  CruEL HuNtEr
  You are highly skilled at hunting and slaying your chosen 
  enemies.
  Prerequisites: Death attack, favored enemy, and track 
  class features
  Benefit: Your levels in assassin stack with levels in classes 
  which grant the track class feature for purposes of deter-
  mining your bonus to Survival checks to find and follow 
  tracks. In addition, when you prepare to make a death 
  attack against a creature that is a favored enemy, you need 
  only take a move action each round to study your target.
  CruSAdE
  Kill them all, and let the gods sort them out. 
  Prerequisites: Vendetta feat; Demanding Challenge class 
  feature (Cavalier 12th level)
  Benefit: Expend all remaining uses of Challenge for the 
  day. All opponents within 20 feet who can see and hear 
  you are affected by your Challenge.  At 18th level, this 
  increases to 30 feet. 
  CryPtIC SCrIbING  [GENErAL]
  In an attempt to hide their spellbooks many wizards have 
  learned how to hide their spells in other various types of 
  written works.
  Prerequisites: Int 13+, Knowledge (Arcana) 5 ranks
  Benefit: You can encode a spell within any written work, 
  which is then treated as a spellbook. A spell hidden in 
  such a way requires double the page count (which can be 
  reduced to the standard 1 page per spell level through 
  the Efficient Study feat) and requires you to succeed on a 
  Knowledge (Arcana) check (DC 15 + spell level).
  If you possess the Scribe Scroll feat, you may also encode 
  scrolls within written works. This requires an additional 
  day and a successful Knowledge (Arcana) check (DC 20 + 
  spell level) in addition to the normal costs for scribing the 
  scroll.
  You gain a +2 bonus on your Knowledge (Arcana) checks 
  when detecting or deciphering any other character’s 
  encoded spell or scroll.
  Special: Any spellcaster may recognize an encoded spell 
  by making an opposed Knowledge (Arcana) check against 
  the original Knowledge (Arcana) check result of the caster 
  who encoded the spell. A character who successfully 
  encodes a spell can always read his own encoded spells 
  without requiring a roll. If a character has reason to believe 
  that a particular written work contains an encoded spell, he 
  may take 10 on his Knowledge (Arcana) checks.
  CuLINAry ASHE [ItEM CrEAtION]
  This feat is sometimes called “upside-down cooking” is the 
  ability to trap magical powers within common food items, 
  alchemical or herbal drinks. The enchanted foods are magi-
  cally protected from spoilage, and retain their magic indefi-
  nitely until used.
  Prerequisites: Brew Potion, spellcaster level 3rd+
  Benefit: This feat functions exactly like Brew Potion, 
  except that the caster can make the potion appear as any 
  sort of food desired including magical breads, cheeses, 
  or meats, dry goods, fruit, gels, soups or stews and even 
  pastes.  The limits of this feat are left to the imagination of 
  the player and the DM.
  dANCE OF tHE dEAd
  Your movements and rhythm has the power to enervate all 
  that watch you, including the dead!
  Prerequisite: Bard Level 12th
  Benefit: When using your Bardic Performance, you have 
  the power to raise the dead as undead creatures. Dead 
  creatures within a 50 foot radius of you are affected. Some 
  dead creatures within a 50 foot radius are immediately 
  enervated and are temporarily brought back from the dead 
  under your control for as long as you are using your Bardic 
  Performance.
  Undead that you raise carry out any verbal commands that 
  you give them to the best of their ability. When you end 
  your Bardic Peroformance, the undead creatures return 
  to their catatonic states. The number of hit dice worth of 
  undead you can temporarily raise with this feat is equal to 
  one-third of your Bard level (rounded down).
  dANCE OF EtHEr
  Your amazing performance allows you to become ethereal!
  Prerequisite: Bard Level 15th
  
  PAGE  19
  Benefit: With this feat you can choose to be ethereal while 
  using your Bardic Performance. You gain the bonuses and 
  damage reduction granted to those that are ethereal. When 
  you end your Bardic Performance and you’re using this 
  feat you are no longer ethereal.
  dANCE OF SHAdOwS ANd MyStEry
  You are able to perform a special dance while within a 
  shadowy area which creates your choice of one of several 
  different supernatural effects.
  Prerequisites: 8 or more ranks in Perform (dance), shad-
  owdancer level 3rd
  Benefit: While you are located in an dimly lit (or darker) 
  area, as a standard action, you are able to begin dancing to 
  initiate any one of several different magical effects. This 
  effect lasts as long as you continue to dance and remain 
  within a dimly lit area, and you can maintain it each round 
  as a free action. You can use this ability a total number 
  of rounds per day equal to twice your shadowdancer 
  level. You may choose from the following effects: gain 
  5% concealment per level of shadowdancer you possess; 
  cause a single target chosen when the ability is initiated 
  to become confused (as confusion) unless it makes a 
  successful Will save (which it may remake each round in 
  order to break the effect); gain a 5 foot enhancement bonus 
  to your speed for each level of shadowdancer you possess; 
  double the range of your darkvision; create a mirror image 
  of yourself (as with the mirror image spell); or gain a +1 
  bonus to Stealth checks for each level of shadowdancer 
  you possess. Your caster level for this effect is equal to 
  your shadowdancer level, and the Difficulty Class of any 
  saving throws made against these effects is equal to 10 + 
  your shadowdancer level + your Charisma modifier.
  dANGErOuS dEFENSE [COMbAt]
  When fighting defensively, your parry attempts are still 
  made with your maximum skill.
  Prerequisites: Combat Expertise, duelist level 5th
  Benefit: Any parry attempts you make do not suffer the 
  normal penalty that applies to your attacks when fighting 
  defensively or using Combat Expertise. The penalty still 
  applies to your attacks of opportunity made using the 
  riposte ability in a round in which you are fighting defen-
  sively.
  Normal: Normally all of your attacks suffer a -4 penalty 
  when you fight defensively and a penalty of at least 1 when 
  you use Combat Expertise.
  dArK FOG SHOt
  Your arrows have the ability to cause thick billowing smog 
  to form around your target and those that are close by. You 
  smile in glee as your targets struggle to strike you back 
  while you pick them off without any trouble at all.
  Prerequisite: Arcane Archer Level 3rd
  Benefit: Before you shoot an arrow, you can choose to 
  imbue it with Dark Fog power. If this attack is successful, 
  a billowing cloud of smoke with a radius of 20 feet to 
  extends outward from the arrow. Those that that try to 
  attack from inside the cloud suffer a penalty of -2 to hit 
  because of the dark smoke. Those outside of the cloud of 
  smoke attacking a target that is inside the smoke cloud 
  suffers no to hit penalty. You can use the benefit from this 
  feat a number of times equal to one-half of your level in 
  Arcane Archer (rounded down). 
  dAZZLING StrIKE
  Your combat expertise with your chosen weapon bedazzles 
  your foes. Their eyes go wide as your steel dances over 
  them, causing their lifeblood to spill to the ground.
  Prerequisite: Fighter Level 4th
  Benefit: When you successfully strike a foe, that foe must 
  immediately make a DC 15 will save or be dazed until the 
  end of your next turn. This feat affects all creatures, save 
  undead.
  dEAd SHOt [FIGHtEr, GENErAL] 
  You are a skilled marksman and have learned to hit targets 
  who are hiding behind cover.
  Prerequisites: Point Blank Shot, Precise Shot, Dexterity 
  13+, Base Attack Bonus +4 or higher
  Benefit: When using a ranged weapon against a target 
  taking advantage of cover, the target is considered not to 
  have cover and gains no AC bonus because of cover. 
  Special: This feat does not stack with other feats or abili-
  ties that lend modifiers to hit targets behind cover.
  dEAdLy drAw [FIGHtEr, PALAdIN]
  You are able to execute a powerful slicing attack as you 
  remove your sword from its scabbard.
  Prerequisites: Base attack bonus +7, Quick Draw
  Benefit: If your weapons are not yet drawn you may, as 
  your first action in any combat, draw your weapon and 
  execute an attack action against any target within reach of 
  you at the time you draw your weapon. In order to use this 
  feat, drawing an attacking must be the first action you take 
  
  PAGE  20
  in the combat – you may not move or perform any other 
  actions until your use of Deadly Draw is complete. The 
  attack executed with this feat receives a +5 insight bonus 
  to the attack roll as your training allows you to strike with 
  startling precision.
  dEAdLy KI
  Your ki power can be used to improve your deadly skills.
  Prerequisites: Wis 13+, death attack and ki pool class 
  features
  Benefit: By spending 1 point from your ki pool, you can 
  use any one of the following effects: increase the length 
  of time a victim of your death attack remains paralyzed by 
  1 round; move up to half your speed as a swift action or 
  draw a weapon as a free action during any round that you 
  have also studied a potential death attack victim; increase 
  the amount of time you have remaining in which to make 
  a death attack after you have finished studying your victim 
  by 1 round; or gain a +2 bonus to Stealth or Perception for 
  1 round.
  dEAdLy rIPOStE [COMbAt]
  You can make an extremely deadly riposte if you parry 
  your opponent’s attack with exceptional skill.
  Prerequisites: Duelist level 9th
  Benefit: Once per day when you parry an attack and beat 
  the attacker’s roll by 10 or more, if you elect to make a 
  riposte following the parry, you can choose before making 
  the attack roll to make the attack into a deadly riposte. If 
  the attack successfully damages your opponent, they must 
  make a Fortitude save (DC 10 + your duelist level + your 
  Intelligence modifier) or die. If your attack misses or deals 
  no damage, this ability is wasted with no effect.
  dEAdLy SurPrISE [COMbAt]
  When you take up an unorthodox weapon in combat, you 
  attack with surprising lethality.
  Prerequisites: Catch Off-Guard, sneak attack class feature
  Benefit: The first attack you make using each improvised 
  weapon in a battle denies your opponent of their Dexterity 
  bonus to AC (whether or not they are armed). In addition, 
  your sneak attack damage from attacks with improvised 
  weapons increases by 1d6.
  dEAtH bLOw [GENErAL]
  Choose one type of weapon, once per day you’re able to 
  pierce an enemy’s defenses, inflicting mortal damage.
  Prerequisite: Improved Critical (identical weapon type), 
  Base attack bonus +12
  Benefit: When using the weapon you selected, any critical 
  strike deals a number of points of damage equal to two 
  times your Strength bonus. This damage is in addition to 
  any other damage the strike inflicts.
  Special: You can gain Death Blow multiple times. The 
  effects do not stack. Each time you take the feat, it applies 
  to a new type of weapon.
  dEEPEr POCKEtS 
  Your pockets and packs contain even more trinkets and 
  valuable objects that you can whip out at a moment’s 
  notice.
  Prerequisites: Pathfinder chronicler level 4th
  Benefit: You can carry up to 150 gp of unspecified equip-
  ment per class level using your deep pockets ability. 
  Additionally, retrieving an item you specify at the time 
  takes only a standard action. You can also choose to pack 
  your gear in only 30 minutes and still receive the +4 bonus 
  to your Strength to determine your light encumbrance, or 
  you can choose to take a full hour and receive a +6 bonus. 
  Finally, your bonus to Sleight of Hand checks made to 
  conceal small objects on your person increases from +4 to 
  +6. 
  Normal: See the deep pockets ability for its normal func-
  tions.
  dEFENdEr OF tHE FAItH  [PALAdIN]
  You have been blessed as a protector of life, guarding 
  others and yourself against the ravages of the undead.
  Prerequisites: Dex 13+, Wis 13+, Combat Reflexes, 
  Paladin level 1st+
  Benefit: If you are not flat-footed when an adjacent undead 
  opponent’s melee attack roll misses you or an adjacent ally 
  by a margin equal to your base attack bonus times two, you 
  may immediately take an attack of opportunity against that 
  undead opponent.
  dEVIANt wOrSHIPPEr
  You have a skewed world view and have either rationalised 
  the nature of your god, or worship an aspect of him, in a 
  way that conforms to your own philosophy. Needless to 
  say, others find you odd and have trouble understanding 
  your reasoning.
  Prerequisite: Cleric level 1st or higher
  
  PAGE  21
  Benefit: You can have any alignment, regardless of 
  the alignment of your god. Using your god’s favoured 
  weapon, casting spells from his domains and using his 
  domain powers have no negative effects on your align-
  ment. However, all your other actions, including the use 
  of aligned spells which are not part of your domains will 
  affect your alignment as normal.
  Normal: Your alignment can only be one step removed 
  from your god along either the good/evil axis or the law/
  chaos axis.
  Special: Those with this feat are unlikely to be part of 
  their god’s organised religion and will probably be hunted 
  or reviled by members of their own faith for their warped 
  outlook. This feat can only be taken at 1st-level.
  dEVIOuS bLOOdLINE
  You continue to gain spells from your sorcerous bloodline 
  as you advance your skills in trickery.
  Prerequisites: Sorcerer bloodline class feature, arcane 
  trickster level 1st
  Benefit: Your levels in arcane trickster stack with your 
  sorcerer levels for purposes of determining which blood-
  line spells you know.
  dEVIOuS SCAMPErING [COMbAt]
  You move through obstacles more quickly than your oppo-
  nents expect.
  Prerequisites: Dex 15+, Nimble Moves, sneak attack class 
  feature
  Benefit: After moving through difficult terrain, your next 
  melee attack during the same turn denies your opponent of 
  their Dexterity bonus to AC. Your opponent is not denied 
  their Dexterity bonus if you were already adjacent to the 
  opponent before moving.
  dIMENSIONAL SHOt
  A force of unspeakable power rests within your arrows. 
  Your foes’ greatest fear isn’t the sting of your missile, but 
  whether they’ll survive the cruel and harsh places where 
  your arrows can send them.
  Prerequisite: Arcane Archer Level 10th
  Benefit: Once per day, you can choose to imbue your 
  arrow with dimensional power. If you hit with this attack, 
  on top of the normal damage your target receives the target 
  must make a (DC 20 + your Arcane Archer level) Will 
  save. If the target fails the save, then that target disappears 
  from the current plane of existence that she is on, and reap-
  
  PAGE  22
  pears on any plane, other than the one the target was on, 
  when this ability was used on her. 
  dIrty MAGICAL SHOt
  Your level of dirty ranged fighting has extended to the 
  realm of spellcasting. Whenever an opponent has his back 
  turned to you, you know how to manipulate the magic in 
  your arrow to target his weak point, doing severe amounts 
  of damage. 
  Prerequisite: Arcane Archer Level 8th
  Benefit: This feat works exactly the same way as the Dirty 
  Shot feat, except that spell arrows that attack an enemy 
  from behind do double the normal amount of damage. 
  dIrty SHOt
  You love to fight dirty from a long range. When an oppo-
  nent’s back is turned to you, you know how to hit them just 
  right to cause them large amounts of pain. 
  Prerequisite: Arcane Archer Level 2nd
  Benefit: Whenever you attack an opponent that has their 
  back turned to you with an arrow and hit, your arrow does 
  twice the normal amount of damage. This includes all 
  types of damage except spell damage.
  dISArMING ExPErt [FIGHtEr] 
  You are an expert at disarming. 
  Prerequisites: Int 13+, Combat Expertise, Improved 
  Disarm, base attack bonus +7. 
  Benefit: If you roll a natural 20 during an attempt to 
  disarm a foe, your disarm attempt succeeds, regardless of 
  the final modified attack roll of your foe. 
  dISArMING rIPOStE [COMbAt]
  You are skilled at disarming your opponents when you 
  parry and counterattack.
  Prerequisites: Int 13+, Combat Expertise, Improved 
  Disarm, riposte class feature
  Benefit: When you successfully parry an opponent’s attack 
  and make an attack of opportunity against the opponent, if 
  you choose to try to disarm your opponent, you gain a +1 
  bonus to your Combat Maneuver Bonus per three levels of 
  duelist that you possess. If you successfully disarm your 
  opponent, you may choose to have their weapon land in 
  any square within 10 feet of you.
  dISCIPLE OF drAGON FEAr
  You are almost as terrifying as a true dragon.
  Prerequisites: Cha 13+, Dragon disciple level 5th
  Benefit: Whenever you use your breath weapon or claw 
  attacks or fly over an opponent, you may take a swift acti-
  vation to scare opponents within 30 feet. Opponents within 
  that range must make a Will save (DC 10 + your dragon 
  disciple level + your Charisma modifier) or become shak-
  ened for 1 round per level of dragon disciple you possess. 
  Creatures with 5 or more Hit Dice fewer than you become 
  frightened instead. Creatures that are subjected to this 
  effect become immune to it for 24 hours.
  dIStrACtING ILLuSIONISt
  You are skilled at diverting your opponents’ attention with 
  your illusions.
  Prerequisites: Cha 13+, sneak attack class feature, able to 
  cast at least two illusion spells
  Benefit: Whenever one of your opponents fails a Will 
  saving throw against an illusion spell you cast, they lose 
  their Dexterity bonus to AC against your attacks for a 
  number of rounds equal to your Charisma modifier. 
  dIVErSE MAStEry
  With your ability to learn quickly, you immediately gain 
  knowledge in a number of different areas.
  Prerequisites: Instant mastery (loremaster secret), Int 13+
  Benefit: When you take this feat you gain 4 skill ranks 
  which you may spend on any skills. These skill points are 
  in addition to any others you gain normally and are spent 
  just like any other skill points. You may not put more ranks 
  into any given skill than you are normally allowed.
  Normal: Normally you gain skill points only from gaining 
  levels or Hit Dice.
  dIVINE ArCANA [MEtAMAGIC]
  You are able to imbue an arcane spell with holy or unholy 
  energy.
  Prerequisites: Channel energy class feature, mystic 
  theurge level 1st
  Benefit: A Divine Arcana is an arcane spell that you have 
  imbued with divine energy so as to become holy or unholy 
  (depending on whether you channel positive or negative 
  energy). The Difficulty Class to resist a spell imbued with 
  such energy increases by 2 for creatures that do not share 
  the alignment of the spell (good for holy spells or evil for 
  unholy spells) or by 4 for creatures with the opposite align-
  ment. The Difficulty Class does not change for creatures 
  which share the spell’s alignment. A Divine Arcana spell 
  
  PAGE  23
  must be an arcane spell and it uses up a spell slot 2 levels 
  higher than the spell’s actual level.
  dIVINE GIFtING
  You have forged a special bond with your god and in times 
  of great need you can call upon him to grant you spells 
  outside of the normal rituals of your faith.
  Prerequisite: Cleric level 3rd or higher
  Benefit: You can pray to recover spells before you would 
  normally be able to. However if you do so you cannot pray 
  for spells for at least a full 24 hours and may not use this 
  feat again until you have had a full 8 hours rest. So, for 
  example if you normally pray for spells at dawn you can 
  instead pray immediately, following all the normal rules 
  for praying for spells. However, you will then not receive 
  spells again for at least 24 hours.
  Normal: A divine spell caster recovers her spells at a set 
  time each day regardless of whether or not they rest.
  dIVINE MAGIC
  You have mastered one of the spells gifted to your by your 
  god, until its use is like second nature.  
  Prerequisite: Domains class feature, Cleric level 7th or 
  higher
  Benefit: Choose one of your 1st-level domain spells to 
  gain as a spell-like ability. You can then use this ability just 
  as if you were casting the spell a number of times a day 
  equal to 3 + your Wisdom bonus. You can still memorise 
  the spell as normal and retain your 1st-level domain slot.
  Special: You may take this feat twice, once for each of 
  your two 1st-level domain spells.
  dIVINE PrOtECtOr  [PALAdIN]
  You are blessed with additional magical aid. 
  Prerequisites: Wis 15+, Paladin level 4th+
  Benefit: You may choose anyone clerical domain from 
  among your deity’s list of domains. You now have access 
  to this domain as a cleric. You gain an additional spell per 
  day that may only be chosen from this list of spells.
  You gain the granted power of the domain and access to 
  the first 4 levels of spells.
  dIVINE SHIELd
  You can sheath yourself in a nimbus of power fashioned 
  from raw positive or negative energy. 
  Prerequisite: Channel energy class feature.
  Benefit: As a standard action you can expend a use of your 
  channel energy ability to create a shield around yourself of 
  positive or negative energy – depending on which kind you 
  normally channel. This shield lasts for a number rounds 
  equal to your level. During this time any creature striking 
  you with a melee attack will take 1d6 points of damage, 
  as long as they would normally harmed by your channel-
  ling. Creatures are also permitted a Will save as normal to 
  reduce this damage by half. Creatures can also touch you 
  as a standard action to be healed for 1d6 points of damage 
  if they would normally be healed by your channelling. This 
  damage or healing increase to 2d6 at 5th-level, and then by 
  an addition 1d6 for every 5 levels thereafter, to a maximum 
  of 5d6 at 20th-level.
  Normal: Channel energy 
  Special: You can use this feat again while your divine 
  shield is still active to increase its duration by a number of 
  rounds equal to your level. 
  dIVINE trutHS OF tHE ArCANE
  You can sacrifice divine magical energy in order to gain 
  insights into magical arcana and spells.
  Prerequisites: 5 or more ranks in Knowledge (religion), 5 
  or more ranks in Spellcraft, mystic theurge level 1st
  Benefit: By sacrificing an uncast divine spell that you had 
  prepared, you are able to gain a bonus to a Knowledge 
  (arcana) or Spellcraft skill check equal to twice the level 
  of the spell sacrificed, or a bonus equal to the level of the 
  spell sacrificed to a single caster level check that you make 
  in order to penetrate a creature’s spell resistance. Using 
  this ability is a swift action, and you may use it a number 
  of times per day equal to one half of your mystic theurge 
  level (minimum 1).
  dOMAIN FOCuS
  With prayer and practice you have become more deadly 
  with your domain spells, making their effects harder to 
  resist for your foes.
  Prerequisite: Domains class feature.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells from your domains. This also 
  increases the Difficult Class for saving throws against 
  domain powers.
  dOMAIN MAStEry
  Through ceaseless pray and adherence to the tenants of 
  your faith you have gained a greater connection to the 
  power of your god and the special blessings he bestows 
  upon his faithful.
  
  PAGE  24
  Prerequisite: Domains class feature, domain focus.
  Benefit: Once a day you can cast any memorised domain 
  spell without losing it from memory. In addition when 
  preparing domain spells you can use a higher level slot to 
  memorise a domain spell of a lower level. So for example 
  a cleric could use his 3rd-level domain spell slot to memo-
  rise a 1st or 2nd level domain spell.
  dOubLE NOCK [FIGHtEr, GENErAL] 
  You have practiced nocking and firing two arrows at once, 
  without either shooting yourself in the hand or sending 
  both arrows flying wild with each shot.
  Prerequisites: Dexterity 15+, Point Blank Shot, Rapid 
  Shot
  Benefit: As a move equivalent action you can nock two 
  arrows to your bow instead of one. In this way, your next 
  attack with your bow will fire both arrows at your target. 
  You make an attack roll with each of these arrows, with 
  each attack suffering from a -5 circumstance penalty on the 
  attack roll.
  drACONIC AttrIbutES
  Your most basic attributes become even more like a drag-
  on’s.
  Prerequisite: Dragon disciple level 2nd
  Benefit: When you take this feat, choose Strength, 
  Constitution, or Intelligence. That score increases by 2. 
  Your Dexterity decreases by 2. This increase is gained as if 
  through level advancement.
  Special: You may take this feat more than once. Each time, 
  choose a different ability score to increase. You may not 
  increase the same score more than once with this feat.
  drAGON dISCIPLE’S LAIr
  You are very comfortable and alert in your chosen lair.
  Prerequisites: Dragon disciple level 1st, must have a lair
  Benefit: Choose a specific lair, such as a series of caves, 
  a building, or a grove, which you make your home, just 
  like a true dragon. While in this lair, you gain a bonus to 
  Perception checks and initiative rolls equal to 1/2 your 
  dragon disciple level (minimum +1) and you cannot be 
  caught flat-footed. In addition, the DC of Perception 
  checks made to discover any objects you hide in your lair 
  increases by the same amount.
  drAGON StyLE [COMbAt]
  You overpower your opponent in combat with your sheer 
  fighting supremacy.
  Prerequisite: Improved Unarmed Strike, base attack bonus 
  +6
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action. If this unarmed attack hits, 
  you deal damage normally, and the target must make a 
  Fortitude saving throw (DC 10 + 1/2 your character level 
  + your Wis modifier).  If the save fails, the target is consid-
  ered prone.
  drAGON wING AttACKS  [COMbAt]
  You have learned to attack with your draconic wings.
  Prerequisites: Str 15+, wings bloodline power, dragon 
  disciple level 5th
  Benefit: You gain the ability to attack with your draconic 
  wings during rounds in which you have grown your claws. 
  The wings are treated as secondary natural weapons, 
  allowing you to attack with them at a -5 penalty along 
  with your other attacks. These attacks deal 1d4 points of 
  damage (1d3 if you are small) plus 1/2 of your Strength 
  modifier.
  Normal: Normally your draconic wings grant you the 
  ability to fly, but not to attack.
  drAGON wING SHIELd  [COMbAt]
  You are able to use your mighty wings as a protective 
  shield.
  Prerequisites: Str 15+, wings bloodline power, dragon 
  disciple level 5th, Dragon Wing Attacks
  Benefit: During any round in which you have activated 
  your claws and take a full-attack action, you can choose 
  not to attack with your wings. If you do, you instead gain 
  a shield bonus to Armor Class equal to 1/2 your dragon 
  disciple level for 1 round.
  drAGONbLOOd SPELL [MEtAMAGIC]
  Your draconic blood allows you to be even more versatile 
  with your spontaneous spells.
  Prerequisite: Dragon disciple level 3rd
  Benefit: Only a spontaneously-cast arcane spell can be 
  cast as a dragonblood spell. You can apply any one of the 
  following effects to a dragonblood spell at the time that 
  you cast it: calculate the spell’s caster-level dependent 
  properties (including any Spell Resistance rolls) as if you 
  were 1 level higher; change the energy damage dealt by a 
  spell to damage of your energy type; increase the damage 
  dealt by a spell which deals your energy type’s damage by 
  +1 per dragon disciple level; or increase the saving throw 
  DC of the spell by 1. A dragonblood spell uses up a spell 
  
  PAGE  25
  slot one level higher than the spell’s actual level. This feat 
  may not be applied to the same spell more than once.
  drEAdEd SHAdOwdANCEr
  You are truly terrifying when you are in the shadows, able 
  to frighten your enemies with ease.
  Prerequisites: 5 or more ranks in Intimidate, Cha 15+, 
  shadowdancer level 3rd
  Benefit: While in dimly lit (or darker) areas, you gain a 
  bonus to Intimidate checks equal to one-half your shad-
  owdancer level. In addition, once per day you are able to 
  cause all creatures within 10 feet per three levels of shad-
  owdancer you possess to make a successful Will save or 
  become frightened for 1 round per shadowdancer level. 
  The DC of this saving throw is 10 + your shadowdancer 
  level + your Charisma modifier, and you can only use this 
  ability while in dimly lit (or darker) areas. This is a mind-
  affecting effect.
  drEAMCHILd [druId]
  You bind your being to the magical essence of the wood-
  lands, gaining aspects of fey creatures.
  Prerequisites:  Druid level 5th+, Survival 10 ranks, Fey 
  Blood
  Benefit: You are immune to magical compulsions that 
  affect humanoids like charm person and dominate person.
  drAINING StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend necromantic power to drain the life energy from 
  your targets.
  Prerequisites: Arcane Strike, Spell Focus (Necromancy), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused necromancy spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one necromancy spell (for spontaneous casters). If 
  you do, each time you successfully damage an opponent 
  with an attack until your arcane strike ability ends on your 
  next turn, you gain a number of temporary hit points equal 
  to the level of the spell expended. This temporary hit points 
  last for 1 minute per level of eldritch knight you possess.
  druNKEN CHArGE [COMbAt]
  Due to your intoxicated state, you can make charge attacks 
  at unusual angles that startle your opponents. 
  Prerequisite: Ki Pool class feature, Drunken Demon
  
  PAGE  26
  Benefit: Under the effects of the feat Drunken Demon, you 
  can charge as normal up to twice his speed, but it does not 
  need be in a straight line.  In addition, if your movement 
  through threatened squares provokes attack of opportunity, 
  make a DC 15 Acrobatic check to negate the attack of 
  opportunity.
  As long as you are under the effects of the feat Drunken 
  Demon, you can make use of this feat.
  druNKEN dEMON [MONK]
  The excesses of the drinking alcohol release a hidden 
  power and strength inside of you.
  Prerequisite: Ki Pool class feature
  Benefit: Because of your Ki Pool, your body tolerates 
  alcohol substance like wine, ale or other type of alcohol 
  in a different manner than other people. As a move action 
  you can drink a bottle of wine, tankard of ale or equivalent 
  amount of alcohol. For each bottle or tankard of alcohol 
  drunk, they will reduce their Wisdom and Intelligence 
  by 2 points each, but increase either their Strength or 
  Constitution (character’s choice) by 2 points.  A character 
  may benefit from a number of drinks equal to half their 
  class level. The duration of both the penalty and the bonus 
  is a number of rounds equal to the character’s monk level 
  + 3.
  As long as there is at least 1 point in his ki pool, you can 
  make use of this feat.
  duELISt’S tAuNt [COMbAt]
  You can strike fear into your opponents with your excellent 
  swordplay.
  Prerequisites: 5+ ranks in Intimidate, parry class feature
  Benefit: Whenever you successfully parry or make an 
  attack of opportunity with a light or one-handed piercing 
  weapon, you can make an Intimidate check to demoralize 
  the target of your parry or attack as a swift action. You 
  may only use this ability against a given opponent once per 
  round.
  Normal: Demoralizing an opponent is normally a standard 
  action.
  duLCEt SLuMbEr
  Your Bardic Performance causes all foes that hear or see it 
  to feel a sense of drowsiness wash over them, causing their 
  mind to drift slowly into unconsciousness.
  Prerequisite: Bard Level 3rd
  Benefit: When you are using your Bardic performance 
  all enemies within 30 feet of you must make a will save 
  whose DC modifier equals 10 plus one-half of your bard 
  level (rounded down). Enemies that fail the save fall into 
  a magical slumber. Those that are put to sleep in this way 
  can be woken up but it takes a full round to do so. 
  As long as you are using your Bardic Performance this 
  affect persists. When your performance ends all enemies 
  under this affect are allowed to make a new saving throw 
  to end the affect. Each round those affected make new 
  saving throws, adding one to their saving throw for each 
  round after the Bardic Performance ended. Allies are unaf-
  fected by Dulcet Slumber.
  EAGLE CLAw StrIKE [GENErAL]
  Your unarmed strike can pierce flesh with ease like a spear.
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +4
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action. If you successfully strike your 
  opponent with an unarmed strike, you can choose to do 
  piercing damage instead with your improved unarmed 
  strike.
  EArS OF tHE FOx [GENErAL]
  Your sense of hearing is extremely keen.
  Benefit: The character receives a +2 bonus to Perception 
  checks and can make a Perception check with a-5 penalty 
  to rouse from sleep upon hearing a menacing or otherwise 
  loud noise.
  EAr tO tHE GrOuNd [GENErAL]
  By lying down and placing your ear to the ground you are 
  able to identify the location and distance of creatures in 
  contact with the ground.
  Benefit: As a full-round action you may lie down on the 
  ground and by then placing your ear on the ground auto-
  matically detect the location of any creature in contact with 
  the ground to a range of 30 ft.
  Special: Wearing a helmet or anything that covers your 
  ears automatically negates this ability. You may take this 
  feat multiple times, each time after the first adding 10 ft. to 
  its range to a maximum range of 60 ft.
  EFFICIENt Study  [GENErAL]
  You are adept at taking quick notes, and can save space in 
  spellbooks.
  
  PAGE  27
  Benefit: When scribing spells into a spellbook, you 
  may treat each spell as one level lower for determining 
  page counts. Other spellcasters who do not also have the 
  Efficient Study feat suffer a –5 penalty on their Spellcraft 
  checks made to understand your spellbook.
  Special: This feat may be taken as a bonus feat by wizards 
  any time they qualify to take a bonus feat.
  ELdrItCH ALLy
  When you are in great danger, you can quickly summon a 
  monster to aid you.
  Prerequisites: Arcane Battle Summoner, Augment 
  Summoning, Spell Focus (Conjuration), eldritch knight 
  level 4th
  Benefit: Whenever an effect causes your Hit Points to be 
  reduced to one quarter or fewer of their normal maximum 
  amount, you can expend an unused spell slot as an imme-
  diate action in order to cast a summon monster spell of 
  equal or lower level to the spell you expend. You do not 
  provoke attacks of opportunity and do not need to use 
  any spell components, unless the spell has costly material 
  components, in which case the components are expended 
  and they must be at hand.
  ELdrItCH bAttLE LOrE
  You have expert knowledge of dangerous arcane creatures 
  and magic.
  Prerequisites: 7+ ranks in Knowledge (arcana) and 
  Spellcraft, eldritch knight level 1st
  Benefit: You gain a +1 bonus per level of eldritch knight 
  you possess to all Knowledge (arcana) checks made about 
  dangerous creatures and magical things, including harmful 
  spells and dangerous magical events. In addition, once per 
  day per three levels of eldritch knight you possess, you can 
  re-roll a Spellcraft check made to identify a spell as it is 
  being cast. You must choose to re-roll before learning the 
  outcome of the roll and you must take the newer roll even 
  if it is worse.
  ELdrItCHPErFOrMEr
  Your eldritch knight training is closely tied with your 
  musical training.
  Prerequisites: Bardic performance class feature, eldritch 
  knight level 1st
  Benefit: Your eldritch knight levels stack with your bard 
  levels for purposes of determining the number of times per 
  day that you can use your bardic performance abilities. In 
  addition, every even level of eldritch knight that you attain 
  (2nd, 4th, etc.) counts as a bard level for purposes of deter-
  mining which performance abilities you can use and how 
  powerful your performances are.
  ELdrItCH SLAyEr [COMbAt]
  Your spellcasting ability briefly becomes more powerful 
  after you slay an opponent with a weapon.
  Prerequisite: Eldritch knight level 1st
  Benefit: Whenever one of your attacks with a melee or 
  ranged weapon (not with a spell) causes your target to drop 
  below 0 hit points, your caster level increases by 1 for the 
  next spell you cast before the end of your next turn. If you 
  bring multiple targets below 0 hit points during a round, 
  this effect stacks with itself, increasing your caster level by 
  1 for each target. If you do not cast a spell before the end 
  of your next turn, this bonus ends with no effect.
  ELdrItCH StrIKE [COMbAt]
  You can cause your arcane strike to be more powerful by 
  expending magical energy.
  Prerequisites: Arcane Strike, eldritch knight level 1st
  Benefit: When you use Arcane Strike, you may choose 
  to expend an uncast spell or spell slot (for spontaneous 
  casters) in order to deal more damage with your attacks. 
  Your attacks deal an additional +1 damage per level of the 
  spell you expended. You can use this ability once per day 
  per level of eldritch knight you possess.
  ELdrItCH SurVIVAL  [GENErAL]
  You are able to survive otherwise deadly injuries by 
  supplementing your life force with arcane energy.
  Prerequisite: Caster level 3rd or higher
  Benefit: When an attack would reduce you to 0 or fewer 
  hit points, you can instantly expend one of your spell slots 
  for the day as a free action to reduce the damage. You 
  suffer one less hit point of damage per spell level thus 
  expended. The character may only do this once per day and 
  cannot expend more than one spell slot at a time.
  EMPAtHIC [GENErAL]
  You sense the feelings of those around you.
  Prerequisites: Wis 13+ or Cha 13+, Sense Motive 6 ranks
  Benefit: You gain a +2 bonus to all Sense Motive checks 
  and Diplomacy checks. In addition, you gain a +1 compe-
  tence bonus to initiative checks.
  
  PAGE  28
  EMPOwErEd bLOOd [MEtAMAGIC]
  You magic can be fueled with your own blood, increasing 
  its potency.
  Prerequisites: Druid level 1st+
  Benefit: Prior to casting a spell, you may wound yourself 
  to feed the magical energies you unleash. You may suffer 3 
  points of damage (which cannot be prevented in any way) 
  to generate one of the following effects.
   
  • 
  The target’s spell resistance is reduced by two.
   
  • 
  The spell DC is increased by 2.
   
  • 
  The spell deals +1 damage.
  You may deal damage to your target in multiples of 3 to 
  generate these effects, up to a number of times equal to 1 + 
  your Constitution bonus (if any).
  Special: A spell need not be prepared ahead of time as an 
  empowered blood spell in order to take advantage of this 
  feat.
  EMuLAtE tHE LEGENdS 
  You gain the ability to emulate the legends of old, gaining 
  great prowess and bloodlust in battle.
  Prerequisites: Pathfinder chronicler level 7th
  Benefit: Once per day you are able to fly into a blood-
  lust reminiscent of the legends you have heard of. Your 
  Strength score increases to 18 (if it is lower than 18) and 
  your base attack bonus becomes equal to your Hit Dice. 
  Your Constitution score also temporarily increases by 4: 
  see the description of the barbarian’s rage class feature 
  for the behavior of this Constitution score increase. These 
  benefits last for a number of consecutive rounds equal to 
  your pathfinder chronicler level.
  EMuLAtE tHE ExALtEd dEAd 
  When you emulate the legends of old, you gain abilities 
  reminiscent of the exalted dead.
  Prerequisites: Emulate the Legends, pathfinder chronicler 
  level 10th
  Benefit: When you use the ability granted by the Emulate 
  the Legends feat, you also gain the following benefits: 
  a 50% miss chance; an additional +2 bonus to your 
  Constitution score; the ability to fly with a speed of 30 feet 
  and good maneuverability, using either your Fly skill check 
  bonus or a bonus equal to your pathfinder chronicler level, 
  whichever is higher; and finally, you gain the appearance 
  of a spectral warrior, and any enemy that beholds you must 
  succeed at a Will save or become shaken until you regain 
  your normal appearance (DC 15 + your Charisma modi-
  fier).
  ENCHANt ArrOw [GENErAL]
  You may transfer spell energy to an arrow or bolt, creating 
  a temporary magical weapon.
  Prerequisite: Ability to cast arcane or divine spells
  Benefit: As a swift action you may enchant a readied 
  arrow or loaded crossbow bolt. One prepared spell is 
  immediately lost and the arrow or bolt gains an enchant-
  ment bonus equal to the level of the lost spell +1 (limit 
  +5). The arrow or bolt is treated as magical ammunition 
  for all intents and purposes.
  ENdLESS PArryING [COMbAt]
  You are able to parry as many attacks as you would 
  normally be able to make.
  Prerequisites: Combat Reflexes, Quick Parry, parry class 
  feature
  Benefit: You can elect not to take any number of the 
  attacks you would make using a full attack action, and 
  instead reserve them to attempt to parry multiple attacks. 
  You can only attempt to parry any given attack one time, 
  and you can choose which attack that you have set aside 
  to use for each parry attempt. (You do not need to use your 
  best attack first.)
  Normal: Normally you are only able to reserve one attack 
  from each full attack action in order to make a parry 
  attempt.
  ENdLESS trICKy SPELLS
  You are able to conceal nearly all of your spellcasting.
  Prerequisites: Tricky spells class feature, Extra Tricky 
  Spells, 15+ ranks in Stealth
  Benefit: You can use your tricky spells class feature a 
  number of times per day equal to twice your arcane trick-
  ster class level instead of the normal amount.
  ENdurING PErFOrMEr
  When using your Bardic Performance, you have a 
  longevity that most bards envy you for. By the time most 
  are exhausted from their performances, you’re still going 
  as strongly as you were when you first started.
  Prerequisite: Bard Level 6th
  Benefit: For every level of bard you gain after you 
  take this feat, instead of being able to use your Bardic 
  Performance for 2 additional rounds per level, you are 
  
  PAGE  29
  able to use it for 3 additional rounds per level. Additional 
  rounds of Bardic Performance cannot be gained retroac-
  tively.
  ENErGIZEd dEAdLy StrIKE [COMbAt]
  You can imbue your death attacks with magical energy.
  Prerequisites: Int 13+, 5+ ranks in Spellcraft, Arcane 
  Strike, assassin level 1st, ability to cast arcane spells
  Benefit: When you make a death attack which has been 
  modified by the Arcane Strike feat, you may choose to 
  convert the attack’s sneak attack damage to energy damage 
  of a specific type, such as fire or cold damage. If your 
  target has a vulnerability against the chosen energy type, 
  the save DC to resist the death attack increases by 2. You 
  may use this ability a number of times per day equal to 
  your Intelligence modifier. In order to convert the damage 
  to energy damage of a given type, you must know or have 
  written in your spellbook at least one spell which deals 
  damage of that type, though you need not have the spell 
  prepared.
  ENErGIZEd drAGON wING AttACKS  [COMbAt]
  Your wing attacks deal energy damage in addition to their 
  normal damage.
  Prerequisites: Str 15+, wings bloodline power, Dragon 
  Wing Attacks, dragon disciple level 5th
  Benefit: Your wing attacks deal an additional 1d6 points of 
  damage of your energy type on a successful hit.
  ENErGy StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend evocation power to deal energy damage instead of 
  normal damage.
  Prerequisites: Arcane Strike, Spell Focus (Evocation), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused evocation spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one evocation spell (for spontaneous casters). If you 
  do, choose an energy type. All of the normal damage dealt 
  by your attack becomes damage of that energy type. In 
  addition, your attack deals 1 additional damage of that type 
  per level of the spell expended. These effects last until your 
  arcane strike ability ends on your next turn.
  ENSPELLING SCrIPt
  You can cause those who don’t understand your secret 
  writing to suffer from various magical effects.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics and 
  Spellcraft, pathfinder chronicler level 3rd
  Benefit: When you write something using your secret 
  language, you can spend an extra hour enchanting the 
  writing so that the first person to try to read it who does 
  not understand it suffers from a harmful magical effect. 
  You choose the effect from the following list at the time 
  of writing: the reader takes 1d6 damage per level of path-
  finder chronicler you possess; or the reader is stunned for 
  1 round per level; or the reader takes a -2 penalty to all 
  mental ability scores for 1 minute per level; or the reader’s 
  attitude towards you improves by 1 step for 1 minute per 
  level. Each effect can be resisted by a successful Will save 
  with a DC equal to 10 + your pathfinder chronicler level 
  + your Intelligence modifier. Your caster level for these 
  effects is equal to your pathfinder chronicler level. The 
  magic fades after a single creature that does not understand 
  the script attempts to read it, whether or not their saving 
  throw is successful.
  ErrAtIC StyLE [COMbAt]
  You can adopt a strange, erratic fighting style which 
  confuses your opponents.
  Prerequisites: Dex 13+, 5+ ranks in Perform (Dance), 
  duelist level 1st
  Benefit: As a move action you can enter into an erratic 
  fighting style which reduces your speed by 10 feet and 
  gives you a -2 penalty to Armor Class, but causes your 
  opponents to lose their Dexterity bonus to Armor Class 
  against your attacks. You can continue to use this ability as 
  a swift action each round once you have started, and you 
  can use it for a number of rounds per day equal to twice 
  your duelist level. The rounds need not be consecutive. In 
  addition, while using this ability, you can use your Perform 
  (Dance) skill in place of an attack roll once per round 
  when you attempt to parry an attack.
  EtErNAL bLOOd
  Your lifespan has been extended by your draconic heritage.
  Prerequisite: Dragon disciple level 5th
  Benefit: When you take this feat, increase the maximum 
  limit of each of your age categories by 20 years for 
  purposes of determining when you accumulate physical 
  ability score penalties. Your mental ability scores still 
  increase at the normal age. (For example, a human who 
  has taken this feat will become middle-aged when she 
  becomes 55 years old rather than 35 years old, but when 
  she turns 35 she still increases her mental ability scores by 
  1.) In addition, you cannot be aged by magical effects.
  
  PAGE  30
  Special: You may take this feat up to one time per level of 
  dragon disciple you possess. Its effects stack.
  ENtHrALLING SHOt
  Your missiles have the power to make even the most 
  powerful, antagonizing creature that faces you your loyal 
  slave. You are able to turn your foes against each other, and 
  even cause them to destroy themselves. 
  Prerequisite: Arcane Archer Level 8th
  Benefit: Before you attack with your bow, you may choose 
  to imbue your arrow with enthralling power. If you hit 
  with that arrow then your target must make a (DC 20 + 
  Your Level in Arcane Archer) Will save or be dominated. A 
  dominated target will carry out any task that is given to it, 
  beginning on your next turn after it has been enthralled. If 
  you give the dominated target an order that drastically goes 
  against its nature, such as killing itself or attacking one of 
  their allies, they are allowed to make another saving throw 
  with a +5 bonus to their Will Save. A failed saving throw 
  means that the target carries out the action. A target can be 
  dominated this way for a number of hours equal to your 
  level in Arcane Archer, after which the affects wear off.
  ExECutIONEr’S bLOw [GENErAL]
  You lash out during battle, slashing your opponent’s neck, 
  stabbing through the eye, or striking another vital area.
  Prerequisites: Improved Coup de Grace, Power Attack
  Benefit: Once per day, with any melee weapon and as a 
  full-round action, you may make a coup de grace attempt 
  on an opponent as if that opponent was helpless.
  ExtrEME rESILIENCy [COMbAt]
  You keep going long after you should be out of the fight.
  Prerequisites: Con 13+, Resiliency rogue talent
  Benefit: When you gain temporary hit points from the 
  resiliency rogue talent, you gain twice as many as your 
  rogue level and they last a number of minutes equal to 
  your rogue level.
  Normal: You gain a number of temporary hit points equal 
  to your rogue level and they last for 1 minute.
  ExtENd AurA OF COurAGE  [PALAdIN]
  By concentrating, you can extend the area affected by your 
  aura of courage.
  Prerequisite: Aura of courage ability
  Benefit: As a standard action, you may make a 
  Concentration check. The DC for this check is equal to 
  
  PAGE  31
  the desired size of your aura of courage – for example, an 
  aura twenty feet in radius would be DC 20. If the check 
  succeeds, you may maintain this expanded aura as long as 
  you concentrate.
  ExtENdEd drAGON FOrM
  You can choose to force yourself to remain in the form of a 
  dragon for a longer period of time.
  Prerequisite: Dragon disciple level 7th
  Benefit: Whenever you take the shape of a dragon using a 
  form of the dragon spell (of any level), you may choose to 
  double the duration of the spell when you cast it. However, 
  if you do, you must remain in the form of a dragon for 
  the full doubled duration of the spell. You are unable to 
  dismiss it.
  ExtrA ANIMAL COMPANION [GENErAL]
  You have an additional animal companion.
  Prerequisites: Nature Bond (Animal Companion), Druid 
  level 5th+
  Benefit: You gain an additional animal companion. This 
  animal companion may be the same type as your first or 
  completely different.
  Special: You can gain this feat multiple times. Each time 
  you may choose another animal companion.
  ExtrA CHALLENGE
  You may challenge additional times per day. 
  Prerequisite: Challenge class feature
  Benefit: You may challenge 2 additional times per day. 
  Special:  You may take Extra Challenge multiple times. Its 
  effects stack. 
  ExtrA IMPrOMPtu SNEAK AttACK [COMbAt]
  You can make impromptu sneak attacks more often.
  Prerequisite: Arcane trickster level 7th
  Benefit: You can make an impromptu sneak attack 2 addi-
  tional times per day.
  ExtrA SHAdOw JuMPING
  You are able to jump through the shadows more often each 
  day.
  Prerequisites: Shadowdancer level 4th
  Benefit: The total amount of distance that you are able to 
  jump each day using your shadow jump ability increases 
  by 10 feet per level of shadowdancer you possess, to a total 
  of 420 feet at 10th level of shadowdancer. These additional 
  feet of distance may be used normally or in conjunction 
  with the Improved Shadow Jump and Swift Shadow Jump 
  feats in order to jump more quickly.
  ExtrA SHAdOw POwEr 
  You may use your shadow evocation abilities one addi-
  tional time per day.
  Prerequisites: Shadowdancer level 8th
  Benefit: You may use your shadow power class feature to 
  create a shadow evocation effect one additional time per 
  day.
  Normal: Normally a shadowdancer is able to use the 
  shadow power ability once per day at 8th level and twice 
  per day at 10th level.
  ExtrA SPELL SyNtHESIS
  You are able to use your spell synthesis ability more than 
  once per day.
  Prerequisites: 16 or more ranks in Spellcraft, Mystic 
  theurge level 10th
  Benefit: You are able to use your spell synthesis ability 
  one additional time per day.
  Normal: Normally you are only able to use the spell 
  synthesis ability once per day.
  Special: You may take this feat more than once.
  ExtrA trICKy SPELLS
  You can hide your spellcasting more often than normal.
  Prerequisites: Tricky spells class feature, 10+ ranks in 
  Stealth
  Benefit: You can use your tricky spells class feature a 
  number of times per day equal to your arcane trickster 
  class level instead of the normal amount.
  EyE FOr dEAtH [COMbAt]
  You are able to visualize your victim’s imminent death, 
  reducing the amount of time needed to study them before 
  making a death attack.
  Prerequisites: 9+ ranks in Perception, death attack class 
  feature
  Benefit: You need only study your victims for 2 rounds 
  before being able to make a death attack against them. If 
  you do not launch the attack within 4 rounds of completing 
  the study, 2 new rounds of study are required. If you 
  
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  choose to study your victim for 3 rounds instead of 2, you 
  may increase the DC of the saving throw to resist the death 
  attack by 1.
  Normal: You must study your victim for 3 rounds and 
  make the attack within 3 rounds of completing the study.
  EyE FOr trEASurE
  Your knowledge of treasures allows you to easily distin-
  guish the most valuable item in a group and determine the 
  auras of magical items.
  Prerequisites: Int 13+, 5+ ranks in Appraise
  Benefit: When you make an Appraise check to determine 
  the most valuable item in a treasure hoard, you may do so 
  as a free action, and you receive a +4 bonus to the check. 
  If your check is successful, you determine whether or not 
  the object is magical, and if it is non-magical, you deter-
  mine its value. 
  In addition, when you are able to determine that an item is 
  magical, you also determine the strongest magical aura (or 
  auras) that the item possesses.
  Normal: Determining the most valuable item in a treasure 
  hoard takes 1 full-round action and you must make a sepa-
  rate check to appraise it. You may not determine magical 
  auras with the Appraise skill.
  EyES OF tHE drAGON
  Your vision improves further, becoming even more like a 
  dragon’s.
  Prerequisite: Dragon disciple level 5th
  Benefit: You are able to see four times as well as a human 
  in dim light: increase the radius of dim light sources when 
  calculating how far you can see. In addition, you gain dark-
  vision to a range of 20 feet. If you already have darkvision, 
  increase its range by 20 feet. Finally, you gain a +2 bonus 
  to Perception checks as long as you are able to see.
  EyES OF tHE GOdS [GENErAL]
  Your faith allows you to spot undead without fail.
  Prerequisites: Wis 13+, cleric or paladin level 3rd+
  Benefit: You may use divination spells, such as detect 
  undead or true seeing, to detect resurrected or reincarnated 
  characters.
  EyES OF tHE tIGEr [MONK]
  You can strike fear in your opponents just by your mere 
  presence.
  Prerequisite: Ki Pool class feature
  Benefit: Because of your Ki Pool, you gain a +4 bonus on 
  Intimidate checks and can demoralize all opponents within 
  60 feet as a move action and long as they can clearly see 
  and hear you.
  As long as there is at least 1 point in his ki pool, you can 
  make use this feat.
  FAILEd SPELL rECOVEry
  When your armor causes you to fail at casting a spell, you 
  do not lose the spell or spell slot and can use it again later.
  Prerequisites: Arcane Armor Training, Arcane Armor 
  Mastery, Armor Proficiency, Medium, caster level 9th
  Benefit: When you fail to cast a spell as the result of an 
  arcane spell failure roll, you do not lose the spell or spell 
  slot. You still fail to cast the spell and the action you used 
  to cast it is wasted, but you can attempt to cast the spell 
  again later.
  Normal: Normally when you fail to cast a spell as a result 
  of an arcane spell failure roll, you lose the spell.
  FALSE dEAtH
  You can cause your victims to appear dead while actually 
  remaining alive.
  Prerequisites: Int 13+, true death class feature
  Benefit: When you successfully make a death attack 
  against a creature and choose to paralyze it, the crea-
  ture remains helpless for a number of hours equal to 
  your assassin level. During this time, they appear dead 
  and cannot take any actions, though they are still able to 
  perceive their immediate surroundings. A creature that 
  studies the victim for a full minute and makes a successful 
  Perception check (DC 20 + your assassin level + your 
  Intelligence modifier) is able to determine that the victim 
  is paralyzed but not dead.
  FALSE PAIN [COMbAt]
  You pretend to be more hurt than you truly are in order to 
  gain an advantage over your opponents.
  Prerequisites: 5+ ranks in Bluff, duelist level 2nd
  Benefit: When you attempt to feint or parry against an 
  opponent that has successfully damaged you within the last 
  round, you gain a +1 bonus to your Bluff check or parry 
  attack roll. This bonus increases to +2 if you are below 
  50% of your maximum Hit Points, to +3 if you are below 
  75% of your maximum Hit Points, and to +4 if you are 
  below 90% of your maximum Hit Points.
  
  PAGE  33
  FAtAL FLOurISH [COMbAt]
  Your swift attacks with a single blade are difficult for your 
  opponents to follow.
  Prerequisites: Single-Blade Style, Weapon Finesse, 5+ 
  ranks in Bluff
  Benefit: When you use Bluff to feint in combat while 
  wielding a light blade in one hand and not wielding a 
  weapon or shield with your other arm, you get a +2 bonus 
  on your Bluff check and, if the feint is successful, your 
  critical threat range is doubled (e.g., from 19-20 to 17-20) 
  for your next attack. This ability does not stack with other 
  abilities which improve your critical threat range.
  FANNING StrIKE
  With your blade you are able to conjure a gale force around 
  yourself, protecting you from your enemies and damaging 
  the ones that are foolish enough to strike you.
  Prerequisite: Fighter Level 6th
  Benefit: Once per day, as a free action, you are able to 
  swing your weapon around in a circle, causing a shell of 
  wind to form around you for a number of combat rounds 
  equal to your fighter level divided by three (rounded 
  down). This shell provides three benefits. First it grants 
  you concealment (20% chance to miss you). Any foe that 
  attempts to strike you is buffeted by the winds and takes d6 
  damage. Also, any foe that strikes you must make a DC 15 
  Fortitude save or fall to the ground. 
  Special: You may take this feat multiple times to use its 
  ability more than once per day. The number of times you 
  may use it equal the number of times you take the feat.
  FAVOurEd wEAPON FOCuS
  You are in tune with the mystic properties and divine 
  nature of your god’s favoured weapon and when in your 
  hands it is so much more than a simple blade, bow or blud-
  geon.
  Prerequisite: Cleric level 1st or higher, Weapon Focus in 
  your god’s favoured weapon
  Benefit: When wielding your god’s favoured weapon you 
  can reroll the damage dice on a successful hit, though you 
  must accept the second result. Addition dice from such 
  sources as sneak attack, magical properties or spells are 
  never rerolled.
  In addition your god’s favoured weapon counts as a divine 
  focus for the purposes of casting spells.
  FEy bLOOd [druId]
  You have fey blood running in your veins.
  Prerequisites: Cha 13+, Druid level 1st
  Benefit: When determining bonus spells by spell level and 
  maximum spell level known, you may use your highest 
  ability score in place of the appropriate one. In addition, 
  the saving throw DC for all your spells is increased by 1.
  Special: This feat can only be chosen at 1st level.
  FEy MAGIC [druId]
  Your magic is rooted in illusion, but still potent to those 
  without fey blood.
  Prerequisites: Cha 15+, Druid level 4th+, Fey Blood
  Benefit: Your magic draws upon the power of the fey. Fey 
  magic, although rooted in illusionary glamer, is powerful 
  and difficult to resist. All spells you cast are considered 
  Illusion (Glamer) spells in addition to any other spell type. 
  Non-fey creatures targeted by your spells make saving 
  throws (if any) as willpower saves. Due to the strength 
  of your Fey Blood, the saving throw DC of your spells is 
  increase by 4. On a successful save, however, the effect is 
  negated, no matter the terms of the spell.
  This bonus stacks with other DC spell increases.
  Special: You can gain this feat multiple times. Each time 
  you gain this feat, your spell DC increases by 2.
  FINAL trICK [COMbAt]
  You always have one last trick up your sleeve.
  Prerequisites: Arcane trickster level 3rd, resiliency rogue 
  talent
  Benefit: When you activate your resiliency rogue talent to 
  gain temporary hit points, you may also activate any 1 of 
  the following spell effects for a duration of 1 round per 3 
  caster levels: invisibility; haste; levitate; or protection from 
  energy . Your caster level for these effects is equal to your 
  caster level. In order to use any of the effects listed you 
  must know the spell or have it scribed in your spellbook, 
  but you need not have it prepared.
  FIrSt bLOOd [COMbAt]
  When you score first blood against an opponent, the wound 
  continues to bleed.
  Prerequisite: Precise strike class feature
  Benefit: Whenever you successfully damage an oppo-
  nent that has not yet taken damage in a battle, if you deal 
  precise strike damage, it is considered hit point bleed 
  damage instead of normal damage. Creatures that are 
  immune to your precise strike damage do not take any 
  bleed damage, and this effect only works if you have not 
  
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  yet taken damage from that opponent in the encounter. As 
  normal, the precise strike damage is equal to your duelist 
  level and you must strike with a light or one-handed 
  piercing weapon.
  FISt OF tHE drAGON [GENErAL]
  You have learned to harness the power inside to deliver 
  powerful unarmed strikes.
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +6 or higher.
  Benefit: If you successfully strike your opponent with an 
  unarmed strike, roll two dice, taking the better result.
  FISt OF tHE GOdS  [PALAdIN]
  The holy force of the gods flows through you, touching 
  you as a true warrior of the faith.
  Prerequisites: Wis 13+, Eyes of the Gods, Paladin level 
  3rd+.
  Benefit: You may use you channel positive energy on 
  resurrected and reincarnated characters as if they were 
  undead. In addition, characters may use their smite ability 
  against resurrected and reincarnated characters or targets.
  FLAME SONG
  As you inspire your allies in battle, your body erupts into 
  flame, charring any opponent that dares to strike you.
  Prerequisite: Bard Level 1st
  Benefit: When you begin your Bardic Performance, your 
  body erupts into orange flame. These fires don’t harm 
  you; however they can be harmful to an opponent. If an 
  opponent strikes and hits you with a melee weapon, the 
  flames form a tendril and lash out at the foe, causing 1d4 
  fire damage. This effect continues as long as you’re using 
  your Bardic Performance. When you end your Bardic 
  Performance, the flames dissipate and you return to 
  normal.
  FLANKING HOrSE [FIGHtEr, PALAdIN]
  You are so well-trained in fighting from your horse that 
  you are able to effectively flank a target while mounted – 
  without the need for an ally on the target’s opposite side.
  Prerequisites: Mounted Combat, Riding Skill 10 ranks 
  and base attack bonus +6 or higher
  Benefit: Whenever you are mounted, your horse is able 
  to distract a medium-size or smaller opponent to such a 
  degree that your target is considered flanked against any 
  attacks which you or the mount make. Your horse may not 
  move more than a 5 foot step during any round in which a 
  target is virtually flanked in this way.
  Normal: A target is normally only flanked when two or 
  more opponents are on opposite sides of the target.
  FLExIbLE KNOwLEdGE 
  Each day you are able to focus on particular fields of 
  knowledge while ignoring others.
  Prerequisites: Int 17+, loremaster level 5th
  Benefit: Each day when you prepare spells, you may move 
  any number of ranks you possess in your Knowledge skills 
  into other Knowledge skills in which you already have at 
  least 1 rank. You may not place more ranks into a given 
  skill than you are normally allowed. These ranks remain in 
  these Knowledge skills until you once again study spells 
  and choose how to focus your Knowledge.
  Normal: Normally your skill ranks remain permanently in 
  the skills you have chosen.
  FLIrtAtIOuS FIbbEr
  You easily deceive those who are attracted to you.
  Prerequisites: Cha 13+, 3+ ranks in Bluff
  Benefit: When you use Bluff to fool a target who is physi-
  cally or romantically attracted to you, you get a +4 bonus 
  to your check, and you reduce the penalties associated with 
  the believability of the lie by 50% (e.g., from -5 to -2 or 
  from -20 to -10).
  FLOw LIKE wAtEr [GENErAL]
  Your body is extremely supple and difficult to grasp.
  Prerequisite: Escape Artist 5 ranks
  Benefit: You gain a +4 bonus to Escape Artist checks 
  when used to break a grappling pin. In addition, you suffer 
  only a –2 penalty to AC while pinned by an opponent.
  Normal: While a character is pinned, he takes a –4 penalty 
  to his AC against opponents other than the one pinning 
  him.
  FLuMMOx tHE FIGHtEr [COMbAt]
  When you dodge an attack of opportunity, you can confuse 
  your would-be assailant.
  Prerequisites: Dex and Cha 13+, Dodge, arcane trickster 
  level 1st
  Benefit: When an opponent makes an attack of opportu-
  nity against you and misses, you may cause the attacker 
  to become confused for a number of rounds equal to your 
  
  PAGE  35
  Charisma modifier (minimum 1). Your caster level for this 
  effect is equal to your caster level. You may use this effect 
  a number of times per day equal to your arcane trickster 
  level.
  FOCuSEd AFFLICtION LOrE
  You choose one specific field of knowledge and the mala-
  dies encompassed by it, and by focusing on that field, you 
  are able to use your knowledge exclusively to resist those 
  maladies.
  Prerequisites: Skill Focus (any knowledge skill), lore of 
  true stamina (loremaster secret), Int 13+
  Benefit: When you take this feat, choose one Knowledge 
  skill which you have improved with the Skill Focus feat. 
  Whenever you make a Fortitude save to resist an effect 
  encompassed by that Knowledge skill, you may use 
  your Knowledge skill check in place of your Fortitude 
  save bonus to resist the effect. For example, Knowledge 
  (arcana) would allow you to resist effects created by 
  dragons, constructs, and magical beasts in this way. Refer 
  to the Knowledge skill list for the topics covered by each 
  knowledge skill.
  Special: You may take this feat more than once. Each 
  time, it applies to a new Knowledge skill which you have 
  improved with the Skill Focus feat.
  FOCuSEd rESIStANCE
  At the beginning of each day, you focus on resisting 
  the mental attacks of one type of creature that you have 
  knowledge of, and your resistance against these attacks is 
  strengthened.
  Prerequisites: Wis 15+,  secrets of inner strength (lore-
  master secret)
  Benefit: At the beginning of each day, when you prepare 
  spells, you may also choose one creature type that is 
  covered under a Knowledge skill which you possess at 
  least 7 ranks in. For the next 24 hours, you gain a +1 
  bonus per two levels of loremaster you possess to Will 
  saving throws made to resist effects caused by creatures 
  of that type (for example, spells they cast and their special 
  attacks).  You may choose a different creature type each 
  day when you prepare spells, but you may not change that 
  creature type until you have rested a full 8 hours and once 
  again prepare spells.
  FOLLOw tHru [GENErAL]
  You may pursue those who attempt to flee your grasp.
  Prerequisites: Sticking
  Benefit: When an opponent moves out of your threatened 
  area, you may immediately make a Reflex save (DC equal 
  
  PAGE  36
  to opponent’s Dexterity score). If successful, you may 
  immediately take a 5-foot step toward the opponent to keep 
  him in your threatened area. Effectively, if he moves again, 
  he has moved twice through your threatened area.
  FOrM OF MIxEd bLOOd
  You are able to take the form of a dragon of another blood-
  line.
  Prerequisites: Dragon form class feature, dragon disciple 
  level 7th
  Benefit: When you take the shape of a dragon using your 
  dragon form class feature, you are able to become a dragon 
  of any type. However, the duration of the spell is half as 
  long as it normally is.
  Normal: Normally you are only able to assume the form 
  of a dragon of your bloodline with the dragon form ability.
  FOrKEd CHANNELLING
  Your skill with channelling energy is such that you can 
  create separate tendrils of power simultaneously; both 
  harming and healing at the same time.
  Prerequisite: Channel energy class feature, Cleric level 
  3rd or higher
  Benefit: When you channel energy you can choose to split 
  your dice between healing and damage. So for example a 
  5th-level cleric channelling energy with a channel energy 
  of 3 dice could choose to either have 1 dice inflict damage 
  and 2 dice heal wounds or vice versa. In all other respects 
  channel energy remains the same when using this feat.
  Normal: When using channel energy a character must 
  choose to either inflict damage or heal wounds.
  FurIOuS rEFLExES
  You can channel your rage into increasing your speed and 
  agility rather than your strength.
  Prerequisites: Rage class feature.
  Benefits: When entering a rage you can choose to gain 
  a +4 for moral bonus to Dexterity instead of a +4 moral 
  bonus to Strength. In all other respects your rage functions 
  as normal.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  GArdENEr [MEtAMAGIC]
  All plant-based spells are cast as if you were two levels 
  higher.
  Prerequisites: Ability to cast control plants.
  Benefit: Whenever you cast a spell that alters, controls, 
  creates, repels or summons a living plant, you cast the 
  spell at your current level plus two. This feat has no affect 
  on spells that transmute or manipulate wood. Spells influ-
  enced by this feat include control plants, diminish plants, 
  entangle and plant growth. Spells such as warp wood and 
  wood shape do not receive the benefits of this feat because 
  they alter the properties of non-living plant material.
  GHOSt tOuCH SPELL  [MEtAMAGIC]
  You know how to cast spells that affect both material and 
  ethereal creatures with equal strength.
  Prerequisite: Knowledge (Planes) 10 ranks
  Benefit: Casting a spell augmented with this feat causes 
  the spell to manifest in the Ethereal Plane as well as the 
  Material Plane. This causes it to affect all incorporeal and 
  ethereal creatures in the area of effect in addition to all 
  material creatures in the area of effect. This metamagic feat 
  cannot be applied to summoning spells.
  A ghost spell takes up a spell slot one level higher than 
  normal.
  GIANt-duELEr [COMbAt]
  You are skilled at parrying foes that outmatch you in terms 
  of size.
  Prerequisites: Dex 15+, parry class feature
  Benefit: When you attempt to parry an attack made by 
  a creature of a larger size category, you only suffer a -2 
  penalty to your attack roll for each size category that the 
  attacker is larger than you. In addition, when you success-
  fully parry a such an attack, you gain a +1 bonus per size 
  category that the attacker is larger to your next melee 
  attack roll made within 1 round against that creature.
  Normal: Normally you suffer a -4 penalty to your parry 
  attack roll for each size category that the attacker is larger 
  than you.
  GIVE GrOuNd [COMbAt]
  You let your opponents pull off their combat maneuvers 
  against you in order to trick them into thinking you have 
  let down your defenses.
  Prerequisites: Dex 15+, Duelist level 6th
  
  PAGE  37
  Benefit: You can choose to allow your opponents to auto-
  matically succeed with the combat maneuvers they make 
  against you. When you do, you gain a +1 bonus per three 
  levels of duelist you possess on all parry and riposte attack 
  rolls made against that opponent until the end of the oppo-
  nent’s next turn.
  GNOMISH trICKS
  You have learned even more tricks during your life as a 
  gnome.
  Prerequisites: Cha 13+, gnome, arcane trickster level 1st
  Benefit: Twice per day you can use any one of the 
  following spell-like abilities: animate rope; disguise self; 
  grease; hypnotism; or hold portal. The caster level for these 
  effects is equal to your level. The saving throw DC for 
  these spells is equal to 11 + your Charisma modifier.
  GOLd drAGON’S GEM dEtECtION
  You gain the gold dragon’s ability to detect gems.
  Prerequisites: Draconic bloodline (must choose gold 
  dragon), dragon disciple level 1st
  Benefit: Twice per day as a standard action you are able 
  to magically detect gems. This ability functions as locate 
  object, except it can only be used to locate gemstones. 
  Your caster level for this effect is equal to your arcane 
  spellcaster level tied to the dragon disciple class.
  GrACE OF tHE FEy [druId]
  Fey blood makes you swift and graceful, providing you an 
  unnatural combat sense with fey weapons.
  Prerequisites: Dex 15+, Cha 15+, Druid level 1st
  Benefit: You are proficient with the longsword or rapier 
  as well as the short bow, longbow, short composite bow, 
  and long composite bow. If you are already proficient with 
  these weapons you gain a +1 bonus to attack rolls with 
  them.
  Special: This feat can only be chosen at 1st level.
  GrAPPLING StrIKE [GENErAL]
  You are an expert wrestler, able to subdue your opponents 
  with painful arm locks and holds.
  Prerequisites: Str 13+, Improved Unarmed Strike, 
  Improved Grapple, Lightning Reflexes
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action and you must declare you are 
  using the feat before your attack roll. If successful with 
  your unarmed strike, you may attempt a grapple as a free 
  action without provoking an attack of opportunity. Once 
  a grapple successfully, you may take action as normal 
  starting the next round, following the standard rules for 
  grappling.
  GrEAtEr ACCurAtE SPELLS
  Your spells are even more difficult to dodge.
  Prerequisites: Sneak attack +3d6, 5+ ranks in Spellcraft
  Benefit: Add +1 to the Difficulty Class for all Reflex 
  saves against spells you cast. Add an additional +1 to the 
  Difficulty Class for targets who are flat-footed. These 
  bonuses stack with the bonuses from Accurate Spells.
  GrEAtEr AId 
  You offer great assistance to your allies, giving them a 
  chance to succeed even when they would otherwise fail.
  Prerequisites: Pathfinder chronicler level 5th
  Benefit: When you use the aid another action, you can 
  grant your ally the ability to re-roll the check and take the 
  newer result. They must choose to re-roll before learning 
  the results of their original roll, and they must take the 
  newer result, even if it is worse. You may use this ability 
  twice per day at 5th level of pathfinder chronicler and one 
  additional time per day at 7th level and 9th level.
  GrEAtEr ArCANE trICKS
  You know a few more potent magical tricks.
  Prerequisites: Int 13+, Major Magic and Minor Magic 
  rogue talents, Lesser Arcane Tricks, rogue level 5th
  Benefit: You may cast one 3rd-level spell from the 
  following list per day: keen edge, major image, secret 
  page, and shrink item. Your caster level for these spells is 
  equal to your rogue level. The save DC is equal to 13 + 
  your Intelligence modifier.
  GrEAtEr dANGErOuS dEFENSE [COMbAt]
  Even while putting all your efforts towards defense, you 
  are able to parry and counter one of your opponents’ 
  attacks.
  Prerequisites: Combat Expertise, Dangerous Defense, 
  duelist level 7th
  Benefit: Once per round while you are taking a total 
  defense action, you can elect to parry an attack directed at 
  you or an adjacent ally as if you had elected not to take one 
  of your attacks. The parry uses your normal attack bonus. 
  If the parry is successful, you may attempt a riposte with 
  a -4 penalty to the attack roll. You still cannot make other 
  attacks of opportunity.
  
  PAGE  38
  Normal: Normally you cannot make attacks, parry 
  attempts, or attacks of opportunity while taking a total 
  defense action.
  GrEAtEr dEVIOuS bLOOdLINE
  Your bloodline becomes even more pronounced as you 
  become more devious.
  Prerequisites: Sorcerer bloodline class feature, arcane 
  trickster level 3rd, Devious Bloodline
  Benefit: Your levels in arcane trickster stack with your 
  sorcerer levels for purposes of determining the power of 
  your bloodline powers. Only your actual sorcerer levels are 
  used to determine which powers you possess.
  GrEAtEr ELdrItCH SLAyEr [COMbAt]
  You can recover a spell you just cast by slaying an oppo-
  nent with a weapon.
  Prerequisites: Eldritch Slayer, eldritch knight level 5th
  Benefit: If one of your attacks with a melee or ranged 
  weapon (not with a spell) causes your target to drop below 
  0 hit points, you may immediately recover one spell or 
  spell slot that you used this round or in the previous round 
  (but not earlier). You may use this ability once per day per 
  3 levels of eldritch knight you possess.
  GrEAtEr ENSPELLING SCrIPt
  You can create even more powerful effects with your secret 
  writing.
  Prerequisites: Int 17+, 11 or more ranks in Linguistics and 
  Spellcraft, pathfinder chronicler level 6th
  Benefit: This feat functions as Enspelling Script, except 
  that if you spend an additional hour (for a total of two 
  extra hours) enchanting your writing, you may choose 
  from one of the following effects instead of the Enspelling 
  Script effects: the reader takes 168 damage per level of 
  pathfinder chronicler you possess; or the reader is knocked 
  unconscious; or the reader is affected as by a charm 
  monster spell that you cast on them for 1 minute per level; 
  or the reader believes a false, alternate message is written 
  rather than the actual text. This message can be no longer 
  than the true text written. 
  GrEAtEr EyE FOr dEAtH [COMbAt]
  You need hardly any time at all to study your targets before 
  making a death attack.
  Prerequisites: 11+ ranks in Perception, Eye for Death, 
  death attack class feature
  Benefit: You need only study your victims for 1 round 
  before being able to make a death attack against them. If 
  you do not launch the attack within 4 rounds of completing 
  the study, 1 new round of study is required. You may 
  increase the DC of the saving throw to resist the death 
  attack by 1 for each additional round you choose to study 
  your opponent, to a maximum of +2 from 3 total rounds of 
  study.
  GrEAtEr MOuNt SPECIALIZAtION [FIGHtEr]
  Choose one type of mount, such as heavy warhorse 
  or griffon, with which you have learned the Mount 
  Specialization feat. You are specially trained to fight from 
  the back of such a creature.
  Prerequisites: Mounted Combat, Mount Specialization, 
  Ride skill, fighter or paladin level 12th.
  Benefit: You gain a +2 bonus to all weapon damage rolls 
  while mounted on the type of creature chosen. Your mount 
  also gains a +2 bonus to its damage rolls while you are 
  riding it.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different type of creature with which you have learned the 
  Mount Specialization feat. 
  GrEAtEr POINt-bLANK SPELLS
  Your close-range spells are even more difficult to resist.
  Prerequisites: Point-Blank Shot, Point-Blank Spells, 5 
  ranks in Spellcraft
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws made by targets of your ranged spells who are 
  within 30 feet of you when you cast the spell. This bonus 
  stacks with the bonus from Point-Blank Spells.
  GrEAtEr rOGuE’S MArK [COMbAt]
  Foes you mark with your magic suffer even more from the 
  wounds you inflict.
  Prerequisites: Ability to cast arcane mark, sneak attack 
  +4d6, Rogue’s Mark
  Benefit: In addition to the benefits from Rogue’s Mark, 
  your critical threat range increases by 1 for every 2 dice in 
  sneak attack you possess when you attack foes you have 
  marked (e.g., it increases from 19-20 to 16-20 with 6d6 
  sneak attack). This ability does not stack with other abili-
  ties which improve your critical threat range.
  
  PAGE  39
  GrEAtEr SECrEt SCrIPt
  Your invented written languages are much more difficult to 
  decipher by those who do not know the script.
  Prerequisites: Int 15+, 9 or more ranks in Linguistics, 
  pathfinder chronicler level 3rd
  Benefit: Any written languages that you have invented by 
  taking the Secret Script feat become much more difficult 
  for others to decipher. The DC of the Linguistics check to 
  decipher these languages is increased by 10 and the checks 
  take twice the amount of time as normal. Even those who 
  use magic (such as comprehend languages) to attempt to 
  decipher the script must make an Intelligence check with 
  DC equal to 10 + your pathfinder chronicler level in order 
  to understand the script, thanks to its deceptive nature.
  GrEAtEr SHAdOw CrAFtING 
  You can create even more powerful areas of darkness, and 
  you are able to see normally in the dark areas you create 
  with magic.
  Prerequisites: 7 or more ranks in Spellcraft, shadowdancer 
  level 5th
  Benefit: This feat functions as Shadow Crafting, except 
  that you may also create the effects of a deeper dark-
  ness spell once per day per 2 levels of shadowdancer 
  you possess. Additionally, you are able to see normally 
  within any areas of darkness that you create with the 
  darkness and deeper darkness spells that you create with 
  Shadow Crafting. Finally, once per week you are able to 
  make a single instance of a darkness spell permanent by 
  performing a ritual lasting 10 minute. Your caster level for 
  these effects is still equal to your shadowdancer level.
  GrEAtEr SPELL SyNtHESIS
  You have reached the pinnacle of magical power, and your 
  ability to synthesize spells from two sources is even more 
  powerful than before.
  Prerequisites: 17 or more ranks in Spellcraft, Mystic 
  theurge level 10th
  Benefit: When you use your spell synthesis ability, any 
  target affected by both of the spells takes an additional 
  -2 penalty on saves made against the spells (for a total of 
  -4) and you receive an additional +2 bonus on caster level 
  checks made to overcome spell resistance with these two 
  spells (for a total of +4). If you cast at least one arcane 
  spell and one divine spell within the last two rounds, these 
  bonuses increase by 2, to -6 and +6.
  GrEAtEr SPELL PENEtrAtING StrIKE [COMbAt]
  Prerequisites: Arcane Strike, Penetrating Strike, Spell 
  Penetration, base attack bonus +7
  Benefit: As Penetrating Strike, except that the bonus to 
  level checks continues to increase by 2 for each successful 
  attack imbued with Arcane Strike made against the target. 
  The bonus still goes away at the end of the turn following 
  the round in which you used Arcane Strike if you have not 
  yet cast a spell on the target.
  GrEAtEr SPELL StOrING bONd
  You are able to store multiple spells in your bonded 
  weapon and choose which one to cast when you strike an 
  opponent.
  Prerequisites: Arcane bond (bonded weapon), Weapon 
  Focus (bonded weapon’s type), Spell Storing Bond, 
  eldritch knight level 5th
  Benefit: You are able to store 1 additional spell per 3 addi-
  tional levels of eldritch knight you possess in your arcane 
  bonded weapon, to a maximum of 4 spells at 10th level of 
  eldritch knight (or 5 if the weapon is enchanted as a spell 
  storing weapon). When you successfully strike and damage 
  a creature with it, you choose which stored spell to cast. 
  You can only cast two stored spells from the same weapon 
  per day: the other spells remain stored but cannot be used 
  until the next day. You still can only cast one spell from the 
  weapon per attack.
  GrEAtEr wHISPErING CAMPAIGN 
  Your whispering campaigns are more believable and their 
  effects last longer.
  Prerequisites: Cha 15+, 10 or more ranks in Perform 
  (oratory), pathfinder chronicler level 5th
  Benefit: The DC to resist the effects caused by your whis-
  pering campaign ability increases by 2. Additionally, you 
  are considered to have 3 more levels of pathfinder chroni-
  cler than you actually do for purposes of determining your 
  caster level for these effects and their duration. Finally, 
  once per week, you can choose to shift attitudes two steps 
  instead of one step when you denounce or promote a 
  particular target to others.
  GrAVE brEAKEr
  Even death cannot quiet your raging soul.
  Prerequisites: Rage class feature, Constitution 15 or 
  higher.
  Benefits: You can enter a rage when disabled or dying. If 
  your temporary hit points gained from raging would then 
  
  PAGE  40
  raise your hit points to 0 or above you may then function 
  as normal without penalties for being staggered or fatigued. 
  This feat does not however stop hit points loss due to dying 
  and you must still check each round to see if you continue 
  to lose hit points or stabilise. When your rage ends you 
  will lose your temporary hit points as normal possibly 
  resulting in death.
  Normal: Characters that are disabled or dying are uncon-
  scious and cannot take any actions.
  GrAVE PErFOrMANCE
  Your Bardic Performance is so powerful that it can affect 
  those that have gone to the grave.
  Prerequisite: Bard Level 6th
  Benefit: Your Fascinate, Suggestion, Dirge of Doom, and 
  Frightening Tune, Baridic Performance abilities can affect 
  undead.
  GrEEd OF tHE drAGONS
  Your lust for treasure matches the legendary greed of the 
  dragons.
  Prerequisite: Dragon disciple level 1st
  Benefit: You add half your dragon disciple level (minimum 
  +1) to Knowledge checks made about treasure and to 
  Appraise checks. In addition, whenever you are in the 
  presence of at least 1,000 gp worth of coins and gems per 
  dragon disciple level you possess, you may add this bonus 
  to your Perception checks and Initiative rolls. You also add 
  this bonus to any Will saves made against magical compul-
  sion effects which attempt to force you to part with your 
  possessions.
  GrEEN drAGON’S wOOdLANd StEP
  You gain the green dragon’s ability to move through 
  natural foliage.
  Prerequisites: Draconic bloodline (must choose green 
  dragon), dragon disciple level 1st
  Benefit: You can move through any sort of foliage at full 
  speed without taking damage or suffering impairment. 
  Areas of foliage that have been magically manipulated 
  affect you normally. In addition, you gain a +2 bonus to 
  Survival checks.
  GuIdING SHOt
  When your lost and don’t know which way to go you never 
  fear. Through your connection with the arcane, you are 
  able to know precisely where you want to go. By firing an 
  
  PAGE  41
  arrow into the air, you can be directed toward any location 
  on the planet.
  Prerequisite: Arcane Archer Level 1st
  Benefit: Three times per day, you can fire an arrow straight 
  into the air and name a location. After the location is 
  named, the arrow will turn and point in the direction of the 
  named location before falling back down to the ground. 
  GuILd ASSASSIN
  You have guild connections which allow you to procure 
  information and black market items with ease.
  Prerequisites: Assassin level 1st, membership in an assas-
  sins’ guild or criminal guild
  Benefit: When you choose this feat, choose an appropriate 
  guild in which you are a member. As long as you have 
  reasonable access to that guild’s resources (such as by 
  being in the appropriate city or able to find a contact), you 
  are able to procure poisons and other alchemical items at 
  nine-tenths of their market price without needing to haggle. 
  In addition, you are able to make Appraise and Knowledge 
  (local) checks with a bonus equal to your level in assassin 
  by speaking with your guild contacts. Even when you 
  do not have direct access to your guild’s resources, you 
  make such checks with a bonus equal to one-third of your 
  assassin level (minimum +1).
  HANd OF JuStICE  [PALAdIN]
  You are an important leader of the church and an archon of 
  justice.
  Prerequisites: Cha 13+, 6+ ranks in Diplomacy skill, 10+ 
  ranks in Knowledge (religion) skill, Leadership, Paladin 
  level 13th+. 
  Benefit: You are among the highest ranking of clerics. A 
  number of benefits come from this station. You gain a +2 
  divine bonus to Charisma. So long as you hold this station, 
  the benefit remains.
  You gain the paladin ability to smite once per day. 
  However, this smite can be delivered to anyone that is not 
  from your alignment or who have violated the tenets of the 
  church.
  You gain one additional domain, spell per day, of any level 
  that you can cast. In addition, choose one permutation of 
  detect chaos/evil/good/law. A servant of a true neutral god 
  may choose two. You may now cast this spell at will.
  Lastly, when casting inflict spells increase the damage 
  dealt by your Strength bonus (if any) and when casting 
  cure spells increase the damage healed by your Charisma 
  bonus (if any). Your Strength bonus and Charisma bonus 
  may exceed the normal maximum of the spell.
  Special: Each church has its own rituals and rites regarding 
  the archon of justice. You and the DM should work out 
  the specific requirements (go on a quest, endure a week 
  without food, etc.). In addition, some churches have only 
  one archon and someday someone is going to want your 
  job.
  The archon of justice has many mundane responsibilities as 
  well, from overseeing festivals and religious celebrations to 
  maintaining the records, churches and shrines of his faith. 
  The archon is responsible primarily to his faith and god.
  The smite ability granted by this feat stacks with the 
  paladin ability to smite.
  HAwK CLAw StrIKE [COMbAt]
  You may snatch a weapon from your opponent while 
  fighting with intense fury of the hawk.
  Prerequisites: Improved Unarmed Strike, Improved 
  Disarm, base attack bonus +6
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action and you must declare you are 
  using the feat before your attack roll. If successful with 
  your unarmed strike, your opponent must make a Reflex 
  save (DC 10 + ½ your level + Wis modifier). If saving 
  throw roll fails, the opponent is considered to be disarmed. 
  If the opponent rolls a natural 1 on the save, you may keep 
  the weapon in your hand. You may attempt a Hawk Claw 
  Strike once per round.
  HAwKEyE ASSASSIN
  You are able to study your potential victims from great 
  distances while you have assumed the form of a bird of 
  prey.
  Prerequisites: Wis 13+, death attack and wild shape class 
  features
  Benefit: While you taken the form of a bird of prey using 
  wild shape, you are able to study your potential death 
  attack victims from a distance of up to ten times your fly 
  speed, even if your victim has partial cover or concealment 
  (but not total cover or concealment). When you charge 
  (dive) to attack a target you have studied, double your base 
  fly speed.
  HEALING tOuCH  [PALAdIN]
  Your compassion and willingness to cure others allows you 
  to channel more energy for healing.
  Prerequisite: Wis 13, Lay on Hands ability, Heal 1 rank.
  
  PAGE  42
  Benefit: You can add your Heal skill ranks to the amount 
  of hit points you can cure in a day with your lay on hands 
  ability.
  Normal: A paladin can heal 1d6 hit points of damage for 
  every two paladin levels she possesses.
  Special: These additional points can also be used to 
  damage undead.
  HIddEN dEAtH [COMbAt]
  When you have successfully hidden a weapon, you are able 
  to make a death attack even while in plain sight of your 
  target.
  Prerequisites: Dex 15+, Quick Draw, death attack and 
  hidden weapons class features, base attack bonus +7
  Benefit: If you have hidden a weapon on your person 
  using Sleight of Hand and your opponent believes you 
  are unarmed and weaponless, you may still make a death 
  attack against the opponent if you make the attack in the 
  same round that you draw the weapon. You must still study 
  your opponent prior to attempting the attack.
  Normal: Normally a death attack fails if your target is 
  aware of your presence.
  HIddEN ruN [GENErAL]
  You are a fleeting shadow, nearly invisible even as you 
  rush past opponents.
  Prerequisites: Dex 13+, Acrobatics 6 ranks, Stealth 6 
  ranks
  Benefit: You may move up to your normal speed with no 
  penalty to your Stealth check.
  HOLy CHArGE  [PALAdIN]
  You pray to the gods to guide your weapon when charging.
  Prerequisite: Mounted Combat, Spirited Charge; Channel 
  positive energy
  Benefit: Once per day when using the charge action while 
  mounted, you can deal triple damage with a melee weapon 
  or four times normal damage with a lance.
  Normal: Mounted charges deal double damage with melee 
  weapons and triple damage with lances.
  Special: If the character has another feat or ability, or 
  performs an action that multiplies damage, the factors are 
  added, not multiplied. For example, a character with the 
  Holy Charge feat that scores a critical hit with a lance does 
  not double the quadruple damage, but instead multiplies 
  the original damage by five.
  HOLy KNIGHt
  You are a divine warrior for your faith, favoured in combat 
  by your god and destined to lead the righteous into battle.
  Prerequisite: At least 1 class level in both cleric and 
  paladin.
  Benefit: You count both cleric and paladin as favoured 
  classes as long as you are both a cleric and paladin of the 
  same god.
  Normal: Characters can only choose a single favoured 
  class.
  ILLuSOry StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend illusory power to become blurry.
  Prerequisites: Arcane Strike, Spell Focus (Illusion), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused illusion spell that you have prepared 
  or a spell slot of a level in which you know at least one 
  illusion spell (for spontaneous casters). If you do, you gain 
  10% concealment per level of the illusion spell expended 
  until your arcane strike ability ends on your next turn.
  IMbuE LOrE 
  You are able to temporarily pass imbue someone else with 
  your knowledge of a particular subject.
  Prerequisites: Int 15+, Skill Focus (see benefit), lore-
  master level 5th
  Benefit: By spending one minute tutoring another creature 
  with an Intelligence score of at least 3, you can grant that 
  creature the ability to make Knowledge skill checks with a 
  single Knowledge skill which you have improved with the 
  Skill Focus feat. They may make these skill checks with 
  your skill ranks and Intelligence modifier or their own, 
  combining the higher value of each, and with their own 
  miscellaneous modifiers (such as from magic) except for 
  those modifiers granted by your Skill Focus feat, which 
  they benefit from. They are able to retain this benefit for a 
  number of days equal to your loremaster level, after which 
  point their knowledge of the topic reverts to its original 
  state. 
  IMMEdIAtE AttACK  [PALAdIN]
  The mount charges out of heaven.
  Prerequisite: Divine Bound (Mount)
  Benefit: The mount may make a charge or full attack in 
  the round in which it was called. Furthermore, it gains an 
  
  PAGE  43
  additional +2 bonus to all attack and damage rolls made in 
  this round.
  IMMEdIAtE COuP dE GrACE [GENErAL]
  You are fast to take advantage of a situation, attacking a 
  helpless opponent swiftly and decisively, without hesita-
  tion.
  Prerequisites: Lightning Reflexes, Base attack bonus +6
  Benefit: You may make a coup de grace attack as an 
  immediate action.
  Normal: Making a coup de grace attack is a full-round 
  action.
  IMMEdIAtE StrIKE [GENErAL]
  As soon as you snatch an opponent’s weapon from his 
  hands – through a disarm maneuver – you may immedi-
  ately attack that opponent with the same weapon.
  Prerequisite: Int 13+, Combat Expertise, Improved 
  Disarm
  Benefit: When you successfully disarm an opponent when 
  you are unarmed, effectively taking the opponent’s weapon 
  away, you may make one melee attack against that oppo-
  nent as an immediate action any time before your next 
  turn.
  IMMEdIAtE tACtIC MAStEry
  You are able to quickly study a foes tactics and gain 
  immense knowledge in how to evade its attacks.
  Prerequisites: Int 15+, dodge trick (loremaster secret), 
  loremaster level 4th
  Benefit: Once per day as a full-round action, you can study 
  a foe that you are able to see in combat. For the remainder 
  of the day, you gain a +1 dodge bonus to Armor Class and 
  Combat Maneuver Defense per 2 levels of loremaster you 
  possess against all attacks made by that foe. You can use 
  this ability one additional time per day when you attain 8 
  levels of loremaster.
  IMPrOMPtu SPELL-StrIKE [COMbAt]
  When you sneak attack opponents, you can also assault 
  them with magic.
  Prerequisites: Int 13+, Quicken Spell, impromptu sneak 
  attack class feature
  Benefit: When you make a successful sneak attack against 
  an opponent, by taking a swift action you can cast on the 
  target any touch-range spell of 3rd level or lower that you 
  have prepared (it need not be prepared as a Quickened 
  Spell). You may use this ability a number of times per day 
  equal to your Intelligence modifier, but no more than once 
  per round.
  IMPrOVEd ArrOw OF dEAtH
  You are feared by even the most powerful creatures, for 
  one sting from your arrows can leave any being lifeless at 
  your feet. Before facing you, many of your opponents utter 
  a prayer to their God, knowing that they will probably be 
  with them soon.
  Prerequisite: Arcane Archer Level 10th
  Benefit: This feat allows you to use your arrow of death 
  once more per day.
  IMPrOVEd bOw CAStING
  Prerequisite: Arcane Archer Level 7th
  Benefit: Once per day, if you fire two arrows at once 
  using the multi-shot feat, then you may imbue both arrows, 
  using your Imbue Arrow ability along with the benefit 
  from this feat, with a spell. When you imbue the arrows in 
  this manor both spells are expended and “loaded” into the 
  arrows. You are able to cast both spells into the arrows and 
  fire them off as a standard action.
  IMPrOVEd COuP dE GrACE [GENErAL]
  Your combat experience and knowledge of opponent’s 
  weak points enables you to deliver faster, more effective 
  coup de grace attacks.
  Prerequisites: Combat Expertise, Heal 8 ranks
  Benefit: Attempting a coup de grace attack does not 
  provoke an attack of opportunity. If your target survives 
  your coup de grace attack he must make a Fortitude save 
  (DC 15 plus damage dealt) or die.
  Normal: Attempting a coup de grace attack provokes an 
  attack of opportunity. If your target survives the attack he 
  must make a Fortitude save (DC 10 plus damage dealt) or 
  die.
  IMPrOVEd ENHANCEd ArrOwS
  You have greater control over the damaging abilities of 
  your ranged bow attacks, changing the type of damage that 
  you deal almost at a whim. Your opponents are weary, for 
  they know that you can target their weakness in an instant! 
  Prerequisite: Arcane Archer Level 3rd
  Benefit: Every time this feat is taken, you are able to 
  change the elemental, elemental burst, and aligned proper-
  ties of your Enhance Arrows ability one more time per day.
  
  PAGE  44
  Special: This feat can be taken more than once.
  IMPrOVEd HAIL OF ArrOwS
  Armies cower before you. When large numbers of enemies 
  get close to you, you are able to unleash a flurry of arrows 
  upon all of them that will have them all sleeping peacefully 
  in their graves.
  Prerequisite: Arcane Archer Level 6th
  Benefit: Each time that you take this feat, you are able to 
  use your hail of arrows ability once more per day.
  Special: You can take this feat more than once. 
  IMPrOVEd HIdE IN PLAIN SIGHt 
  You are able to hide in plain sight even while further away 
  from shadows than normal.
  Prerequisites: 6 or more ranks in Stealth, Shadowdancer 
  level 1st
  Benefit: You are able to hide in plain sight as long as you 
  are within 20 feet of an area of dim light, plus 5 feet per 
  2 levels of shadowdancer you possess beyond the first (25 
  feet at level 3, 30 feet at level 5, and so on, to a maximum 
  of 40 feet at level 9). For every 5 feet away you are from 
  the shadows beyond the first 10 feat, you suffer a -1 
  penalty to your Stealth check.
  IMPrOVEd IMbuE ArrOw
  Your arrows are able to carry with them more arcane 
  might. Injured targets of an arrow that was imbued with 
  an area spell are dismayed when another area spell goes 
  off, sending them closer to an early grave, if they weren’t 
  already there. 
  Prerequisite: Arcane Archer Level 5th
  Benefit: Once per day, when you use your imbue arrow 
  ability to imbue an arrow with a spell, you may choose to 
  instead imbue that arrow with two spells and fire it off as a 
  standard action. When you imbue an arrow in this manor, 
  both spells are expended and “loaded” into the arrow. 
  Whenever the arrow makes impact with a target, both 
  spells take affect simultaneously. 
  IMPrOVEd MAGIC dOMAIN
  Your gifts granted by your religious focus on magic are 
  improved by your arcane power.
  Prerequisites: Cha or Int 13+ (see special), magic cleric 
  domain, mystic theurge level 1st
  Benefit: You can use your hand of the acolyte ability an 
  additional number of times per day equal to your Charisma 
  or Intelligence modifer (see special), and you add this 
  bonus to your attack roll in addition to your Wisdom 
  modifier. Additionally, your levels in classes which grant 
  arcane spellcasting count as levels in cleric for purposes of 
  determining the number of times per day you can use your 
  dispelling touch ability and your caster level for the ability.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 13 or 
  higher, and determines the bonuses granted by this feat.
  IMPrOVEd MOuNt
  You may select a more powerful creature for your mount. 
  Prerequisites: Cavalier level and size (see table below)
  Benefit: You gain a new mount as long as you meet the 
  level and size criteria. In cases of numbers separated by 
  slashes, the first is for small-size characters and the second 
  is for medium. See the table on following page for the full 
  list of mounts.
  While dragons, dragonnes, griffons, nightmares, pegusi and 
  unicorns are capable of being used as mounts, they have 
  above animal intelligence and therefore must be recruited 
  as cohorts under the Leadership feat (Pathfider Core Rules, 
  p. 129 and Pathfinder Bestiary, p. 316).
  Special: Without this feat a medium cavalier may only 
  select a camel or a horse as a mount, and a small cavalier 
  may only select a pony or a wolf (if 4th level, a boar or 
  dog is also permitted.)
  IMPrOVEd PALAdIN MOuNt  [PALAdIN]
  Your mount is stronger than normal.
  Prerequisite: Divine Bound (Mount)
  Benefit: Your special mount grated by divine bound has 
  higher scores than a normal mount for a character of your 
  level. Add one extra hit dice, +2 natural armor class, +1 
  Strength adjustment and +1 Intelligence to the mount’s 
  scores.
  IMPrOVEd PAtHFINdING
  Your ability to find paths in even the wildest of regions is 
  unmatched.
  Prerequisites: 5 or more ranks in Survival, pathfinder 
  chronicler level 4th
  Benefit: The bonus granted by your pathfinding ability 
  to Survival checks made to avoid getting lost and to 
  Intelligence checks made to escape a maze spell increases 
  by +1 per 2 levels of pathfinder chronicler you possess. In 
  addition, you can choose to use the “highway” overland 
  
  PAGE  45
  movement modifier instead of “road or trail” even when 
  in trackless terrain, whether on foot or mounted, at no 
  penalty. However, the DC of the Survival check to extend 
  this benefit to others is 20, and you can only extend it to 
  one companion per two class levels.
  IMPrOVEd PrOtECtIVE PArry [COMbAt]
  You are a master at deflecting blows aimed at your allies.
  Prerequisites: Dex and Int 15+, parry class feature, 
  Protective Parry
  Benefit: As Protective Parry, except you gain a +2 bonus 
  to your attack roll when you attempt to parry an attack 
  made against an adjacent ally instead of suffering a -4 
  penalty, and if your parry is successful, the +1 bonus to 
  your ally’s armor class lasts for a number of rounds equal 
  to your duelist level or until that ally ceases being adjacent 
  to you. The bonus does not return if the ally later becomes 
  adjacent to you again.
  IMPrOVEd rANGEd LEGErdEMAIN
  Your ranged legerdemain is practically a form of art.
  Prerequisites: Ranged legerdemain class feature, 7+ ranks 
  in Disable Device and Sleight of Hand
  Benefit: You can used Disable Device and Sleight of 
  Hand at a range of 50 feet. Working at a distance does not 
  increase the normal skill check DC, and you can take 10 on 
  the check if you would normally be able to do so. You can 
  manipulate objects weighing 10 pounds or less.
  Normal: You can use Disable Device and Sleight of Hand 
  at a range of 30 feet with the ranged legerdemain class 
  feature. The skill check DC increases by 5 and you cannot 
  take 10 on the check. The manipulated object must weigh 5 
  pounds or less.
  IMPrOVEd SEEKEr ArrOw
  Your foes can run but they can’t hide. Even well hidden 
  opponents cannot escape your devilish arrows, who would 
  follow your foes to the ends of the earth. 
  Prerequisite: Arcane Archer Level 6th
  Benefit: With this feat, you are able to use your Seeker 
  Arrow ability twice more per day. 
  IMPrOVEd SHAdOw JuMP
  You are able to shadow jump more quickly by exerting 
  more effort and can gain the benefit of various effects 
  whenever you jump.
  Prerequisites: 6 or more ranks in Perform (dance), shad-
  owdancer level 4th
  Benefit: When you use your shadow jump ability, you 
  may expend an additional 10 feet of distance beyond the 
  distance that you are actually jumping in order to jump as 
  a move action instead of a standard action. Additionally, 
  whenever you use your shadow jump ability, you may 
  choose to benefit from one of the following effects for one 
  round by expending an additional 10 feet: gain a 5% miss 
  chance per level of shadowdancer you possess; gain a +1 
  bonus to Armor Class and Combat Maneuver Defense per 
  2 levels of shadowdancer you possess; or gain a +1 bonus 
  to attack rolls per 3 levels of shadowdancer you possess.
  IMPrOVEd SMItE  [PALAdIN]
  Your righteousness brings down those who oppose you.
  Prerequisite: Base attack bonus +3, Smite Evil
  Animal 
  Level 
  Character Size
  Anklyosaurus (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Axe Beak 
  1st/ 4th 
  Small/ Medium 
  Bat, Dire 
  1st/ 7th 
  Small/ Medium
  Badger 
  4th 
  Small 
  Bear 
  4th 
  Small
  Brachiosaurus (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Cat, Big (Lion or Tiger) 
  7th 
  Small
  Dolphin * 
  1st 
  Small
  Dolphin, Orca * 
  1st/ 7th 
  Small/ Medium
  Eel, Moray * 
  1st/ 7th 
  Small/ Medium
  Elasmosaurus (dinosaur) * 
  1st/ 4th 
  Small/ Medium
  Elephant 
  1st/ 4th 
  Small/ Medium
  Frog, Giant 
  4th 
  Small 
  Goblin Dog 
  4th 
  Small
  Animal 
  Level 
  Character Size
  Herd Animal, Aurochs 
  1st/ 7th 
  Small/ Medium
  Hippogriff 
  4th 
  Medium
  Hyena 
  4th 
  Small
  Lizard, Monitor 
  7th 
  Small
  Pteronodon (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Rhinoceros 
  1st/ 7th 
  Small/ Medium
  Roc 
  1st/ 7th 
  Small/ Medium
  Shark * 
  4th 
  Small
  Squid * 
  1st 
  Small
  Stegosaurus (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Triceratops (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Tyrannosaurus Rex (dinosaur) 
  1st/ 7th 
  Small/ Medium
  Wolf 
  7th 
  Medium
  * Aquatic campaigns only. 
  IMPrOVEd MOuNt
  
  PAGE  46
  Benefit: Your smite ability deals +1d6 holy damage for 
  every three levels in the pertinent class. Example: A 3rd 
  level paladin deals +1d6 damage, while a 10th level one 
  deals +3d6.
  IMPrOVEd SNEAKy FAMILIAr
  Your familiar has learned even more from your stealth and 
  tricks in combat.
  Prerequisites: Arcane bond (familiar) and impromptu 
  sneak attack class features, sneak attack +3d6, Sneaky 
  Familiar
  Benefit: Your familiar gains an additional +2 bonus to 
  Stealth checks. In addition, when you make an impromptu 
  sneak attack, the next time your familiar attacks the target, 
  the target loses its Dexterity bonus to AC against your 
  familiar’s attack. This benefit only applies if the familiar 
  attacks the target within a number of rounds equal to your 
  level in arcane trickster.
  IMPrOVEd tHrEAtENEd ZONE [GENErAL]
  You consummate skill with ranged weapons allows you to 
  threaten a larger area.
  Prerequisites: Base Attack Bonus +15 or higher, Dexterity 
  19+, Threaten Zone
  Benefit: This feat increases the range you can threaten 
  with ranged weapons using the Threaten Zone feat by 10 
  feet.
  IMPrOVEd trAP SENSE
  Your ability to avoid dangerous traps also improves your 
  ability to discover and disarm them.
  Prerequisites: Wis 13+, trap sense class feature
  Benefit: You add your trap sense bonus to Perception 
  checks made to locate traps as well as Disable Device 
  checks made to disable them.
  Normal: Your trap sense bonus is only added to Reflex 
  saves made to avoid traps and to AC against attacks made 
  by traps.
  IMPrOVEd trICKStEr’S bONd
  You may perform even more tricks with your bonded 
  object.
  Prerequisites: Cha 15+, arcane bond (bonded object) class 
  feature, arcane trickster level 5th
  Benefit: Add the following abilities to those you may use 
  while wearing or wielding your bonded object as described 
  by the Trickster’s Bond feat: teleport (as dimension door) 
  
  PAGE  47
  up to 15 feet; re-roll a Disable Device or Sleight of Hand 
  check and use the new result; become invisible (as invis-
  ibility) for a number of consecutive rounds equal to your 
  Charisma modifier; or increase the caster level of an illu-
  sion spell you cast by 2. You may now use the abilities 
  granted by these feats up to four times per day.
  Normal: With the Trickster’s Bond feat you may use your 
  abilities up to twice per day.
  IMPrOVEd VErtICAL wALK [MONK]
  You can walk greater distances on vertical surfaces.
  Prerequisites: Dex15+, Dodge, Vertical Walk, Monk level 
  11th+
  Benefit: Each round, you may walk up to 30 ft. on a 
  vertical surface, before landing on the ground again. This 
  30 ft. may be horizontal or vertical, so long as you do not 
  exceed your base movement for the round. Moving across 
  a vertical surface provokes an attack of opportunity, just as 
  any horizontal surface does.
  INCOMPrEHENSIbLE CAStEr
  Your modified spells are impossible to analyze and greatly 
  confuse other spellcasters.
  Prerequisites: Cha 13+, tricky spells class feature, 1 or 
  more metamagic feats
  Benefit: When you cast a tricky spell or any spell that 
  has been modified by a metamagic feat, your opponents 
  are unable to determine which spell you are casting, even 
  with a successful Spellcraft check. Any auras that these 
  spells leave are also impossible to analyze: they register 
  as magical auras of indeterminate type and strength. If 
  another caster attempts to identify such a spell as you cast 
  it, they are denied their Dexterity bonus to Armor Class for 
  one round.
  INSPIrE MuLtIPLE ACtIONS
  You can inspire actions in multiple allies at once.
  Prerequisites: Cha 15+, 10 or more ranks in Perform 
  (oratory), pathfinder chronicler level 6th
  Benefit: When you use your bardic music ability to inspire 
  another ally to take an extra move or standard action, you 
  can use up additional uses of bardic music (up to 1 addi-
  tional use per level of pathfinder chronicler you possess) 
  to inspire additional allies to take action. Each additional 
  action costs 1 more use of bardic music than the previous 
  action you inspire. For example, inspiring 3 actions at once 
  uses up 6 uses of bardic music: 1 use for the first, 2 for the 
  second, and 3 for the third. You cannot inspire the same 
  ally to take more than 1 additional action: you must choose 
  different allies.
  INSPIrING dEFLECtION [COMbAt]
  When you parry your opponents’ attacks, you raise the 
  morale of yourself and your allies.
  Prerequisites: Cha 13+, parry class feature
  Benefit: Whenever you successfully parry an attack, you 
  can take a swift action to give yourself and the ally you 
  defended (if you parried an attack which targeted an ally) 
  a +2 morale bonus to saving throws against fear, attack 
  rolls, and damage rolls for 1 round per level of duelist you 
  possess. This bonus ends if you attempt to parry an attack 
  and fail. You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.
  INSPIrING KILLEr [COMbAt]
  Your death attacks are inspirational to your allies.
  Prerequisites: Cha 13+, death attack and inspire courage 
  class features
  Benefit: Whenever you successfully slay or paralyze an 
  opponent with a death attack, you may begin to inspire 
  courage as a free action. This inspire courage effect lasts 
  for a number of rounds equal to your assassin level and 
  does not count against your daily bardic music limit or 
  require you to take any actions to maintain. After this dura-
  tion has expired you must use bardic music as normal to 
  extend the duration.
  INStANt ENSEMbLE 
  Your regular performances have an extra planar pull to 
  them. Beings from other planes hear your music and imme-
  diately want to join you.
  Prerequisite: Bard Level 5th
  Benefit: When you are doing a non magical performance 
  in front of a crowd, you may call upon extra planar beings 
  to join you in your performance. The beings summoned 
  can be any being that lives on the outer planes. The 
  summoned beings can sing, dance, perform comedy, 
  play an instrument, or anything else that you wish. All 
  summoned beings come with any instruments or equip-
  ment needed to carry out their role in the performance. For 
  example, if you wanted the summoned being to play the 
  harmonica while you sang, the summoned being comes 
  with a harmonica.
  All of the being summoned are not threatening and will not 
  cause any harm. They’ve only come to perform. Whenever 
  your performance ends they’ll take their leave. The human-
  
  PAGE  48
  oids summoned must be of small enough size to fit inside 
  wherever you’re performing. For example if you are 
  performing in a bar you can’t summon a large number of 
  singing, extra planer dragons.
  The number of beings summoned is equal to one half your 
  bard level (rounded down).
  INStINCtIVE dIVINE MAGIC
  You are able to cast a number of your divine spells sponta-
  neously using your spontaneous arcane spellcasting ability.
  Prerequisites: Cha 15+, mystic theurge level 1st, must cast 
  prepared divine spells and spontaneous arcane spells
  Benefit: When you take this feat, choose a number of 
  spells on your divine spellcasting class list equal to your 
  Charisma modifier. When you use your combined spells 
  class feature, you are able to cast these spells spontane-
  ously using your arcane spellcasting ability even  if you 
  did not prepare them that day. The spells still take up a 
  spell slot one level higher than normal and you still are 
  limited as to the level of spell that you are able to cast with 
  this ability.
  Special: This feat may be taken multiple times. Each time 
  you take this feat, choose new spells.
  INStINCtIVE HEALING  [PALAdIN]
  You can heal yourself when unconscious.
  Prerequisite: Con 13, Lay on Hands ability
  Benefit: When you are below 0 hit points, but successfully 
  roll to stabilize, your lay on hands ability activates and 
  spends one Lay on Hands attempt on you.
  Special: If you have the Diehard feat, this feat is automati-
  cally triggered.
  INStINCtIVE SHOt [FIGHtEr, GENErAL]  
  You are one with your bow, enabling you to make difficult 
  shots as if they were routine.
  Prerequisites: Base attack bonus +6, Point-Blank Shot, 
  Weapon Focus with chosen bow
  Benefit: Choose a ranged weapon. When using that type 
  of ranged weapon, you can apply double your Wisdom 
  bonus (if any) to negate attack penalties due to range. You 
  do not gain an actual bonus to hit; if the doubled Wisdom 
  modifier is greater than the range penalty, the excess is 
  discarded.
  Special: You may gain this feat multiple times. Its effects 
  do not stack; each time you gain this feat, it affects a 
  different ranged weapon.
  INtErFErENCE [FIGHtEr] 
  The more opponents you fight, the more likely they are to 
  get in each other’s way. 
  Prerequisites: Dex 13+, Dodge, Mobility. 
  Benefit: When you are not flat-footed, you gain a +1 
  dodge bonus to your Armor Class for every two opponents 
  within 5 feet that are threatening you (maximum bonus of 
  +4 if you are completely surrounded). 
  INVISIbLE SPELL [MEtAMAGIC]
  You can cast spells that cannot be seen.
  Prerequisite: 7+ ranks in Stealth
  Benefit: A spell modified by this feat is invisible. All 
  of the spell’s magical visual effects can only be seen by 
  viewers who can otherwise see invisible things. Even crea-
  tures and objects created or summoned by the spell are 
  invisible. This increases the Difficulty Class of Spellcraft 
  checks made to identify the spell as it is being cast to 20 
  + spell level. Any mundane effects of the spell, such as 
  damage that it causes or any permanent changes made to 
  other creatures or objects, can still be seen normally. (e.g., 
  a wall of stone summoned by the spell is invisible, but the 
  modifications made by stone shape can be seen normally.) 
  Spells which depend on visual effects, such as many illu-
  sions, cannot be modified by this feat. An invisible spell 
  uses up a spell slot two levels higher than the spell’s actual 
  level.
  IrON FISt [GENErAL]
  Your fists can punch through wood, steel and even stone.
  Prerequisites: Str 15+, Toughness
  Benefit: When attempting to sunder or smash an object, 
  the objects hardness is reduced by your Strength modifier. 
  With this feat, you cannot choose to deal subdual damage 
  with your fists.
  IrON StAturE
  Your physic is legendary and impressive even by the stan-
  dards of your robust peers. 
  Prerequisites: 1d12 Hit Dice.
  Benefits: When you gain a new level and make your 
  roll for hit points you may use 2d6 (adding the results 
  together) rather than 1d12. Rolling for new hit points in 
  this way does not increase your total Hit Dice, but simply 
  increases the chances of gaining a higher result.
  Normal: Barbarians roll 1d12 per Hit Dice to determine 
  their hit points.
  
  PAGE  49
  KI HArNESS [MONK]
  You are able to use the naturally occurring ki in the world 
  around you to a limited degree. While you must still 
  provide most of the ki energy yourself, the small amount 
  you siphon from your environment adds up over time.
  Prerequisite: Con 14+, Ki Pool class feature
  Benefit: You gain additional ki points equal to your 
  Constitution modifier.
  KI HEALING [MONK]
  Owning mastery over your own internal energies and 
  familiarity with their healthy patterns, you are able to heal 
  your ki more rapidly than others.
  Prerequisites: Ki Pool class feature
  Benefit: You ki pool is replenished for every four hours of 
  rest or meditation.
  Normal: The ki pool is replenished each morning after 8 
  hours of rest or meditation; these hours do not need to be 
  consecutive.
  KI rESErVOIr [MONK]
  Your mastery over ki is so great you are actually able to 
  use more ki than should be possible. While others are 
  limited by their physical body, your ki knows no such 
  constraints.
  Prerequisite: Con 14+, Ki Pool class feature, Ki Harness
  Benefit: The number of points in a your ki pool is equal to 
  your his monk level + his Wisdom modifier.
  Normal: The number of points in a monk’s ki pool is equal 
  to 1/2 his monk level + his Wisdom modifier.
  KI SurVIVAL [MONK]
  The universe around you provides all the energy you will 
  ever need. So much so that, in times of great need, you can 
  survive without food or water by fuelling your body with 
  raw ki. Doing so prevents your own ki from replenishing, 
  but allows you to continue on when others perish.
  Prerequisite: Ki Pool class feature
  Benefit: Each day you go without food and/or water, 
  you suffer no penalties as long as you expend 1 ki point 
  form your ki pool. Until you have proper food and water, 
  however, your ki does not replenish when you rest. 
  KILLING SHOt [GENErAL]
  You aim and concentrate on the perfect shot. One arrow, 
  one kill.
  Prerequisite: Base Attack Bonus +12 or higher, Perfect 
  Shot
  Benefit: When you make an attack using the Pinpoint 
  Accuracy ability or feat, the critical threat range on the 
  weapon you are using is increased by 2.
  KNIGHt OF CuPS (KNIGHtLy)
  Intuitive and soothing, you can read and manipulate 
  emotions like a master tactician, seeking to avoid violence 
  through dialogue whenever possible. 
  Prerequisites: Challenge class feature; Good alignment; 
  Cha 13
  Benefit: You may expend two uses of your Challenge 
  ability to calm emotions, as per the spell, using one-half 
  your cavalier level (rounding up) as your caster level. DC 
  to resist is 10 + cha bonus +  ½ cavalier level. This is an 
  extraordinary ability. 
  Special: You may only possess 1 Knightly feat.
  KNIGHt OF PENtACLES (KNIGHtLy)
  Pragmatic and industrious, you believe in teamwork and 
  the rewards which come from it. 
  Prerequisites: Challenge class feature; Lawful alignment; 
  Int 13
  Benefit: You may expend a use of your Challenge ability 
  to use your Tactician ability to grant your allies a team-
  work feat one additional time per day.
  Special: You may only possess 1 Knightly feat.
  KNIGHt OF PIEty (KNIGHtLy)
  You are a paragon of chivalry and holiness, and your dedi-
  cation to these twin virtues bolsters you in your time of 
  need. 
  Prerequisites: Challenge class feature; Smite Evil class 
  feature
  Benefit: You may convert a use of Smite Evil into a 
  Challenge, and a Challenge into a Smite Evil. 
  Special: You may only possess 1 Knightly feat.
  KNIGHt OF SwOrdS (KNIGHtLy)
  Duplicitous and violent, you are a rogue element upon both 
  battlefield and court, leaving chaos and confusion in your 
  wake. 
  Prerequisites: Challenge class feature; Evil alignment; Str 
  13
  
  PAGE  50
  Benefit: You may expend a use of your Challenge ability 
  to give yourself a bonus to Bluff and Intimidate equal to 
  half your cavalier level (rounding up). This bonus lasts 
  for 1 minute, plus 1 additional minute at 5th level and for 
  every 5 levels thereafter. 
  Special: You may only possess 1 Knightly feat. 
  KNIGHt OF tErrA (KNIGHtLy)
  Tough and resilient, your dedication to the land and all 
  living things has imparted to you a fraction of the earth’s 
  durability. 
  Prerequisites: Challenge class feature; Neutral align-
  ment; Knowledge (Nature) 5 ranks or Wild Empathy class 
  feature; Con 13
  Benefit: You may expend a use of your Challenge ability 
  to heal yourself a number of hit points equal to your cava-
  lier level. 
  Special: You may only possess 1 Knightly feat.
  KNIGHt OF wANdS (KNIGHtLy)
  Incorrigible and irrepressible, you believe in living life to 
  its fullest, consequences be damned.  
  Prerequisites: Challenge class feature; Chaotic alignment; 
  Dex 13
  Benefit: You may expend a use of your Challenge ability 
  to give yourself a luck bonus to all saving throws equal to 
  half your cavalier level (rounding up). This bonus lasts for 
  1 round, plus 1 additional round at 5th level and for every 
  5 levels thereafter. 
  Special: You may only possess 1 Knightly feat.
  KNIGHt’S bLOOdLINE
  Your eldritch knight training continues to advance some of 
  the power of your bloodline and further blends your arcane 
  and martial talents: you are descended from a line of great 
  arcane warriors.
  Prerequisites: Arcane bloodline, eldritch knight level 1st
  Benefit: Your levels in eldritch knight stack with your 
  levels of sorcerer for purposes of determining the power of 
  your arcane bond and metamagic adept abilities (but not 
  any other bloodline abilities). In addition, whenever you 
  gain a bonus combat feat, you may instead choose to learn 
  a metamagic feat in place of a combat feat.
  KNIGHt’S FAMILIAr
  Your familiar grows in power and abilities as you increase 
  your eldritch knight level.
  Prerequisites: Arcane bond (familiar) class feature, 
  eldritch knight level 1st
  Benefit: Your levels in the eldritch knight class stack with 
  levels in classes which grant the arcane bond (familiar) 
  class feature for purposes of determining the power of your 
  familiar. In addition, when you take this feat, increase one 
  of your familiar’s physical ability scores by 2. Treat this 
  increase as a normal ability score increase gained through 
  level advancement.
  Normal: Eldritch knight levels do not normally improve 
  your familiar.
  KNIGHt’S FOCuS
  You are able to cast spells even while faced with the worst 
  possible conditions.
  Prerequisites: Iron Will, eldritch knight level 2nd
  Benefit: You gain a +4 bonus to all concentration checks 
  made to resist losing a spell due to taking damage, grap-
  pling, vigorous or violent motion, weather conditions, or 
  entanglement. This bonus does not apply when you attempt 
  to cast a spell defensively.
  KNOw tErrAIN [GENErAL]
  You know how best to use the terrain to your advantage 
  during combat.
  Prerequisites: Int 15, Survival 4 ranks.
  Benefit: You gain an understanding of the terrain features 
  on any battlefield, provided they are not hidden from your 
  view or magically obscured. You do not gain any special 
  ability to detect illusionary terrain, concealed pits, or other 
  non-obvious hazards. 
  You can automatically identify squares that will cost extra 
  movement to pass through, evaluate the degree of cover 
  provided by any object or natural obstacle, and determine 
  the shortest path between any two points on the battlefield. 
  Furthermore, your refined understanding of the use of 
  terrain and positioning in combat grants you an additional 
  +1 circumstance bonus on melee attacks you make from 
  higher ground, giving you a total bonus of +2 on such 
  attacks.
  You gain a +2 insight bonus on Acrobatics checks that 
  have been made more difficult because of rubble, wet or 
  icy surfaces, and similar natural obstructions. This does not 
  apply to temporary hazards created by spells; for example, 
  you do not gain the bonus when moving through an area 
  under the effect of a grease spell, because that effect has 
  nothing to do with the terrain.
  
  PAGE  51
  KNOw tHEIr wEAK SPOtS
  You have intimate knowledge of the weak spots of crea-
  tures of a specific type, allowing you to deal more damage 
  to them with your attacks.
  Prerequisites: Int 13+, Skill Focus (any Knowledge skill), 
  weapon trick (loremaster secret), loremaster level 3rd
  Benefit: When you take this feat, choose one type of crea-
  ture (such as undead) encompassed by a Knowledge skill 
  which you have improved with the Skill Focus feat. You 
  gain a +1 bonus to weapon attack rolls against creatures of 
  that type. In addition, each time you successfully strike a 
  creature of that type with a weapon attack (but not with a 
  spell), your attack deals an additional 1d6 damage per three 
  levels of loremaster you possess.
  Special: You may take this feat more than once. Each time, 
  it applies to a different creature type.
  KNOwLEdGE OF tErrAIN [GENErAL]
  Prerequisites: Int 13+, Survival 6 ranks
  Benefit: Choose a terrain type. You gain a +1 competence 
  bonus to Bluff, Perception, Sense Motive, and Survival 
  checks while in that terrain. You also gain this bonus to 
  melee weapon damage rolls and ranged weapon damage 
  rolls up to 30 ft. This bonus damage does not apply to 
  creatures immune to critical hits. Terrain types include:
  Type 
  Example
  Desert 
  Sand dunes
  Forest 
  Woodlands, jungles
  Hill 
  Foothills
  Marsh 
  Swamp, bog
  Mountains 
  Alpine reaches
  Plains 
  Farmland
  Underground 
  Caverns, dungeons
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, it applies to a 
  new terrain type.
  LASt dItCH [FIGHtEr, GENErAL] 
  You can pull off one last shot as your enemies rush in to 
  fight you.
  Prerequisites: Point Blank Shot, Rapid Shot, Combat 
  Reflexes, Fast Draw
  Benefit: You can take a single attack with your in-hand 
  ranged or thrown weapon against a charging opponent 
  when he comes within ten feet of you. If you take this 
  attack, it counts against you normal number of attacks of 
  opportunity that round, and you lose your Dexterity bonus 
  to AC for the rest of the round.
  LAy OF tHE uNdErwOrLd 
  You can call on the powers of hell and the abyss with your 
  orations, and the barbarians you call are reminiscent of a 
  fiendish host.
  Prerequisites: Any evil alignment, 10 or more ranks in 
  Perform (oratory), pathfinder chronicler level 7th
  Benefit: The barbarians you summon with your call down 
  the legends and lay of the exalted dead class abilities gain 
  the fiendish creature template. Additionally, their attacks 
  are considered evil-aligned for purposes of overcoming 
  damage reduction and each attack they make deals 1 
  additional point of fire damage per level of pathfinder 
  chronicler you possess. Finally, the DC for good creatures 
  to resist your bardic music effects made with the Perform 
  (oratory) skill increases by 2, or by 4 if the creatures are 
  good outsiders. 
  LEGENdAry PAtHFINdING 
  Your ability to find your way through the wilderness is 
  legendary, even supernatural.
  Prerequisites: 10 or more ranks in Survival, pathfinder 
  chronicler level 5th
  Benefit: Once per week, you are able to gain the benefits 
  of the find the path spell to navigate your way through 
  an area of wilderness (but not a dungeon, urban area, or 
  a plane that is not your native plane). Your caster level 
  for this effect is equal to your pathfinder chronicler level. 
  When you attain 8 levels in the pathfinder chronicler pres-
  tige class, you are able to use this ability one additional 
  time per week. When you attain 10 levels in pathfinder 
  chronicler, you are able to use this ability without being 
  restricted to wilderness areas.
  LEGENdAry SHAdOw MAStEr
  Your ability to defend yourself and make deadly attacks 
  while in the shadows is legendary.
  Prerequisites: Shadowdancer level 10th
  Benefit: The benefits granted by your shadow master 
  ability improve to the following while you are in an area of 
  dim light: DR 15/-; a +4 luck bonus on all saving throws; 
  and your target is blinded for 2d6 rounds whenever you 
  score a critical hit against a target located in an area of dim 
  light. In addition, your caster level for all shadow spells 
  and any spell or effect which creates or manipulate areas of 
  darkness increases by 2.
  
  PAGE  52
  LEGENdS bEtwEEN tHE LINES
  When you read something, you can glean a great deal of 
  additional information about the subject of the writing, 
  making correct conclusions by reading between the lines.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics, 
  pathfinder chronicler level 3rd
  Benefit: Whenever you read a written work about a 
  particular topic, if you make a Knowledge check about 
  the subject of the writing within 24 hours of having read 
  the work, you gain an additional bonus to the Knowledge 
  check equal to your pathfinder chronicler level (above and 
  beyond any bonus you may receive from having read the 
  work). The written work must be at least one page long 
  and must have been written by someone in possession of 
  knowledge that you do not possess. You can only benefit 
  from each source in this way once, and you cannot stack 
  bonuses from multiple sources. If the writing is composed 
  largely of false information, you must make a DC 15 Sense 
  Motive check in order to gain the bonus. Additionally, you 
  are able to create written works which grant Knowledge 
  skill check bonuses to others who read them. Anyone who 
  reads a written work at least 1 page long that you authored 
  gains a bonus equal to your pathfinder chronicler level to 
  the next Knowledge skill check they make within 24 hours 
  about the subject of the writing. Any given creature can 
  only benefit from reading a given work once.
  LIAr’S LOrE
  You are able to lie extremely well about a chosen field of 
  knowledge, using your extensive knowledge in place of 
  your ability to bluff.
  Prerequisites: Int 13+, Skill Focus (any Knowledge skill), 
  loremaster level 3rd
  Benefit: When you take this feat, choose any one 
  Knowledge skill which you have improved with the Skill 
  Focus feat. Whenever you wish to lie about a topic which 
  is encompassed by this Knowledge skill, you may use the 
  Knowledge skill in place of the Bluff skill to oppose your 
  opponent’s Sense Motive skill check. All normal modifiers 
  for the lie’s believability apply to this check.
  LIGHt StEP [GENErAL]
  You walk gently on the ground and leave little evidence of 
  your passage.
  Benefit: You are treated as two size categories smaller for 
  the purposes of determining the DC of Survival checks 
  made to track you. Thus, a Medium creature is treated as 
  Tiny, increasing the DC to +2, while a Huge creature is 
  treated as Medium, with no penalty or bonus to the check. 
  In addition, you gain a +2 bonus to Stealth checks.
  
  PAGE  53
  LIGHtNING MOuNt  [PALAdIN]
  You are able to leap into the saddle of your horse without 
  thought, landing in the saddle by instinct.
  Prerequisite: Mounted Combat
  Benefit: Mounting or dismounting a mount is a free action 
  for you, provided you start adjacent to your mount.
  Normal: It normally requires a move equivalent action to 
  mount or dismount a horse.
  LIquId HEALING [MONK]
  Prerequisite: Drunken Demon
  Benefit: By spending 1 point from his ki pool, you gain 
  the ability to convert a single alcoholic drink that has been 
  ingested into a potion of cure serious wounds. This is a 
  standard action that does not provoke an attack of oppor-
  tunity. For this feat to work, you must be under the effects 
  of the feat, Drunken Demon.  When you convert one drink 
  of alcohol into one dose of the potion, your ability scores 
  change (+2 to Intelligence and Wisdom, –2 to Strength or 
  Constitution) as if the duration of the alcohol’s effect had 
  expired. This ability can be used up to three times per day. 
  As long as there is at least 2 points in his ki pool, you can 
  make use of this feat.
  LESSEr ArCANE trICKS
  You have a few more magical tricks up your sleeve.
  Prerequisites: Int 12+, Minor Magic rogue talent, rogue 
  level 3rd
  Benefit: You may cast one 2nd-level spell from the 
  following list per day: blur, cat’s grace, knock, and minor 
  image. Your caster level for these spells is equal to your 
  rogue level. The save DC is equal to 12 + your Intelligence 
  modifier.
  LONE duELISt [COMbAt]
  You are adept at fending off multiple foes at once.
  Prerequisites: Dex 15+, duelist level 2nd
  Benefit: Whenever you are being threatened in melee 
  by more than one opponent, you gain a +1 dodge bonus 
  to Armor Class and Combat Maneuver Defense for each 
  opponent beyond the first, up to +1 per two levels of 
  duelist you possess.  A condition that makes you lose your 
  Dexterity bonus to Armor Class also makes you lose the 
  benefits of this feat.
  LOrE OF AFFLICtIONS 
  You use your various fields of knowledge to resist afflic-
  tions and other harmful effects on your body.
  Prerequisites: Int 13+, lore of true stamina (loremaster 
  secret)
  Benefit: Whenever you need to make a Fortitude save to 
  resist a harmful effect, you may first make a Knowledge 
  skill check using a Knowledge skill related to the effect. 
  This check uses the same DC as the Fortitude save. If your 
  Knowledge check is successful, you gain a +4 bonus on 
  your Fortitude save to resist the effect. If the same effect 
  causes you to make another Fortitude save at a later time, 
  another Knowledge check is required. A Knowledge skill 
  is “related” for purposed of this feat if it covers the type of 
  creature or event which caused the effect you are trying to 
  resist. For example, Knowledge (religion) would help you 
  to resist attacks made by undead creatures or gods, while 
  Knowledge (nature) would help you to resist the effects of 
  weather or attacks made by plants. Refer to the Knowledge 
  skill list for the topics covered by each knowledge skill.
  LOrE OF CrEAtION
  You have mastered the method of crafting a particular type 
  of item and it takes you less time to craft those items.
  Prerequisites: Any one item creation feat, loremaster level 
  6th
  Benefit: When you take this feat, choose any one magic 
  item creation feat you have. You gain a +3 bonus to Craft 
  skill checks you make while crafting items to be enchanged 
  with that feat. In addition, items you craft to be enchanted 
  take one half as long as normal to craft and one half as 
  long as normal to enchant. They still take up the full 
  amount of other resources to craft and you must still meet 
  the normal requirements for crafting each item.
  LOrE OF EVASION 
  You use your various fields of knowledge to hone your 
  reflexes and evade the attacks of your enemies.
  Prerequisites: Int 13+, secret knowledge of avoidance 
  (loremaster secret)
  Benefit: Whenever you are about to make a Reflex save 
  to resist an attack that normally deals half damage on a 
  successful save, you may first make a Knowledge skill 
  check using a Knowledge skill related to the effect. This 
  check uses the same DC as the Reflex save. If your 
  Knowledge check is successful, you instead take no 
  damage on a successful save and only half damage even 
  on a failed save. For example, Knowledge (arcana) allows 
  you to avoid the breath weapons of dragons, constructs, 
  
  PAGE  54
  and magical beasts. Refer to the Knowledge skill list for 
  the topics covered by each knowledge skill.
  LOrE OF A FIVE tONGuES
  You have great control over your linguistic mind and are 
  able to quickly learn many new languages and focus on 
  one of them to understand each day.
  Prerequisites: Int 17+, 5 or more ranks in Linguistics, 
  loremaster level 4th
  Benefit: When you take this feat, choose five new 
  languages that you do not already know but have been 
  exposed to at least once in the past. You immediately learn 
  these languages; however, you are only able to speak and 
  understand one of the languages per 3 levels of loremaster 
  you possess on any given day. The languages you under-
  stand are chosen whenever you prepare spells and cannot 
  be changed until you rest for 8 hours and prepare spells 
  again. The other languages are still in your memory but 
  cannot be accessed until that time.
  LOrE OF GOOd HEALtH
  Your vast knowledge in different fields has also taught you 
  many secrets of good health.
  Prerequisites: Secret health (loremaster secret) or 
  Toughness, loremaster level 1st, Int 13+
  Benefit: You gain 2 additional hit points for every 
  Knowledge skill you have in which you possess 7 or 
  more ranks. If you possess 14 or more ranks in a given 
  Knowledge skill, you gain 2 more additional hit points. 
  You gain 2 additional hit points whenever you later attain 7 
  or 14 ranks in a knowledge skill.
  Special: If you later drop below 7 or 14 ranks in a 
  Knowledge skill, you lose the hit points granted by this 
  feat for your ranks in that skill.
  LOrE OF tHE drAGONS
  You are well-versed in the history, culture, and habits of 
  dragons.
  Prerequisites: Int 13+, bardic knowledge class feature, 
  dragon disciple level 1st
  Benefit: You gain a +2 bonus to all Knowledge skill 
  checks made about dragons, whether the check is about 
  a specific dragon, a dragon type, or dragons in general. 
  You also gain a +2 bonus to Bluff, Diplomacy, and Sense 
  Motive checks made against dragons, and a +2 bonus to 
  Appraise checks made to appraise a dragon’s treasure.
  Metallic Dragon’s Diplomacy
  You have acquired the diplomatic abilities of the metallic 
  dragons whose blood flows through your veins.
  Prerequisites: Dragon disciple level 1st, must have a 
  metallic dragon bloodline
  Benefit: You gain a +2 bonus to Diplomacy and Sense 
  Motive checks. In addition, once per day per three dragon 
  disciple levels you possess, you are able to take 10 on a 
  Diplomacy or Sense Motive check.
  LOrE OF trutH
  You are able to detect falsehoods with your knowledge 
  rather than your social cunning.
  Prerequisites: Int 15+, loremaster level 1st
  Benefit: Whenever you wish to detect whether someone is 
  lying, if they are speaking about a topic which is encom-
  passed by a knowledge skill in which you possess 7 or 
  more ranks, you may use that Knowledge skill in place 
  of the Sense Motive skill in order to determine whether 
  or not they are lying. This Knowledge check is opposed 
  by the suspected liar’s Bluff check and all normal modi-
  fiers for the lie’s believability apply. If you beat the liar’s 
  check by 5 or more, you also determine whether or not the 
  liar knows the truth about the topic they are speaking of, 
  or whether they are merely fabricating something without 
  knowledge of the truth. 
  MAGE HArrOwEr [COMbAt]
  You are trained to take advantage of spellcasters while they 
  are distracted by their own spells.
  Prerequisites: Int 13+, sneak attack class feature
  Benefit: When you attack an enemy who is casting or 
  concentrating on a spell of a level equal to or less than the 
  number of sneak attack dice you possess, you gain a bonus 
  to your attack roll equal to the number of sneak attack dice, 
  to a maximum of +5. (e.g., 3d6 sneak attack grants +3 to 
  attack if the spell is 3rd level or lower, while 7d6 sneak 
  attack grants +5 to attack if the spell is 7th level or lower.) 
  The attack does not need to be a sneak attack for the bonus 
  to apply. 
  You gain the same bonus to Stealth checks made to hide 
  from opponents who are concentrating to maintain spells 
  (regardless of spell level).
  MAGE’S MISHAP
  Mages fear casting their spells at you. For they know that 
  once they do, without even lifting a finger, you are able to 
  attack back!
  Prerequisite: Arcane Archer Level 2nd
  
  PAGE  55
  Benefit: Whenever a spellcaster casts a spell that includes 
  you as a target, a number of times per day equal to 1/2 
  your level in Arcane Archer (rounded down), an arrow 
  from your quiver disappears and reappears 5 feet away 
  from the caster and flies toward her. Make a normal roll 
  to hit. If successful, the arrow hits the target and does 
  damage. 
  If the arrow is nonmagical, it receives the same enhanced 
  arrow abilities that it would have received if you had fired 
  it. 
  MAGIC tHuMb
  You have a knack for activating magic items even if you 
  don’t know how they work.
  Prerequisites: Cha 15+, 3+ ranks in Use Magic Device
  Benefit: When you attempt to activate a magic item 
  blindly with the Use Magic Device skill, you get a +2 
  bonus on your check and you only suffer a mishap if you 
  fail by 15 or more. If you have seen the item activated or 
  used before, you get an additional +4 bonus on the check. 
  Once you have activated an item yourself, you learn how it 
  works and no longer need to activate it blindly.
  Normal: You suffer a mishap if you fail by 10 or more and 
  you must continue to activate an item blindly even after 
  having activated it before.
  MANHuNtEr
  They can run from you, but they can’t hide.  
  Prerequisites:  Order of the Wolf
  Benefit:  You gain a +2 feat bonus to Diplomacy, 
  Perception, Sense Motive and Survival checks made to find 
  the person (humanoid) for whom you are questing. In addi-
  tion, Knowledge (Local) is a class skill for you. 
  MANy AttACK ArrOwS
  A foe attacked by one of your arrows is shocked when the 
  arrow pulls itself out of him and readies itself to attack 
  again!
  Prerequisite: Arcane Archer Level 1st
  Benefit: Whenever you successfully hit an opponent with 
  a ranged bow attack, you can choose to have the arrow 
  that hit your foe to pull itself out of her, and attack another 
  target, including the target that you just hit, within a 50 
  foot radius. You can use the ability that this feat grants a 
  number of times per day equal to 1/2 your level in Arcane 
  Archer (rounded down). All attacks happen in the same 
  combat round that you fired the arrow.
  MANy MAGIC MISSILES
  Your enemies are amazed, and then are in severe pain, 
  when you hold out your bow and instead of arrows, many 
  small, white missiles of force are unleashed on your foes. 
  Prerequisite: Arcane Archer Level 6th
  Benefit: Whenever you use your many shot ability, instead 
  of firing arrows at all enemies that are in range, you hold 
  your bow out and command magic missiles to hit your 
  enemies instead. You don’t need to know the spell magic 
  missile in order to gain the benefit from this feat. In lieu 
  of an arrow hitting your targets, two magic missiles strike 
  each foe. As with the spell magic missile, the magic 
  missiles never miss. The range of the bow that you are 
  wielding, not the range of the spell magic missile, deter-
  mines what targets are in range. 
  MArK OF tHE FEy [druId]
  You have been marked by the fey, although such a blessing 
  is not without its price.
  Prerequisites: Cha13+, Druid level 1st
  Benefit: You may add your Charisma bonus to all saving 
  throws against spells or spell-like effects. However, you do 
  not gain this bonus against fey opponents.
  Special: This feat can only be chosen at 1st level.
  MArtyrdOM HEALING  [PALAdIN]
  You can channel your own life force out through your 
  hands.
  Prerequisite: Cha 13, Diehard, Lay on Hands ability
  Benefit: You may expend your own hit points to provide 
  healing when using lay on hands; the exchange rate is three 
  hit points for one point of healing. For example, if you 
  deal 30 points of damage to yourself, you may heal another 
  character of 10 points of damage.
  Normal: A paladin can heal 1d6 hit points of damage for 
  every two paladin levels she possesses.
  Special: These additional points can also be used to 
  damage undead.
  MASK AurA
  You have learnt through careful practise to diminish your 
  aura, hiding its power and making it more difficult to 
  detect.
  Prerequisite: Aura class feature, Caster level 5th or higher
  Benefit: As a swift action you can mask your aura for 
  1 round. For the purposes of detect spells and spell-like 
  
  PAGE  56
  effects you are considered not to have the aura class 
  feature.
  Normal: Your level determines the strength of your aura 
  when targeted by detect spells and spell-like effects.
  Special: Masking your aura only hides its strength but 
  does not change its alignment.
  MAStEr dEFLECtION [COMbAt]
  You can lower your defenses to redirect an opponent’s 
  attack to another target.
  Prerequisites: Dex 17+, duelist level 8th
  Benefit: Once per round when you successfully parry an 
  opponent’s attack, you can choose to have the attack target 
  an adjacent opponent. The attack uses the same attack 
  rolled that was rolled against your parry attempt, with a -4 
  penalty. If it beats the new target’s Armor Class, it damages 
  the target normally. When you use this ability, you suffer a 
  -2 penalty to your Armor Class for 1 round.
  MAStEr GIANt-duELEr [COMbAt]
  Larger foes are no worry to you, as you are an expert at 
  parrying their attacks.
  Prerequisites: Dex 17+, parry and riposte class features, 
  Giant-Dueler
  Benefit: When you attempt to parry an attack made by a 
  creature of a larger size category, you no longer suffer a 
  penalty to your attack roll for each size category that the 
  attacker is larger than you. In addition, if the parried attack 
  was a melee attack, you are able to make a riposte even if 
  the attacker is not within your reach.
  Normal: Normally you are only able to make a riposte if 
  the attacker is within reach.
  MAStEr OF INNuENdO
  You are an expert at crafting secret messages which are 
  difficult for unintended recipients to decipher.
  Prerequisite: Deceitful
  Benefit: When you use Bluff to deliver a secret message, 
  you get a +5 bonus to your check, and the DC of the Sense 
  Motive check for unintended recipients to decipher the 
  message increases by an additional 5.
  Normal: The DC to decipher secret messages is equal to 
  your Bluff check.
  MAStEr OF LIGHt ANd SHAdOw
  You have great control over magically created light and 
  darkness, even that which you did not create yourself.
  Prerequisites: 7 or more ranks in Spellcraft, shadowdancer 
  level 3rd
  Benefit: Once per day per shadowdancer level you 
  possess, you may dispel any and all magically created 
  light and darkness effects within 10 feet per level of shad-
  owdancer you possess. This ability functions as the dispel 
  magic spell and your caster level for this effect is equal 
  to twice your shadowdancer level. Once per day you may 
  choose to only affect either magically created light or 
  magically created darkness with a single use of this ability.
  MAStEr OF SHAdOw trICKS
  You are able to use your illusion powers more and they are 
  more effective while located in the shadows.
  Prerequisites: Shadowdancer level 6th
  Benefit: You are able to use your shadow illusion class 
  ability a number of times per day equal to your shadow-
  dancer level instead of the normal amount. In addition, 
  whenever you create an illusion spell which is located in 
  an area of dim light, the Difficulty Class of the Will save 
  (if any) to resist the spell or recognize it as real is increased 
  by 1 per 3 levels of shadowdancer you possess.
  Normal: Normally you can use your shadow illusion 
  ability once per day per two levels of shadowdancer you 
  possess.
  MAStEr LEArNEr
  You immediately master a skill which you recently began 
  studying.
  Prerequisites: Instant mastery (loremaster secret), Skill 
  Focus (see benefit), Int 15+, loremaster level 3rd
  Benefit: When you take this feat, choose a skill which you 
  used the instant mastery secret to learn your initial ranks 
  in and which you have improved with the Skill Focus feat. 
  By taking this feat you immediately gain enough ranks in 
  the skill to increase it to your current maximum number of 
  ranks, just as if you had spent skill points on it.
  MAStEr MAGICIAN 
  You have mastered your magical abilities.
  Prerequisites: Int 15+, Major Magic and Minor Magic 
  rogue talents, Apprentice Magician
  Benefit: You may cast each of your 1st-level spells gained 
  through Major Magic a number of times per day equal to 
  2 plus one-third of your rogue level, and the save DC for 
  the spells increases by 1 for every 4 levels of rogue you 
  possess.
  
  PAGE  57
  Normal: You may cast each spell twice a day, and the save 
  DC is equal to 11 + your Intelligence modifier.
  MAStEr MyStIC’S COMbINEd SPELLS
  You have certain spells which, when cast using an alterna-
  tive spellcasting ability, are more powerful.
  Prerequisites: 10 or more ranks in Spellcraft, mystic 
  theurge level 3rd
  Benefit: When you take this feat, choose a number of 
  spells that you can cast equal to your mystic theurge 
  level. Whenever you cast one of these spells using your 
  combined spells class feature to cast it with one of your 
  other spellcasting classes, the spell is considered to be 
  heightened (as the Heightened Spell metamagic feat) to the 
  level of spell slot that was used to cast it. Alternatively, you 
  may choose to cast or prepare these spells using the same 
  level of spell slot from another spellcasting class, rather 
  than a spell slot 1 level higher than the spell. Whenever 
  you gain a level in mystic theurge, you may add 1 more 
  spell to this group. (The number of spells you can cast in 
  this way will always be equal to your mystic theurge level.)
  Normal: Normally when you use the combined spells 
  ability, you must use a spell slot 1 level higher than the 
  spell you are casting.
  MAStEr OF INVISIbILIty
  You are able to maintain your invisibility against opposing 
  magic.
  Prerequisites: 15+ ranks in Spellcraft and Stealth, arcane 
  trickster level 9th
  Benefit: While you are invisible, if anything attempts to 
  reveal you by using a spell or magical ability which specif-
  ically counteracts invisibility (such as invisibility purge or 
  see invisibility), you may make a caster level check (DC 
  11 + the effect’s caster level) in order to remain unaffected 
  and undetected by the effect for one round per arcane trick-
  ster level. This feat does not counteract general antimagic 
  effects such as dispel magic and detect magic.
  MAStEr OF tHE POISONEd StrIKE [COMbAt]
  You are skilled at inflicting deep wounds which make your 
  poisoned attacks more difficult to resist.
  Prerequisites: 9+ ranks in Craft (alchemy), Master 
  Poisoner, poison use and sneak attack class features
  Benefit: When you make a successful sneak attack with a 
  poisoned weapon and your opponent becomes poisoned, 
  you may increase the number of successful saving throws 
  needed to cure the poison by 1.
  MAStEr OF tHE uNSEEN SPELL
  Spells which you conceal from your opponents are more 
  devastating.
  Prerequisites: Int 17+, 12+ ranks in Spellcraft and Stealth, 
  arcane trickster level 9th
  Benefit: When you apply the Invisible Spell, Silent Spell, 
  or Still Spell feat to a spell you cast which deals hit point 
  damage, you may add your sneak attack damage to the 
  damage dealt by the spell. If the spell allows a saving 
  throw to negate or reduce the damage, the sneak attack 
  damage is also affected. The damage is of the same type as 
  that dealt by the spell. You may use this effect a number of 
  times per day equal to your Intelligence modifier.
  Special: Using the tricky spells class feature does activate 
  this effect. However, this effect does not stack with the 
  surprise spells class feature.
  MAStEr POISONEr
  You are a skilled poisoner, able to craft potent poisons and 
  use fewer resources while crafting them.
  Prerequisites: 7+ ranks in Craft (alchemy), poison use 
  class feature
  Benefit: When you finish crafting a poison using the 
  Craft (alchemy) skill, you may apply one of the following 
  effects to the poison: increase the Fortitude save DC of the 
  poison by 1; increase the frequency of a poison measured 
  in rounds by 1 round; or cause the poison to deal 1d6 hit 
  point damage (lethal or nonlethal) in addition to its normal 
  effects each time an afflicted creature fails its saving throw 
  against the poison. Alternatively, you may recover one-
  tenth of the cost of material goods you spent crafting the 
  poison.
  MAStEr SHAdOw CALLEr
  You are able to use your shadow conjuring powers more 
  and they are more effective while located in the shadows.
  Prerequisites: Shadowdancer level 6th
  Benefit: You are able to use your shadow call class ability 
  a number of times per day equal to your shadowdancer 
  level instead of the normal amount. In addition, whenever 
  you use a shadow conjuration or greater shadow conjura-
  tion spell and its effects are located at least partially in an 
  area of dim light, its effects are considered 5% more real 
  and 5% more likely to work per level of shadowdancer 
  you possess. Normal: Normally you can use your shadow 
  illusion ability once per day at 4th level and one additional 
  time per day per 2 additional levels of shadowdancer 
  
  PAGE  58
  you possess, and the effects of the spell are 20% real (for 
  shadow conjuration) or 60% real (for greater shadow 
  conjuration).
  MAStEry OF dIVINAtION MEtAMAGIC
  You can more easily apply a chosen metamagic feat to 
  your divination spells.
  Prerequisites: 12 or more ranks in Knowledge (arcana), 
  newfound arcana (loremaster secret), Spell Focus (divina-
  tion), at least 1 metamagic feat
  Benefit: When you take this feat, choose any one 
  metamagic feat. When you apply that feat to divination 
  spells, the spell uses a spell slot 1 level lower than the 
  modified spell would usually use. (For example, your 
  Quickened divination spells now use up spell slots 3 levels 
  higher than normal instead of 4 levels higher than normal.)
  MAStErFuL EPIC tALES 
  You are quicker to scribe epic tales, and they are more 
  effective, being easier to use and lasting longer.
  Prerequisites: 10 or more ranks in Profession (scribe), 
  pathfinder chronicler level 6th
  Benefit: The epic tales that you scribe with your epic tales 
  and greater epic tales class abilities retain their super-
  natural potency twice as long as normal (2 days per class 
  level) and require only 30 minutes to inscribe instead of an 
  hour. Additionally, they require only a standard action to 
  activate instead of a full-round action, and their duration is 
  increased to 1 minute per 3 levels of pathfinder chronicler 
  you possess.
  Normal: See the epic tales class feature.
  MEAt SHIELd
  As a fighter, you see it as your duty to stand between your 
  foes and the weaker members of your party. When the 
  enemy gets close to your other party members, you place 
  yourself in the way, fighting hard to keep the foe at bay.
  Prerequisite: Fighter Level 3rd
  Benefit: When you are within 10 feet of an ally, you get 
  an Armor Class bonus equal to one-third of your fighter 
  level (rounded down). When you’re within 5 feet of an ally 
  the bonus goes to one-half of your fighter level (rounded 
  down).
  MENtAL GrACE [COMbAt]
  You are able to focus and ignore distractions while in a 
  battle.
  Prerequisite: Duelist level 4th
  
  PAGE  59
  Benefit: While you are in combat and wearing light armor 
  or no armor and not using a shield, you gain a +4 bonus to 
  Will saves against mind-affecting effects and to Perception 
  and Sense Motive checks made against your opponents. 
  This bonus  begins when you make an attack and ends if 
  you have not attacked within a number of rounds equal to 
  your duelist level.
  MErCIFuL
  You know the value of mercy, and do not have to slay your 
  opponents to defeat them. 
  Prerequisites:  Non-evil alignment, Challenge class 
  feature
  Benefit:  All of your weapons may deal nonlethal damage 
  to the target of your challenge. In addition, Heal is a class 
  skill for you.
  MErCILESS KILLEr [COMbAt]
  You are quick to bring death to your helpless enemies.
  Prerequisite: Sneak attack +5d6
  Benefit: You only need to take a standard action to deliver 
  a coup de grace, and when you do, you deal 1 extra point 
  of damage per die of sneak attack you possess.
  Normal: Delivering a coup de grace takes a full-round 
  action.
  MEtAMAGIC MAStEry  [GENErAL]
  Prerequisites: Knowledge (Arcana) 10 ranks, Spellcraft 10 
  ranks, Caster level 10th, any three metamagic feats
  Benefit: Choose one metamagic feat that you already 
  know. The level cost of that metamagic feat is reduced by 
  one (to a minimum of +1). For example, using Metamagic 
  Mastery on the Maximize Spell feat would allow you to 
  cast a maximized fireball as a 5th level spell, instead of the 
  normal 6th level spell slot it would take (+2 spell levels 
  instead of +3 spell levels).
  Special: This feat may not applied to metamagic feats that 
  have a variable level cost, such as Heighten Spell.
  MIGHt bLOwS
  You use your weapon in an unorthodox manner, sweeping 
  it around your head in great arcs and making use of every 
  part.
  Prerequisites: Rage class feature.
  Benefits: When raging any melee weapon you wield 
  counts as one size category larger than it actually is for 
  determining damage dice. Otherwise it functions as normal. 
  This does not increase your weapon’s reach.
  MINd-CONFOuNdING StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend enchanting power to confound the minds of your 
  targets.
  Prerequisites: Arcane Strike, Spell Focus (Enchantment), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused enchantment spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one enchantment spell (for spontaneous casters). If 
  you do, any foe struck by one of your arcane strike-imbued 
  attacks has a 50% chance to lose any action that they 
  attempt, +5% per level of the enchantment spell expended, 
  until your arcane strike ability ends on your next turn.
  MINOr SPELL SyNtHESIS
  You are able to synthesize lesser magic and cast multiple 
  spells from different sources at the same time.
  Prerequisites: 10 or more ranks in Spellcraft, mystic 
  theurge level 3rd
  Benefit: You can cast two spells, one from each of your 
  spellcasting classes, as a full-round action. Both of the 
  spells must have a casting time of no more than one stan-
  dard action and they must have the same casting time. 
  Additionally, the spells must be no higher than 2nd level. 
  You can make any decisions concerning the spells indepen-
  dently. You can use this ability a number of times per day 
  equal to one third of your mystic theurge level, in addition 
  to the spell synthesis ability you gain upon attaining 10th 
  level of mystic theurge.
  MIrrOr PErFOrMANCE
  You are able to sing and dance, moving your body and 
  altering your voice in such a way that you can redirect 
  magical affects based on sight and sound to other targets, 
  even back upon the caster creating the affect!
  Prerequisite: Bard Level 12th
  Benefit: Along with your ability to use your Bardic 
  Performance to use Countersong and Distraction, you can 
  also use your Bardic Performance to reflect a magical 
  affect based on sight or sound from one target to another.
  If you are within 30 ft. of where the magical effect is 
  located, you can use Mirror Performance to redirect the 
  magical effect to another target. To do this, use your Bardic 
  Performance, then make a saving throw against the effect 
  
  PAGE  60
  as if you were being affected by the magic. You may use 
  your perform skill instead of your normal saving throw 
  bonus to make the save if it’s higher. If you succeed on the 
  save you may move the magical effect from the target that 
  it’s affecting to another target of your choice.
  You may use this feat any number of times, however you 
  may only try to reflect an affect once.
  MONStEr HuNtEr
  You are adept at tracking and slaying your quarry.
  Prerequisites:  Order of the Wolf
  Benefit:  You gain a +2 feat bonus to Perception and 
  Survival checks to find the creature for which you are 
  questing, and a +1 feat bonus to damage rolls when 
  fighting it.  In addition, Knowledge (Nature) and 
  Knowledge (Arcana) are class skills for you. 
  MONStEr tACtICS LOrE
  You have studied the attack methods of a particular type of 
  creature, allowing you to better evade their attacks.
  Prerequisites: Int 13+, Skill Focus (any Knowledge skill), 
  dodge trick (loremaster secret)
  Benefit: When you take this feat, choose one type of 
  creature (such as undead) encompassed by a Knowledge 
  skill which you have improved with the Skill Focus feat. 
  You gain a +1 dodge bonus to Armor Class and Combat 
  Maneuver Defense per three levels of loremaster you 
  possess against all attacks made by creatures of that type.
  Special: You may take this feat more than once. Each time, 
  it applies to a different creature type.
  MOuNt OF CHOICE [FIGHtEr]
  Choose a specific mount, such as “Happy, my pet griffon” 
  or “Solosar, my gold dragon ally.” You have mastered the 
  art of fighting in perfect cooperation with this creature.
  Prerequisites: Mounted Combat, Mount Specialization 
  with the type of creature selected, Greater Mount 
  Specialization with the type of creature selected, Ride skill, 
  fighter or paladin level 15th.
  Benefit: You gain a +2 bonus to all Ride and Handle 
  Animal skill checks with regards to the specific creature 
  chosen. If you begin combat already mounted, you may 
  roll Initiative twice (adding your Initiative bonus to one 
  roll and that of your mount to the other) and use the higher 
  of the two rolls as your Initiative score.
  Normal: Mounts act on their rider’s Initiative, even if the 
  mount has a higher Initiative modifier.
  Special: After learning this feat, whenever your fighter 
  or paladin level increases, you may choose to switch the 
  benefit to a different creature (you must still meet all the 
  prerequisites for that new mount). You may not select this 
  feat more than once.  
  MOuNt SPECIALIZAtION [FIGHtEr]
  Choose one type of mount, such as heavy warhorse or 
  griffon. You are specially trained to fight from the back of 
  such a creature. 
  Prerequisites: Mounted Combat, Ride skill, fighter or 
  paladin level 6th. 
  Benefit: You gain a +1 bonus to all weapon attack rolls 
  while mounted on the type of creature chosen. Your mount 
  also gains a +1 bonus to its attack rolls while you are 
  riding it. 
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different type of creature. 
  MOuNtEd CAStEr
  You are able to easily cast spells while mounted.
  Prerequisites: 4+ ranks in Ride
  Benefit: You never need to make concentration checks 
  to cast a spell due to vigorous motion caused by riding a 
  moving mount.
  Normal: Normally you must succeed at a concentration 
  check (DC 10 + the level of the spell) or lose the spell 
  when you attempt to cast a spell while riding a moving 
  mount.
  MurdErOuS NECrOMANCy
  Your death attacks cause your victims to become your 
  undead servants.
  Prerequisites: 7+ ranks in Spellcraft, death attack and true 
  death class features, ability to cast animate dead
  Benefit: When you slay a creature with a death attack, you 
  can cause that creature to immediately reanimate (as if you 
  cast animate dead on it) by making a successful Spellcraft 
  check with a DC equal to 10 plus the creature’s HD. You 
  do not need to have the spell prepared for this effect to 
  occur, but you do need to either know the spell or have it 
  scribed into your spellbook (for arcane casters) or have it 
  on your spell list (for divine casters) and be high enough 
  level to cast it. Undead created with this ability do count 
  against the total HD of undead you are able to control, 
  but you may control an additional 2 HD of undead with 
  animate dead per level of assassin you possess.
  
  PAGE  61
  MuSICAL MyStIC
  Your study of the divine has given you inspiration for your 
  performances as well as additional mystical powers.
  Prerequisites: Wis 13+, bardic performance class feature, 
  mystic theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  bard for purposes of determining how many times you are 
  able to use your bardic performance ability per day and 
  what type of action it takes to begin a bardic performance. 
  In addition, once per day you can use your bardic perfor-
  mance ability to imitate the effects of a detect chaos, detect 
  evil, detect good, or detect law spell. It lasts as long as 
  you continue to perform. Your caster level for this effect is 
  equal to your bard caster level, and the save DC is equal to 
  11 + your Wisdom modifier.
  MuSICAL SPELLFuEL
  By sacrificing your use of a spell, you’re able to extend the 
  use of your Bardic Performance.
  Prerequisite: Bard Level 1st
  Benefit: You may sacrifice any number of spells at any 
  time to increase the number of rounds that you’re able to 
  use your Bardic Performance for the day. This increase 
  is equal to one half of the spell level that you sacrificed 
  (rounded down).
  MuSK [druId]
  The character naturally produces a musk that makes him 
  seem more charismatic to others.
  Prerequisites: Druid level 4th+
  Benefit: Once per day the character can produce a faint 
  musk that adds a +2 racial bonus to all of her Charisma-
  based skills for 10 minutes. The bonus does not apply if 
  his is interacting with a construct, elemental, ooze, plant, 
  undead, or vermin.
  MyStIC bLOOd
  Your mysticism serves to bring out your magical blood-
  line and makes your bloodline spells more versatile and 
  powerful.
  Prerequisites: Wis 13+, bloodline class feature, mystic 
  theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  sorcerer for purposes of determining which bonus blood-
  line spells you know. Additionally, you may prepare and 
  cast your sorcerous bloodline spells using your divine 
  spellcasting ability without using up a spell slot one level 
  higher than normal. Finally, your levels in all divine spell-
  casting classes are added to your sorcerer caster level when 
  casting spells from your sorcerous bloodline, regardless of 
  whether you prepared them or cast them spontaneously.
  MyStICAL EPIPHANy
  You can sacrifice unused magical power to have an 
  epiphany and better perform a task.
  Prerequisites: Mystic theurge level 3rd
  Benefit: You are able to sacrifice uncast spells or spell 
  slots (for spontaneous casters) in order to gain a bonus to 
  a skill check that you are making. Sacrificing the spells is 
  part of the action of making the skill check and you must 
  choose to sacrifice them before you roll the check. You 
  can sacrifice any number of spells, and you gain a bonus 
  to your skill check equal to the total level of the spells 
  sacrificed, to a maximum of +1 per level of mystic theurge 
  you possess. If you sacrifice spells totaling more than this 
  amount, the extra benefit is lost.
  MyStICAL FIrE
  You can harness any of your unspent magical energy to 
  become a deadly flame.
  Prerequisites: 12 or more ranks in Spellcraft, mystic 
  theurge level 4th
  Benefit: By sacrificing an uncast spell or unused spell 
  per day (for spontaneous casters), you can make a ranged 
  touch attack against a single target which deals 1d6 
  damage per level of the spell sacrificed. This attack counts 
  as a ray and deals fire damage. This ability takes a standard 
  action, and you may use it a number of times per day equal 
  to one half of your mystic theurge level. If the spell sacri-
  ficed was a divination spell you had prepared, it deals an 
  additional +1 point of damage per level of the spell sacri-
  ficed.
  MyStICAL FOrESIGHt
  As you prepare your spells, you wisely save a spell slot 
  which you are able to quickly fill later with a spell you 
  need.
  Prerequisites: 9 or more ranks in Spellcraft, mystical 
  theurge level 3rd
  Benefit: When you prepare your spells for the day, you 
  may leave a spell slot that you would normally use to 
  prepare a spell empty. Later that day, as a full-round action 
  you can fill the slot with any spell that you would normally 
  have been able to prepare in it. You may then cast that spell 
  as if it had been prepared all along.
  
  PAGE  62
  Normal: Normally filling your unused spell slots takes a 
  long period of rest rather than a full-round action.
  MyStIC PrIESt
  You are more schooled in the arts of magic than war 
  and have given up time in the sparring yard for time 
  communing with your god on the nature of magic.
  Prerequisite: Cleric level 1st
  Benefit: You gain an additional memorisation slot for each 
  spell level. In exchange for this increase in power you 
  start with no armour or shield proficiencies and the only 
  weapons you are proficient in are the club, dagger, heavy 
  crossbow, light crossbow, and quarterstaff. You are also 
  proficient in your god’s favoured weapon.
  Normal: Clerics receive Light Armour Proficiency, 
  Medium Armour Proficiency, Shield Proficiency and 
  Simple Weapon Proficiency as bonus feats at 1st-level.
  Special: This feat can only be taken at 1st-level.
  MyStICAL rEFLExES
  You can instantly sacrifice magical energy in order to gain 
  a bonus to your reflex save.
  Prerequisites: 9 or more ranks in Spellcraft, mystic 
  theurge level 2nd
  Benefit: As an immediate action, by sacrificing an uncast 
  spell or unused spell per day (for spontaneous casters) 
  you can gain a bonus to a Reflex save. The bonus is equal 
  to the level of the sacrificed spell and applies to the next 
  single Reflex save that you make. Alternatively, you can 
  sacrifice a spell as a move action and gain a bonus equal to 
  one-third of the level of the spell to all of the Reflex saving 
  throws you make within a number of rounds equal to your 
  mystic theurge level.
  MyStIC’S FAMILIAr
  Your familiar continues to gain in power as you advance 
  your mystical talents, and it gains the ability to use some 
  minor divination magic.
  Prerequisites: Wis 13+, Arcane bond (familiar) class 
  feature, mystic theurge level 1st
  Benefit: Your levels in the mystic theurge class count as 
  levels of a class which continue to advance the power of 
  your familiar. Additionally, your familiar gains the ability 
  to cast spells from the following list a number of times per 
  day equal to your Wisdom modifier: detect magic, detect 
  chaos, detect evil, detect good, detect law, and true strike. 
  The save DC is equal to 10 + your Wisdom modifier + the 
  level of the spell.
  NAturAL ArCHEr [GENErAL]
  You have come to terms with the tenets of your faith and 
  can use an archaic bow, reflecting your naturalist and prim-
  itive nature.
  Prerequisites: Dex 13+, Wis 13+, Druid level 1st+
  Benefit: You gain Martial Weapon Proficiency (longbow) 
  and Martial Weapon Proficiency (shortbow). You do not 
  gain proficiency with the composite version of these 
  weapons however.
  Normal: Druids are proficient with the following weapons: 
  club, dagger, dart, quarterstaff, scimitar, scythe, sickle, 
  shortspear, sling, and spear.
  NAturAL ArCANA [MEtAMAGIC]
  You imbue an arcane spell with the neutral energy of 
  nature.
  Prerequisites: Nature bond class feature,  mystic theurge 
  level 1st
  Benefit: A Natural Arcana is an arcane spell that you have 
  imbued with divine energy so as to become a neutrally 
  aligned spell. The Difficulty Class to resist a spell imbued 
  with such energy increases by 2 for creatures that have 
  one non-neutral alignment (such as a creature that is 
  neutral good) or by 4 for creatures with two non-neutral 
  alignments (such as a creature that is lawful evil). The 
  Difficulty Class does not change for creatures which are 
  neutral. A Natural Arcana spell must be an arcane spell and 
  it uses up a spell slot 2 levels higher than the spell’s actual 
  level.
  NAturAL MyStIC
  You are a student of matters both arcane and natural, and 
  your studies of their relations improve your bonds to the 
  natural world.
  Prerequisites: Cha or Int 13+ (see special), nature bond 
  and wild empathy class features, mystic theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  druid for purposes of determining the power of your nature 
  bond and wild empathy class features. In addition, once per 
  day you may sacrifice a prepared spell or unused spell slot 
  (for spontaneous casters) from your arcane spellcasting 
  class in order to spontaneously cast a summon nature’s ally 
  spell as with the spontaneous casting ability of the druid.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 13 or 
  higher.
  
  PAGE  63
  NAturAL drACONIC MAGIC
  Your draconic bloodline magic is easier for you to cast.
  Prerequisite: Dragon disciple level 3rd
  Benefit: You can cast your draconic bloodline bonus spells 
  without somatic or verbal components, just as if you were 
  using the Silent Spell and Still Spell feats, though these 
  spells do not take up a higher-level spell slot.
  NECrOtIC ArrOw
  Your arrows not only have the ability to destroy your foes, 
  but they can also reanimate them as your allies. Your foes 
  can only look on in terror as the man that was formerly 
  their comrade-in-arms is now an undead creature attacking 
  them!
  Prerequisite: Arcane Archer Level 3rd
  Benefit: Whenever you strike a killing blow against an 
  enemy, once per week, you can automatically resurrect the 
  newly dead enemy as an undead creature on that combat 
  round. The undead creature is completely loyal to you and 
  will follow any commands that you give it. The creature is 
  ready to take orders the round after it is raised. The type of 
  creature that you can raise depends on your level of arcane 
  archer. At Arcane Archer levels 3 and 4 you can raise a 
  Medium Skeleton, at 5 and 6 you can raise a Medium 
  Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 
  you can raise a Ghast. 
  NOSE FOr trEACHEry
  You are adept at noticing deception and pretending that 
  you have not caught on.
  Prerequisite: Wis 13+, 3+ ranks in Diplomacy
  Benefit: You get a +4 bonus to Perception checks made 
  to notice disguises and Sense Motive checks made to 
  discern lies and secret messages. When you determine that 
  someone is attempting to deceive you, you get a +5 bonus 
  to any Bluff check you make to pretend that you have not 
  seen through their deception.
  NObLE duELISt [COMbAt]
  You are a high-society duelist and know how to fight 
  against nobles.
  Prerequisites: 6+ ranks in Knowledge (Nobility), duelist 
  level 1st
  Benefit: You gain a +3 bonus to your Initiative rolls when 
  beginning a battle with a noble or member of a ruling 
  class, in addition to all Charisma-based skill checks made 
  against such opponents during combat. With 12 or more 
  ranks in Knowledge (Nobility), this bonus increases to +6.
  
  PAGE  64
  ONE EyE OPEN
  You sleep with one eye open.
  Prerequisites: Wis 13+, Alertness
  Benefit: You may make Perception checks while sleeping 
  without penalty.
  Normal: The DC for Perception checks made while asleep 
  increases by 10.
  OVErPENEtrAtE [FIGHtEr, GENErAL] 
  Your arrows and bolts can cleave through your target and 
  strike a second foe.
  Prerequisites: Base Attack Bonus +6 or higher, Point 
  Blank Shot, Power Attack
  Benefit: If you cause a creature to drop with a missile 
  attack from a piercing weapon (crossbow, or bow for 
  example), such as by reducing it to 0 or fewer hit points, 
  the arrow penetrates through your target and potentially 
  strikes a second target. You may immediately make another 
  ranged attack at the same attack bonus as your killing shot 
  at an enemy directly behind the dropped target. The new 
  target must be directly behind the original target relative to 
  your position, and must be directly adjacent to the initial 
  target. You may use this ability once per round.
  PALM StrIKE [GENErAL]
  The power of your inner self is enough to keep your 
  enemies at bay.
  Prerequisites: Str 13, Improved Unarmed Strike, Power 
  Attack, base attack bonus +6 or higher
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action. If this unarmed attack hits, you 
  deal damage normally, and the target’s is pushed back 5 
  feet unless it makes a Fortitude saving throw (DC 10 + 1/2 
  your character level + your Wis modifier).
  PArAGON OF tHE FAItH
  You have a reputation among the faithful as a staunch 
  protector of the church and blessed guardian of the faith. 
  Prerequisite: Cleric level 7th or higher, Leadership.
  Benefit: Whenever your personal cohort or dedicated 
  followers of your god are within 30 ft of you, and can hear 
  your voice, they gain a +1 moral bonus on attack rolls and 
  saves versus fear effects. At 12th-level, and then every 4 
  levels thereafter, this bonus increases by +1, to a maximum 
  of +4 at 20th-level.
  In addition to this effect you gain a +2 circumstance bonus 
  on all Charisma checks and Charisma based skills when 
  dealing with followers of your god.
  PAtH OF tHE MONKEy [GENErAL]
  You can climb walls quickly, without losing your footing.
  Prerequisites: Climb 5 ranks, Acrobatics 5 ranks
  Benefit: You do not lose their Dexterity bonus to AC when 
  climbing. In addition, you may add your Dexterity bonus 
  to your Climb checks in addition to Strength.
  PINPOINt ACCurACy [FIGHtEr, GENErAL] 
  You have learned to take your time with the most impor-
  tant ranged attacks to make sure that you hit your intended 
  target.
  Prerequisites: Point Blank Shot, Precise Shot, Dexterity 
  13+
  Benefit: You may spend a full-round action, during which 
  you do nothing but aim at a target with a ranged weapon, 
  and receive a +2 bonus to your attack roll on that target the 
  next round with the ranged weapon. (You may aim for up to 
  three consecutive rounds, or your Wisdom bonus in rounds, 
  whichever is less, gaining a maximum of +6 to the attack 
  roll on the fourth round.)
  Firing after aiming requires use of the full attack action, in 
  which you gain all benefits at your highest attack bonus, 
  but only make a single attack. If you are threatened or 
  attacked while aiming, all modifiers from this feat are lost 
  until you are able to start over.
  PErFECt SHOt [FIGHtEr, GENErAL] 
  Your mastery of ranged weapons allows you to take that 
  extra moment needed in the thick of combat to make each 
  and every shot count to the utmost.
  Prerequisites: Base Attack Bonus +6 or higher, Pinpoint 
  Accuracy, Point Blank Shot, Weapon Focus (ranged 
  weapon)
  Benefit: When making a full attack action, you may sacri-
  fice your additional attacks in order to make a single attack 
  with your full attack bonus. If this attack hits, it deals 
  an additional 1d4 damage per iterative attack you would 
  normally be allowed. For example, an ranger with a +13 
  Base Attack Bonus hits using this feat. Normally she could 
  make three attacks in a round (at +13, +8 and +3), and 
  therefore she deals +2d4 damage using her deadly shot.
  Special: This feat may be taken a second time, increasing 
  the additional damage to +1d6 instead of +1d4.
  
  PAGE  65
  PIErCING ArrOwS
  The heads of your arrows are especially sharp. They are 
  able to pierce through even the toughest hides, exoskel-
  etons, and even the scales of a dragon!
  Prerequisite: Arcane Archer Level 5th
  Benefit: Arrows that you fire ignore three points of 
  damage reduction.
  Special: This feat can be taken multiple times, which allow 
  the affects to stack. For example if you took this feat three 
  times, arrows that you fire ignore nine points of a target’s 
  damage resistance.
  POINt-bLANK SPELLS
  Your close-range spells are more difficult to resist.
  Prerequisites: Point-Blank Shot, 3 ranks in Spellcraft
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws made by targets of your ranged spells who are 
  within 30 feet of you when you cast the spell. This bonus 
  only applies to saving throws made against the spell before 
  your next turn.
  POISONEr’S FOrtItudE
  Your exposure to poisons has increased your fortitude.
  Prerequisites: 5+ ranks in Craft (alchemy), assassin level 
  2nd
  Benefit: Your save bonus against poison from the assassin 
  class also applies to all other Fortitude saves you make. 
  This bonus temporarily ceases to apply if you have not 
  been exposed to a poison within 1 day per assassin level 
  you possess.
  POStPONE SPELL  [MEtAMAGIC]
  You can cast spells that take effect a few seconds after 
  casting.
  Prerequisite: Knowledge (Arcana) 9 ranks
  Benefit: Spells enhanced with this feat take effect on 
  the caster’s initiative on the following round. Spells that 
  require a target must fulfill all normal requirements to 
  achieve that target during casting. Range, line of sight, line 
  of effect, etc. must be established as normal for the spell as 
  it is being cast, and must remain valid when the spell goes 
  off. If any target leaves the spell’s maximum range after 
  being successfully targeted when the spell is cast, then 
  the spell fails to affect that target. Saving throws and spell 
  resistance rolls, if any, are made when the spell goes off, 
  not when it is cast.
  A postponed spell has its normal magical aura, as if it 
  were an ongoing spell. It can be dispelled by dispel magic 
  before it takes effect and its target(s) will avoid all effects. 
  Magical or mundane precautions taken after the casting, 
  but before the spell’s trigger, will provide full protection as 
  if they were taken before the spell was cast. For example, 
  suppose that the target of a postponed scorching ray makes 
  a Spellcraft check and recognizes his danger. He casts a 
  prepared protection from elements (fire) before the effects 
  of the scorching ray are felt, and enjoys the full protection 
  of the spell even though it was cast after the scorching ray.
  All the caster’s decisions must be made during the initial 
  casting. Spells that require the caster to concentrate in 
  order to maintain their effects may not be used in conjunc-
  tion with this feat.
  Effects that occur in a series, such as the initial damage 
  and arcing damage of a chain lightning spell, do not begin 
  until the spell takes effect. In the case of a postponed chain 
  lighting, the initial target would take damage if it was 
  still within range, then the spell would arc to the nearest 
  applicable targets. If some of the creatures who were origi-
  nally in range to be extra targets have moved away before 
  the spell goes off, while other creatures have moved into 
  range, the spell’s additional targets are chosen randomly 
  (except for original targets who have remained in range). 
  If the original target had moved out of range of the chain 
  lightning before it went off, then the entire spell would fail. 
  Postponed spells take up a slot two levels higher than the 
  modified spell’s actual level.
  POwEr SHOt
  Your muscles ripple with magical energy when you pull 
  back the string on your bow. With stunning force your 
  arrow charges its way toward your target, awaiting to 
  deliver a devastating blow. 
  Prerequisite: Str 15, Arcane Archer Level 1st
  Benefit: Whenever you hit an enemy with an arrow, apply 
  twice your strength bonus to the damage roll instead of the 
  normal amount. 
  PrOdIGy  [bACKGrOuNd]
  You were born with an inherent understanding of some of 
  the powers of the world around you.
  Prerequisite: Caster level 1st
  Benefit: Once per day, you may increase your caster level 
  by 2 for all purposes relating to a single spell you cast. 
  This does not increase the spell’s casting time. You may 
  not exceed the normal maximum damage dice of the spell 
  
  PAGE  66
  by means of this ability. This ability may only be used on 
  whichever class you had at character creation.
  PrOPHEtIC StrIKE [COMbAt] 
  When you imbue your weapon with arcane energy, you 
  can expend divination power to detect your targets’ weak-
  nesses.
  Prerequisites: Arcane Strike, Spell Focus (Necromancy), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused divination spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one divination spell (for spontaneous casters). If you 
  do, each time you successfully damage an opponent with 
  an attack until your arcane strike ability ends on your next 
  turn, you become aware of one weakness the creature 
  possesses (such as an energy vulnerability or the type of 
  weapon that bypasses the creature’s damage reduction) per 
  level of the illusion spell expended.
  PrOtECtIVE PArry [COMbAt]
  You are skilled at deflecting blows aimed at your allies.
  Prerequisites: Dex and Int 13+, parry class feature
  Benefit: You no longer suffer a –4 penalty when you 
  attempt to parry an attack made against an adjacent ally. In 
  addition, if you successfully parry an attack made against 
  an adjacent ally, that ally gains a +1 bonus to Armor Class 
  for 1 round as long as they remain adjacent to you.
  Normal: Normally you suffer a -4 penalty when you 
  attempt to parry an attack made against an adjacent ally.
  PurE OF HEArt  [GENErAL]
  Your intentions remain pure even when confronted with the 
  most evil temptations.
  Prerequisite: Good alignment, Wis 13+.
  Benefit: You are immune to any magic or effect that would 
  change your alignment from good to neutral or evil. If 
  a mind-affecting power would force you to act against 
  your alignment, you gain an additional saving throw with 
  a +4 bonus. Also, you enjoy a +1 competence bonus to 
  all saving throws against spells with the evil descriptor 
  and against the special abilities of creatures with the evil 
  descriptor. If you are about to willingly commit a non-good 
  act, the Games Master may warn you of the consequences 
  and you must succeed at a Will save (DC 10 + character’s 
  level) to continue with that course of action.
  quICK PArry [COMbAt]
  You can parry even when you only have time for a single 
  attack.
  Prerequisites: Combat Reflexes, parry class feature
  Benefit: When you take only a single attack action, you 
  can elect not to make the attack and reserve it to parry an 
  attack instead.
  Normal: Normally you can only set aside an attack and 
  reserve it to parry if you are taking a full attack action.
  quICK rEtrIEVAL [COMbAt]
  You can quickly snatch up dropped weapons and parry an 
  attack of opportunity made against you.
  Prerequisites: Dex 15+, Quick Draw, duelist level 4th
  Benefit: You only need to use a swift action to pick up a 
  light or one-handed piercing weapon that is not on your 
  person, such as after you have been disarmed or when 
  you are caught unprepared for combat. You still provoke 
  attacks of opportunity when you do so, but you can choose 
  to attempt to parry one attack of opportunity made against 
  you whenever you pick up a weapon in this way. This 
  counts as one of your own attacks of opportunity for the 
  round.
  Normal: Normally picking up a weapon is a move action 
  that provokes attacks of opportunity and you cannot parry 
  these attacks.
  quICK Study  [GENErAL]
  You are a quick study.
  Prerequisites: Int 13+.
  Benefit: The time it takes you to learn and scribe new 
  spells is halved. In addition, you gain a +2 circumstance 
  bonus on the Spellcraft checks made to learn and scribe 
  new spells into your spellbook.
  Special: Wizards may take Quick Study as a bonus feat 
  when they have a bonus feat available from their class 
  features.
  quIxOtIC
  You are mildly deranged, but the odd workings of your 
  brain have some benefits. 
  Prerequisites: None
  Benefit: You have a mild case of schizophrenia, and suffer 
  from constant hallucinations that render you unable to 
  determine reality from fantasy (Pathfinder GameMastery 
  Guide, p. 251). You do not have to make a Will save when 
  
  PAGE  67
  in stressful situations to avoid becoming confused, but you 
  suffer all other affects of the insanity. Additionally, you are 
  incapable of disbelieving illusions.  In return for this, you 
  are immune to all forms of fear (magical or otherwise) as 
  well as all compulsion-based enchantments.
  Special: Consult with your GM before taking this feat.
  rAIN OF dEAdLy StrIKES [COMbAt]
  You can deliver a devastating flurry of attacks against 
  unwary opponents when wielding two weapons.
  Prerequisites: Dex 15+, sneak attack class feature, 
  Two-Weapon Fighting
  Benefit: While wielding two weapons, whenever you 
  successfully deal sneak attack damage to an opponent, 
  every following successful attack you make against that 
  opponent until the beginning of your next turn deals an 
  additional 1d6 sneak attack damage. This bonus increases 
  with multiple successful sneak attacks (e.g., after making 
  two successful sneak attacks, your next attack deals +2d6 
  damage).
  rANGEd dAMAGE MAStEr
  You are able to tap far into the power of the arcane and 
  imbue your nonmagical arrows with a wide range of 
  damage types, guaranteeing that you’ll be able to do the 
  kind of damage the hurts your enemies the most. 
  Prerequisite: Arcane Archer 5th
  Benefit: When you use your Enhance Arrows (Elemental) 
  ability, you have a wider range of elemental themes that 
  you can choose from. Along with the flaming, frost, and 
  shock themes, you now have access to acid, sonic, positive, 
  and negative damage. 
  rANGEd dEAtH AttACK [COMbAt]
  By studying your opponent twice as long as normal, you 
  are able to make a death attack with a ranged weapon.
  Prerequisites: 11+ ranks in Perception, death attack class 
  feature
  Benefit: If you study a potential death attack victim for 
  6 rounds, you are able to make a death attack against the 
  victim using a sneak attack with a ranged weapon that 
  successfully deals damage. As normal, the target must be 
  within 30 ft. in order for the attack to be a sneak attack.
  Special: You may not use this ability in conjunction with 
  abilities which reduce the number of rounds that you must 
  spend studying your victim.
  Normal: Normally you must use a melee weapon to make 
  a death attack.
  rANGEd trIP [GENErAL]
  You shoot for the knees, taking down or at least stumbling 
  your targets.
  Prerequisites: Base Attack Bonus +8 or higher, Dexterity 
  17+, Precise Shot
  Benefit: You may make a trip attack using a ranged 
  weapon by targeting the opponent’s knees, ankles or other 
  critical points on his legs. This attack is resolved as a stan-
  dard missile attack with a -4 circumstance penalty on the 
  attack roll, and deals normal damage for the attack, in addi-
  tion it initiates a trip attack, as if the tripping attacker was a 
  small-sized creature for the purpose of resolving the attack.
  rEAdy SPELL  [MEtAMAGIC]
  You can cast a spell as a swift action.
  Prerequisites: Quicken Spell, Knowledge (Arcana) 15 
  ranks, Spellcraft 15 ranks
  Benefit: You can prepare a spell with a range of Personal 
  or Touch and a casting time of 1 standard action or less 
  to be cast as a swift action. To do so, the spell must be 
  targeted on yourself, and all variables and options for the 
  spell must be chosen at the time of preparation.
  A readied spell uses up a spell slot 2 levels higher than 
  the spell’s actual level. You may not have more than one 
  readied spell in memory at a time, nor can this metamagic 
  feat be applied to spontaneously-cast spells.
  rECALL VISIONS 
  Once per day you are able to recall a divination spell you 
  have cast.
  Prerequisites: Spell Focus (divination), loremaster level 
  5th, ability to cast prepared spells
  Benefit: Once per day as a standard action, you are able to 
  recall any one divination spell you had prepared and then 
  cast that day. This spell is then prepared again, just as if it 
  had not been cast. The spell may be of any level and it is 
  recalled with the same metamagic feats applied to it during 
  its first casting.
  rEAdy SPELL, GrEAtEr  [MEtAMAGIC]
  Prerequisites: Quicken Spell, Ready Spell
  Benefit: This feat works exactly like Ready Spell does, 
  save that you may cast the prepared spell as an immediate 
  action instead of as a swift action. You may still only have 
  one readied spell prepared at any time.
  
  PAGE  68
  A greater readied spell takes a spell slot 4 levels higher 
  than the spell’s actual level.
  rEd drAGON’S FIEry AurA
  You gain the red dragon’s ability to surround yourself in a 
  fiery aura.
  Prerequisites: Draconic bloodline (must choose red 
  dragon), dragon disciple level 1st
  Benefit: Once per day as a swift action, you can surround 
  yourself in an aura of intense heat. All creatures within 5 
  feet of you take 1d6 points of fire damage when you acti-
  vate the aura and at the beginning of your turn. This aura 
  lasts for a number of rounds equal to your dragon disciple 
  level plus your Charisma modifier (minimum 1).
  rEduCE SPELL  [MEtAMAGIC]
  You gain amazing control over your spells area of effect.
  Prerequisite: Enlarge Spell
  Benefit: You can alter a burst, emanation, line, or spread 
  shaped spell to decrease its area. Any numeric measure-
  ments of the spell’s area are reduced by 50% (rounded 
  down, but to a minimum of 5 feet in any dimension). 
  Spells that do not have an area of one of these four sorts 
  are not affected by this feat.
  A reduced spell uses up a spell slot two levels higher than 
  the spell’s actual level.
  rEFLExIVE SHOt [GENErAL]
  You react quickly to danger, firing an arrow before anyone 
  involved in an encounter can react.
  Prerequisites: Improved Initiative, Lightning Reflexes, 
  Base attack bonus +4.
  Benefit: If you have a missile weapon drawn and ready 
  when you encounter a foe you may make a single attack 
  before rolling for initiative. If your target is flat-footed you 
  gain a circumstance bonus to damage equal to your base 
  attack bonus.
  rEMOtE HEALING  [MEtAMAGIC]
  You can cure others at a distance.
  Prerequisite: Heal 8 ranks, Spellcraft  8 ranks
  Benefit: You can use any spell or ability that channels 
  positive energy to restore hit points as a ray, rather than 
  a touch effect. The ray’s range is 5 feet, plus 5 feet per 
  Wisdom modifier. The healing effect is undisturbed in any 
  other way. If the ray targets an undead creature, treat it as 
  a ranged touch attack. A spell so altered is cast as one spell 
  level higher. 
  
  PAGE  69
  rEMOVE ENCHANtMENt  [PALAdIN]
  You can enhance the strength of your healing power to 
  target magical ailments.
  Prerequisite: Channel positive energy, Paladin level 12th+ 
  Benefit: You can use six Lay On Hands attempts to 
  channel positive energy into a cure disease spell or spell-
  like ability or to convert into a break enchantment spell. 
  You make a caster check as normal to cancel a single 
  enchantment, transmutation, curse or petrification.
  rEMOVE FEAr  [PALAdIN]
  You can free others from the shackles of terror.
  Prerequisite: Aura of courage ability
  Benefit: By touching a character who is affected by a fear 
  effect, you give them the chance to make a second saving 
  throw against the fear effect. Resolve this second chance 
  exactly like the first saving throw against the fear effect. If 
  the second roll fails, a paladin cannot use this feat on the 
  same individual for 24 hours.
  rESISt ELEMENtALISM [GENErAL]
  Your belief shields you and sustains you in face of the fury 
  of the elements.
  Prerequisites: Con 13+, Wis 15+, druid level 9th+
  Benefit: You are permanently blessed with Damage 
  Resistance 5/- against magical elemental effects. In addi-
  tion, you gain a +4 divine bonus to all saving throws 
  against acid, cold, electricity, fire, and sonic damage, 
  whether from a magical or natural source.
  rESISt FEy [GENErAL]
  You are naturally resistant to the powers of the fey.
  Prerequisite: Wis 13+
  Benefit: You gain a +4 bonus to all saving throws against 
  effects generated by fey.
  rESIStANt SHAPESHIFtEr [druId]
  Your draw on your inner magic and can resist forces that 
  would normally end your wild shape form prematurely.
  Prerequisites: Ability to wild shape, Con 15+
  Benefits: When confronted with a dispel effect or anti-
  magic effect that would end your wild shape, you can 
  attempt to retain your form with a Concentration check 
  (DC 20). In an antimagic field, the character must make 
  this check every round until he leaves the area of effect.
  rEturN ArrOw [GENErAL]
  When you grab an opponent’s arrow from the air – and if 
  you have a bow in hand – you may immediately fire it.
  Prerequisite: Dexterity 18+, Snatch Arrow
  Benefit: As long as you have a bow in hand, you may 
  immediately fire a snatched arrow back at the attacker at a 
  –2 attack penalty. This is a free action.
  rEVErSE GrAPPLE [GENErAL]
  When grappled by an opponent, you can immediately 
  reverse the situation.
  Prerequisites: Improved Grapple, Improved Unarmed 
  Strike, Bluff 6 ranks.
  Benefit: When resisting a grapple, the instant your oppo-
  nent wins the initial grapple check, you may make a 
  Bluff check against your opponent’s Sense Motive. If you 
  succeed, you reverse the situation and have managed to 
  successfully grapple your opponent. You may not use this 
  feat on grapple attempts that you initiate.
  rOAr OF tHE wyrM  [COMbAt]
  You can unleash a mighty roar which pushes opponents 
  away from you.
  Prerequisites: Con 15+, dragon disciple level 4th
  Benefit: As a full-round action you are able to roar loudly 
  and make a bull-rush attempt against either each creature 
  adjacent to you or a single target within 5 feet per dragon 
  disciple level. You do not move as with a normal bull rush, 
  you do not provoke attacks of opportunity, and you must 
  cause your opponents to move directly away from you. 
  You use your normal Combat Maneuver Bonus for this 
  ability, with a bonus equal to your Constitution score. You 
  may use this ability once per day per three dragon disciple 
  levels you possess.
  rOGuE’S HAuNt
  You are very familiar with a particular place.
  Prerequisites: Sneak attack class feature, 3+ ranks in both 
  Perception and Stealth
  Benefit: Choose a specific geographical area, such as a 
  neighborhood or series of caverns, which you know well. 
  While in this area, you gain a +2 bonus to Perception 
  and Stealth checks, as well as attack rolls during surprise 
  rounds. The DC to follow your tracks in this area increases 
  by 4.
  
  PAGE  70
  rOGuE’S MArK [COMbAt]
  When your attacks catch foes off guard, you place a 
  magical mark upon them which makes your attacks more 
  deadly.
  Prerequisites: Ability to cast arcane mark, sneak attack 
  +2d6
  Benefit: When you successfully deal sneak attack damage 
  to an opponent, that opponent becomes marked by your 
  arcane mark for a number of rounds equal to the number 
  of dice you possess in sneak attack. When you attack an 
  opponent who has been marked in this way, your weapon 
  bypasses any damage reduction that your opponent 
  possesses and your critical threat multiplier increases by 1 
  (e.g., from x2 to x3). You may only mark each individual 
  opponent in this manner once per day, and this use of 
  arcane mark does count against the number of times you 
  may cast the spell per day (if applicable).
  rItuALIStIC ACtION [GENErAL]
  The character knows special rituals for almost everything, 
  and when he takes the time to perform them, they ensure 
  that the gods smile upon him.
  Benefit: Whenever the character takes 20 on a check, he 
  can also perform a special ritual to ensure success. This 
  grants him a +1 morale bonus to that check only; thus, 
  when he takes 20, it becomes 21.
  ruNNING StrIKE [GENErAL]
  You attack opponents as you run past them.
  Prerequisites: Dexterity 17+
  Benefit: When running in a straight line you may make a 
  single melee attack against any opponent that you move 
  past during your run – you may move both before and after 
  this attack. Attempting a Running Strike during your turn 
  reduces your running speed to three times your speed (two 
  times your speed if you’re in heavy armor).
  rutHLESS OPPOrtuNISt [COMbAt]
  You are quick to take advantage of opponents who have 
  been injured in melee, surprising them with your ruthless 
  attacks.
  Prerequisite: Opportunist advanced rogue talent
  Benefit: When you use the Opportunist talent to make an 
  attack of opportunity, your target is denied its dexterity 
  bonus to AC against the attack.
  SCHOLAr PrIESt
  You have taken to the path of the scholar, learning the 
  history and nature of your world but leaving behind more 
  martial pursuits.
  Prerequisite: Cleric level 1st
  Benefit: You gain an additional 2 skill points each level 
  and count all Knowledge skills as class skills. In exchange 
  for this increase in knowledge you start with no armour or 
  shield proficiencies.
  Normal: Clerics receive Light Armour Proficiency, 
  Medium Armour Proficiency and Shield Proficiency as 
  bonus feats at 1st-level.
  Special: This feat can only be taken at 1st-level.
  SCHOLAr’S StAMINA
  Your vast intellect grants you greater stamina and health.
  Prerequisites: Secret health (loremaster secret) or 
  Toughness, loremaster level 1st, Int 13+
  Benefit: Whenever you recover hit points by resting, you 
  recover 2 additional hit points per point of Intelligence 
  modifier you possess. In addition, whenever you gain a 
  level of the loremaster class, you use your Intelligence 
  modifier in place of your Constitution modifier to deter-
  mine your bonus hit points at that level. When you take 
  this feat, retroactively apply this change to any previous 
  levels of the loremaster class you have attained. Changes to 
  your Intelligence modifier affect hit points from these Hit 
  Dice just as changes to your Constitution modifier affect 
  hit points from your other Hit Dice. For example, if your 
  Intelligence modifier decreases by 1, your maximum hit 
  points decrease by 1 per level of loremaster you possess 
  until your Intelligence modifier is restored to its normal 
  level.
  SECrEt SCrIPt
  You create a secret written language which only you and 
  those you teach know how to read and write.
  Prerequisites: Int 13+, 5 or more ranks in Linguistics, 
  pathfinder chronicler level 1st
  Benefit: You invent a secret written language which 
  only you have the ability to understand. The language is 
  complete and able to get across any ideas that you could 
  with normal writing. You can teach the language to another 
  creature with an Intelligence score of 10 or more by 
  spending 8 hours per day instructing them for a number of 
  days equal to 10 minus your pathfinder chronicler level. A 
  creature with Intelligence less than 10 requires twice that 
  amount of time, and a creature with Intelligence less than 3 
  
  PAGE  71
  cannot learn the language. The language can be deciphered 
  normally by those with the Linguistics skill: otherwise it is 
  not possible to understand except through magic.
  Special: You may take this feat multiple times. Each time, 
  you invent a new written language.
  SECrEt tONGuE 
  You create a secret spoken language which only you and 
  those you teach know how to speak.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics, 
  pathfinder chronicler level 2nd
  Benefit: You invent a secret spoken language which 
  only you have the ability to understand. The language is 
  complete and able to get across any ideas that you could 
  with normal speech. You can teach the language to another 
  creature with an Intelligence score of 10 or more by 
  spending 8 hours per day instructing them for a number of 
  days equal to 10 minus your pathfinder chronicler level. A 
  creature with Intelligence less than 10 requires twice that 
  amount of time, and a creature with Intelligence less than 3 
  cannot learn the language.
  Special: You may take this feat multiple times. Each time, 
  you invent a new spoken language.
  SEEr OF dEAtH
  Scrying on your opponents gives you great insight into 
  how to slay them.
  Prerequisites: Ability to cast one or more divination 
  (scrying) spells, death attack class feature
  Benefit: When you use a scrying spell on a creature, you 
  can study that creature as if you were preparing to make 
  a death attack against them. For each minute you spend 
  studying the creature, you may reduce the amount of time 
  needed to study the target when you encounter them by 
  1 round. Studying the creature for 3 rounds thus enables 
  you to make a death attack against it in the future without 
  needing to study it beforehand. This benefit fades after a 
  number of days equal to your assassin level. If you study 
  the target more than 3 minutes, for each additional minute 
  you spend studying, you are able to determine one of the 
  following facts about the target: its vulnerabilities (such as 
  fire or cold damage); its immunities; its Spell Resistance; 
  its senses (such as darkvision); or its Damage Reduction. 
  You may only learn one of these facts per 2 levels of  
  assassin you possess (minimum 1).
  SEEtHING StALKEr [COMbAt]
  Your rage does not alert your victims to your presence, and 
  serves to aid in your ruthless killing.
  Prerequisites: Death attack and rage class features
  Benefit: You are able to enter into and maintain a rage 
  without making any unnecessary noise which would alert 
  your victims to your presence. You are also able to concen-
  trate well enough while raging to study opponents for 
  purposes of making death attacks against them. During any 
  round that you spend raging in addition to studying your 
  victim, you gain a +4 bonus to Stealth checks. This bonus 
  lasts as long as you continue raging, even after you stop 
  studying your victim. If you are raging while you make 
  a death attack, you may add your Strength modifier to 
  the saving throw DC of the death attack rather than your 
  Intelligence modifier.
  Normal: Normally you are unable to concentrate well 
  enough to study victims while raging.
  SENSE COrruPtION  [PALAdIN]
  You can sense evil.
  Prerequisites: Wis 13+, Paladin level 4th+
  Benefit: Paladins with this feat, double the range of their 
  detect evil class ability to 120 ft.
  SErPENt’S tOOtH
  Your words are tinged with poison. Enemies on the 
  receiving end of your musical onslaught feel deadly poison 
  from your slurs crawl into their veins.
  Prerequisite: Bard Level 3rd
  Benefit: When you use your Bardic Performance, you 
  may infect a number of enemies equal to your bard level 
  divided by 2 (rounded down) with a poison. Each target 
  of this ability makes a DC save equal to 10 plus your bard 
  level. If they fail the save they are infected with the poison.
  SHAdOw PrIESt
  Your order favours the art of killing with stealth and you 
  have received training in their deadly ways.
  Prerequisite: Domain class feature
  Benefit: You gain the sneak attack class feature as if you 
  were a rogue of equal to your current level. In exchange 
  for your specialised training you permanently lose the 
  ability to cast any domain spells and no longer have a 
  domain spell slot for each spell level. You retain your other 
  domain powers as normal.
  Special: This feat can only be taken at 1st-level.
  
  PAGE  72
  SHAttErING bLOw
  You can deliver terrible shattering blows so strong that 
  they smash your own weapon to pieces but also inflict 
  grievous harm upon your foes.
  Prerequisites: Rage class feature, Power Attack.
  Benefits: While raging you may make a single melee 
  attack as a full round action using your full base attack 
  bonus. If you hit, your weapon is destroyed and no longer 
  usable, regardless of its hardness, special abilities or 
  remaining hit points. However you also automatically score 
  a critical threat, which you may then roll as normal to 
  confirm, with a second successful attack roll.
  Normal: When you roll a natural 20 (or lower natural 
  number depending on your weapons critical threat range) 
  you can potentially score a critical hit if you succeed on a 
  second attack against the target creature.
  SHErIFF
  You are the law. 
  Prerequisites:  Order of the Lion; Leadership feat
  Benefit:  You gain all the rights and privileges of the chief 
  law enforcer of your lord’s domain, including the ability to 
  violate those laws in the service of the greater good. You 
  are answerable only to your sovereign for your actions. 
  In addition, your cohorts and followers (gained from the 
  Leadership feat) are your posse and are similarly deputized 
  to enforce the law.
  SHAdOw CrAFtING
  You are able to create magical areas of darkness.
  Prerequisites: 5 or more ranks in Spellcraft, shadowdancer 
  level 3rd
  Benefit: Once per day per level of shadowdancer you 
  possess, you are able to imitate the effects of a darkness 
  spell. Your caster level for this effect is equal to your shad-
  owdancer level.
  SHAdOw rOLL 
  When you make a defensive roll while in the shadows, 
  you are able to use your masterful dancing ability to evade 
  attacks and you may use the ability an additional time that 
  day.
  Prerequisites: 10 or more ranks in Perform (dance), shad-
  owdancer level 5th
  Benefit: When you use your defensive roll ability to 
  avoid an otherwise lethal attack while you are in a dimly 
  lit (or darker) area, you may make a Perform (dance) 
  check in place of a Reflex saving throw (DC equal to the 
  damage dealt) in order to lessen the effects of the attack. 
  Additionally, you may use defensive roll one time per day 
  while within a dimly lit area without it counting against 
  your normal use of the defensive roll ability that day. Other 
  than these effects, the defensive roll acts normally.
  SHAdOw SCryING
  You are able to scry on your summoned shadow 
  companion for a limited duration each day.
  Prerequisites: 7 or more ranks in Spellcraft, 
  Shadowdancer level 4th
  Benefit: For a total duration of 1 minute per day per level 
  of shadowdancer you possess, you are able to scry on your 
  summoned shadow companion (as with the scrying spell). 
  Your companion forgoes making its saving throw, except 
  that if your shadow companion is within a dimly lit area 
  the range of your senses beyond the shadow increases 
  by 50%. Your caster level is equal to your shadowdancer 
  level.
  SHAdOw trICKS
  Your illusion spells are extremely potent when cast trickily.
  Prerequisites: Cha 13+, Spell Focus (Illusion), tricky 
  spells class feature
  Benefit: When you cast an illusion spell using the tricky 
  spell class feature, you may either increase your caster 
  level for that spell by a number of levels equal to your 
  Charisma modifier or increase the Difficulty Class of the 
  Will saving throw to resist the spell by the same amount. If 
  the spell has the shadow descriptor and only has a partial 
  effect if disbelieved (e.g. shadow evocation), the spell is 
  considered 20% more real.
  SHAdOwdANCEr’S COMPANION
  Your animal continue becomes stronger and more attuned 
  to the shadows, as you are.
  Prerequisites: Nature bond or hunter’s bond (animal 
  companion) class feature, shadowdancer level 2nd
  Benefit: Every two levels of shadowdancer you possess 
  count as a level of a class which improves the abili-
  ties of your animal companion. For example, a ranger 6/
  shadowdancer 4 counts as having 8 levels of ranger for 
  purposes of calculating the animal companion’s abilities. 
  Additionally, the animal companion gains a +2 bonus to 
  Stealth checks and can gains the hide in plain sight ability 
  (identical to your shadowdancer ability of the same name).
  
  PAGE  73
  SHAdOwdANCEr’S dArKVISION
  You are able to see more clearly while you are near 
  shadowy areas.
  Prerequisites: 6 or more ranks in Perception, shadow-
  dancer level 2nd
  Benefit: As long as you are within 10 feet of a dimly lit 
  area, the range of your darkvision doubles and you gain 
  a +1 bonus to Perception checks per 2 levels of shadow-
  dancer you possess. 
  SHAdOwdANCEr’S FAMILIAr
  Your familiar continues to advance in power and can use 
  minor shadow magic.
  Prerequisites: Arcane bond (familiar) class feature, shad-
  owdancer level 2nd
  Benefit: Every two levels of shadowdancer you possess 
  count as a level of a class which improves the abilities of 
  your familiar. For example, a wizard 6/shadowdancer 4 
  counts as having 8 levels of wizard for purposes of calcu-
  lating the familiar’s abilities. Additionally, your familiar is 
  able to use any one of the following magical effects once 
  per day: radiate darkness from itself to a radius of 20 feet 
  (as the darkness spell); gain a +4 bonus to Stealth for 1 
  minute per level of shadowdancer you possess; or become 
  invisible (as invisibility) for 1 round per level of shadow-
  dancer you possess. The familiar’s caster level for these 
  effects is equal to your shadowdancer level.
  SHAdOwy CrItICAL [COMbAt]
  Your critical hits are more effective while you attack from 
  the shadows.
  Prerequisites: Dex 15+, shadowdancer level 5th
  Benefit: Whenever you score a critical hit while both you 
  and your target are within a dimly lit (or darker) area, you 
  gain a +2 bonus to your attack roll to confirm the critical 
  hit and the damage multiplier increases by 1 (for example, 
  from x2 to x3).
  SHAdOwy MINd
  While you are in the shadows, your mind becomes nearly 
  impenetrable.
  Prerequisites: Iron Will, shadowdancer level 7th
  Benefit: While you are in a dimly lit (or darker) area and 
  you are affected by an enchantment or illusion spell, you 
  may make a saving throw every round in order to shake off 
  the effects of the spell. You may make a number of saving 
  throws each day against these types of effects in this way 
  equal to your shadowdancer level. (Your first additional 
  saving throw made the round after being affected by an 
  enchantment spell does not count as it is made with your 
  slippery mind ability.)
  SHAdOwy MOVES
  Your graceful dancing and dodging while in shadowy areas 
  allows you to deceive opponents that gang up on you and 
  follow those who attempt to step away.
  Prerequisites: Dex 15+, 8 or more ranks in Perform 
  (dance), shadowdancer level 5th
  Benefit: While you are in a dimly lit (or darker) area, 
  whenever you would normally be flanked by your oppo-
  nents, instead you are considered to be flanking each of 
  them thanks to your ability to move quickly and gracefully 
  through the shadows. Additionally, whenever an opponent 
  that is adjacent to you while in a dimly lit area attempts to 
  take a 5-foot step, you may immediately choose to make 
  a 5-foot step as well, as long as the step is towards the 
  opponent that moved and your movement is not otherwise 
  impeded.
  SHAdOwy SPrING AttACK 
  You are able to strike quickly from the shadows and then 
  move quickly back into hiding.
  Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, 
  base attack bonus +6, shadowdancer level 1st
  Benefit: Whenever you use the Spring Attack ability and 
  you begin and end your move (before and after the attack) 
  within dimly lit (or darker) areas, you may immediately 
  make a Stealth check as a free action in order to hide from 
  your opponents. Additionally, you gain a +1 bonus to the 
  attack roll made during your Spring attack per 3 levels of 
  shadowdancer you possess (minimum +1).
  SHAdOwy StALKEr 
  You are more adept at noticing things and stalking your 
  prey in the shadows.
  Prerequisites: Wis 11+, shadowdancer level 2nd
  Benefit: You gain a bonus equal to your shadowdancer 
  level to Perception checks made in dimly lit (or darker) 
  areas, as well as Survival checks made to track creatures 
  while in such conditions. In addition, you are not penalized 
  as normal for attempting to track creatures while suffering 
  from conditions of poor visibility, such as in fog or on 
  moonless nights. Finally, you gain a +2 bonus to initiative 
  checks made while in dimly lit (or darker) areas.
  
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  SHAttEr uNdEAd
  With a powerful strike, you are able to crush undead 
  to rubble. With a mighty crash a skeleton shatters into 
  powder, or with a thunderous thrust, you can reduce a 
  vampire to a bleeding pulp. 
  Prerequisite: Fighter Level 4th
  Benefit: Whenever you make an attack roll against an 
  undead creature, if you roll a natural 20, and you have 
  three hit dice more than the creature, then the creature is 
  automatically destroyed.
  SHIELd CHArGE [FIGHtEr]
  Choose one type of shield with which you have learned 
  Shield Focus. You have mastered using that shield to 
  protect yourself while charging.
  Prerequisites: Str 13+, Improved Shield Bash, Shield 
  Focus with selected shield, proficiency with selected 
  shield.
  Benefit: You suffer no penalty to your Armor Class when 
  charging while wielding the selected shield. You also gain 
  a +2 increase to the shield bonus granted to your Armor 
  Class against any attacks of opportunity made during your 
  charge by the creature you are charging.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type for which you have learned Shield 
  Focus. 
  SHIELd FOCuS [FIGHtEr]
  Choose one type of shield: buckler, light, heavy, or tower. 
  You are more skilled at keeping the shield’s weight from 
  interfering with you movement.
  Prerequisites: Proficiency with selected shield.
  Benefit: While wielding the selected shield, the armor 
  check penalty applied to your skills as a result of that 
  shield is reduced by 1. This reduction stacks with that 
  granted by a masterwork shield, but cannot reduce the 
  total armor check penalty below 0. You may ready a shield 
  for which you have learned Shield Focus as a free action. 
  These benefits apply both to standard shields and to shields 
  made of special materials, such as mithral or darkwood.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type. 
  SHIELd MOuNt [FIGHtEr]
  You are adept at protecting the life of your mount with 
  your shield.
  
  PAGE  75
  Prerequisites: Mounted Combat, proficient with shields.
  Benefit: While mounted and wielding a shield, your mount 
  gains the same shield bonus to its Armor Class that you do 
  (including increases due to Shield Specialization). 
  SHIELd SPECIALIZAtION [FIGHtEr]
  Choose one type of shield, such as bucklers, for which you 
  have already selected the Shield Focus feat. You are better 
  at blocking attacks with that type of shield.
  Prerequisites: Proficiency with selected shield, Shield 
  Focus with selected shield, fighter level 4th.
  Benefit: While wielding the selected shield, the shield 
  bonus granted to your Armor Class is increased by +2. This 
  bonus requires activity on your part, and thus the increase 
  is lost whenever you are denied your Dexterity bonus to 
  Armor Class. Because it is an increase in the shield bonus, 
  it does not apply to incorporeal or touch attacks. This 
  benefit applies both to standard shields and to shields made 
  of special materials, such as mithral or darkwood.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type for which you have learned Shield 
  Focus. 
  SHIELdEd CAStEr [COMbAt]
  You are skilled at casting spells and not losing the benefits 
  of your buckler.
  Prerequisites: Shield Proficiency, Shield Focus, ability to 
  cast spells
  Benefit: While wearing a buckler, when you cast a spell 
  with somatic components using your shield arm, you do 
  not lose the buckler’s AC bonus.
  Normal: Normally when you cast a spell with somatic 
  components using your shield arm while wearing a buckler, 
  you lose the buckler’s AC bonus until your next turn.
  SHIELdING StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend abjuring power to increase your defenses.
  Prerequisites: Arcane Strike, Spell Focus (Abjuration), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, 
  you can expend an unused abjuration spell that you have 
  prepared or a spell slot of a level in which you know 
  at least one abjuration spell (for spontaneous casters). 
  If you do, your Armor Class and Combat Maneuver 
  Defense increase by 1 for each level of the abjuration spell 
  expended until your arcane strike ability ends on your next 
  turn.
  SHOCKING dELIVEry
  Your Bardic Performance causes a large bastard sword 
  crackling with electrical power to appear in front of you.
  With a mere thought you can move this sword and attack 
  enemies.
  Prerequisite: Bard Level 1st
  Benefit: When you use your Bardic Performance, other 
  than your usual powers, you can manifest a large bastard 
  sword created out of pure electricity in front of you.
  This sword can move within a 30 foot radius of you and 
  make one attack per round on an enemy in range. On a 
  successful hit, the sword deals 1d10 electric damage. The 
  sword has a bonus to hit and damage equal to one-third 
  your bard level (rounded down). The sword stays in exis-
  tence for the duration of your Bardic Performance.
  SIGHt [GENErAL]
  You can view the invisible world, just as well as the phys-
  ical.
  Prerequisite: Wis 13+
  Benefit: You may sense incorporeal spirits within 60 ft. of 
  your position with a successful Perception check (DC 20). 
  This ability works just as detect evil, detect magic or detect 
  undead and requires a round of concentration to activate.
  SILENCING SHOt
  Your arrows are the bane of spellcasters of all types. Once 
  goaded by one of your arrows, the words of power that 
  could unleash devastating spells upon you and your allies 
  are silenced by your arrow.
  Prerequisite: Arcane Archer Level 4th
  Benefit: Whenever you use your bow to attack, you can 
  choose to add a silencing power to the attack. If the attack 
  hits, along with the normal damage, the target must make 
  a (DC 20 + 1/2 your level in Arcane Archer) or be silenced 
  for a number of rounds equal to 1/2 your level in Arcane 
  Archer. 
  SILENt dEAtHbrINGEr [COMbAt]
  You are skilled at remaining unnoticed and surprising your 
  opponents even after slaying one of them.
  Prerequisite: 11+ ranks in Stealth, death attack and quiet 
  death class features
  
  PAGE  76
  Benefit: Whenever you kill a creature using your death 
  attack during a surprise round, you get a +4 bonus to the 
  Stealth check you make in order to escape notice by those 
  in the vicinity. If combat begins within 1 round per three 
  assassin levels you possess, opponents who failed to notice 
  you are considered flat-footed against you in the first round 
  of combat, even if they act before you, and you get a +2 
  bonus to your Initiative roll.
  SILLy dANCE SONG
  Your song causes those that hear it to get up and move to 
  the beat…whether they want to or not!
  Prerequisite: Bard Level 6th
  Benefit: Whenever you use your Bardic Performance, 
  choose a number of enemies that you’re facing equal to 
  one-third your bard level (rounded down). Those that you 
  choose start to dance and flail about uncontrollably to the 
  rhythm of your tune (no save). The targets of this feat get a 
  -2 to armor class and a -5 to reflex saves. Any armor bonus 
  the target receives because of a shield he holds is negated. 
  SILVEr drAGON’S rEFLECtIVE SCALES
  You gain the silver dragon’s ability to reflect spells that 
  target you.
  Prerequisites: Draconic bloodline (must choose silver 
  dragon), dragon disciple level 1st
  Benefit: Once per day as an immediate action you can 
  attempt to reflect a spell that targets you. 
  You must choose to make the attempt before making any 
  saving throws against the spell. You gain spell resistance 
  equal to 10 + your dragon disciple level against the spell, 
  and if the spell fails to penetrate your spell resistance by 5 
  or more, it is reflected. If the check fails by 4 or less, the 
  spell is merely wasted. This ability otherwise functions 
  as spell turning. If you already have spell resistance from 
  another source, use whichever value is higher, but you may 
  still only reflect a spell once per day.
  SINGLE-bLAdE StyLE [COMbAt]
  You are skilled at fighting with a single one-handed blade.
  Prerequisite: Weapon Finesse
  Benefit: While wielding a light blade (such as a rapier or 
  dagger) in one hand and not wielding a weapon or shield 
  with your other arm, you gain a +1 bonus to melee attack 
  rolls, damage rolls, and AC.
  SIxtH SENSE [GENErAL]
  You have an uncanny sense for detecting invisible or non-
  corporeal creatures.
  Prerequisites: Wis 13+,Alertness,The Sight
  Benefit: When an incorporeal or invisible creature comes 
  within 30 ft. of you, the DM makes a secret Perception 
  check (DC 25). If this check is successful, you sense the 
  creature’s presence. This does not require any concentra-
  tion, however you do not know its location or nature. You 
  simply feel that something or someone is watching you. 
  Once it is determined that something is there, you may use 
  The Sight feat to determine its location.
  In addition, whenever someone scries your location you 
  may make a Spot check (DC 30) to notice them.
  SLEEVEd dANGEr [COMbAt]
  You keep a small blade up your sleeve and when you are 
  disarmed, you quickly draw it and attack your opponent.
  Prerequisites: Dex 13+, 3+ ranks in Stealth, Quick Draw, 
  duelist level 2nd
  Benefit: When you are disarmed of a light or one-handed 
  piercing weapon, as an immediate action you can draw 
  a light piercing weapon which you have concealed on 
  your person using the Stealth skill and make an attack 
  against the opponent that disarmed you. This attack denies 
  the opponent of its Dexterity bonus to Armor Class. In 
  addition, when you draw a light or one-handed piercing 
  weapon for the first time in combat, you gain a +2 bonus 
  to the next attack roll you make within 1 round of drawing 
  the weapon.
  SLItHErING StrIKE
  You leave your foes in awe with your superior movement 
  in combat. Enemies can only watch in astonishment as you 
  dance around them, readying the strike that’ll end their 
  lives!
  Prerequisite: Fighter Level 4th
  Benefit: Whenever you successfully strike an opponent, 
  as a free action, you may move 5 feet in any direction that 
  you choose, including away from your opponent, without 
  invoking an attack of opportunity.
  SLy dEFENSE [COMbAt]
  You use your intelligence and guile to avoid your oppo-
  nents’ maneuvers.
  Prerequisites: Int 15+, canny defense class feature
  
  PAGE  77
  Benefit: When wearing light or no armor, not using a 
  shield, and wielding a melee weapon, you add your canny 
  defense bonus to your Combat Maneuver Defense in addi-
  tion to your Armor Class. You still lose these bonuses if 
  you are caught flat-footed.
  Normal: Normally your canny defense bonus applies only 
  to your Armor Class.
  SNAKE StrIKE [GENErAL]
  You can move in quickly to strike, catching your opponent 
  off guard, using your momentum to trip him up.
  Prerequisites: Int 13, Combat Expertise, Improved Feint, 
  Base attack bonus +6
  Benefit: You can make a Bluff check to feint in combat as 
  a swift action.
  Normal: Feinting in combat is a standard action.
  SNEAKy ArCANE StrIKES [COMbAt]
  Your ability to strike stealthily improves your magical 
  strikes.
  Prerequisites: Arcane Strike, sneak attack class feature
  Benefit: Your levels in classes which grant the sneak attack 
  ability count as increasing your caster level for purposes of 
  determining the bonus you receive from the Arcane Strike 
  feat. A class which both grants sneak attack and increases 
  your caster level is not counted twice. (i.e., a Wizard 3/
  Rogue 3/Arcane Trickster 4 counts as caster level 10 for 
  Arcane Strike.) In addition, during a round in which you 
  have activated the Arcane Strike feat, your sneak attacks 
  deal an extra +1d6 damage.
  SNEAKy FAMILIAr
  Your familiar has learned to imitate your stealthy attacks.
  Prerequisites: Arcane bond (familiar) class feature, sneak 
  attack +2d6
  Benefit: Your familiar gains a +2 bonus to Stealth checks 
  and gains the sneak attack class feature at 1 fewer dice than 
  you possess. (e.g., if you have sneak attack +4d6, your 
  familiar has sneak attack +3d6.)
  SPELL FEINt [COMbAt]
  You are able to trick your opponents into believing you 
  are casting a spell in order to surprise them with an attack 
  instead.
  Prerequisites: Int 13, 5+ ranks in Bluff and Spellcraft, 
  arcane trickster level 3rd
  Benefit: By expending an unused 1st-level or higher spell 
  (or spell per day for spontaneous casters) when you feint 
  an opponent, you gain a bonus to your Bluff check equal 
  to the level of the spell expended. If the feint is successful, 
  your attack deals an additional +1d6 sneak attack damage 
  per three levels of the spell expended (minimum +1d6), 
  and your opponent cannot make attacks of opportunity 
  against you when you cast real spells for the duration of 
  the encounter.
  SOCIAbLE PErFOrMEr
  As you perform you are able to talk to the people you’re 
  performing for, picking up valuable information in the 
  process.
  Prerequisite: Bard Level 1st
  Benefit: When you perform in front of a crowd of any size, 
  you can add half of your perform skill (rounded down) to 
  your gather information skill and make a gather informa-
  tion check to learn anything useful that’s been happening 
  in the surrounding area.
  SONG OF bEAStS
  By singing a special song, you are able to call upon 
  animals in the surrounding area to help you in a task.
  Prerequisite: Bard Level 3rd
  Benefit: By singing a special song, you are able to call 
  upon the non-magical animals in the area to do your 
  bidding. The number of Hit Dice worth of animals you are 
  able to summon are equal to the number of levels you have 
  in bard divided by two (rounded down). Note that this only 
  works if non-magical animals are in your area.
  The type of animal summoned depends on the area you’re 
  in. For example in a swamp you’d be more likely to 
  summon a crocodile, or in a city you’d be more likely to 
  summon horses, dogs, cats, mice and the like.
  SONG OF tHE SHArK
  When you begin your Bardic Performance, three blue shark 
  fins crackling with electricity burst from the ground and 
  begin swimming around you. A foolhardy foe intent on 
  attacking you is in for a shocking surprise when a shark 
  leaps out of the ground to deliver a powerful electrical bite.
  Prerequisite: Bard Level 6th
  Benefit: When you begin your Bardic Performance, three 
  large blue shark fins crackling with electricity burst from 
  the ground and swim around you. As long as you continue 
  your Bardic Performance, these three fins circle around 
  you. If a foe hits you with a melee attack, one of the blue 
  
  PAGE  78
  sharks jumps out of the ground and bites the foe, dealing 
  1d8 points of electric damage. The effect lasts until you 
  end your Bardic Performance, after which these sharks 
  burrow back underground.
  SONG OF SuPrEME INVIGOrAtION
  Your performances inspire others to continue on, even 
  when they’ve been pushed to their limit.
  Prerequisite: Bard Level 15th
  Benefit: When you use your Bardic Performance, any ally 
  that falls below 0 hit points automatically stabilizes and 
  doesn’t have to make Constitution checks to stop losing 
  more hit points. All allies you affect with this feat can 
  choose to be disabled rather than unconscious.
  While you use your Bardic Performance, all allies that are 
  below 0 hit points are staggered. These allies can perform 
  move actions or any action that isn’t strenuous and not 
  cause themselves further harm. However if they do some-
  thing strenuous or perform a standard action on their round 
  they lose 1 hit point. If that ally’s negative hit point value 
  falls below their constitution score, they die.
  When you end your Bardic Performance, all allies that 
  are still below 0 hit points that were affected by this feat 
  become unconscious.
  SPAwN OF tHE SHAdOwS
  You may create ephemeral shadows which do your bidding 
  from those you slay while in the shadows.
  Prerequisites: Shadowdancer level 6th
  Benefit: Whenever you slay an opponent while you and 
  the opponent are within a dimly lit (or darker) area, you 
  may create an undead shadow to serve you. This creature 
  is created as if through a create undead spell, except it is 
  a shadow instead of one of the normal undead that may 
  be created with this spell, and the shadow is destroyed 
  automatically after 1 minute per shadowdancer level has 
  elapsed, if it has not already been destroyed. Your caster 
  level for this effect is equal to your shadowdancer level, 
  and you may use this ability once per day per 3 levels of 
  shadowdancer you possess. 
  SPELL MuddLEr
  You can counter spells with your magical sleight of hand.
  Prerequisites: 10+ ranks in Sleight of Hand, Improved 
  Counterspell, ranged legerdemain class feature
  Benefit: When an opponent within range of your ranged 
  legerdemain ability casts a spell while you have a readied 
  action to counter their spell, you can make a Sleight of 
  Hand check (DC 20 + the spell’s level) to counter the 
  spell instead of identifying the spell and countering it with 
  your own spell. If this check fails, you may not choose to 
  counter with a spell instead.
  Normal: You can counter a spell by making a Spellcraft 
  check to identify it and casting the same spell.
  SPELL PArry [COMbAt]
  You can make a parry and riposte against an opponent who 
  attempts to cast a spell.
  Prerequisites: Int 15+, 3+ ranks in Spellcraft, duelist level 
  5th
  Benefit: When you have elected to reserve one of your 
  attacks to make a parry attempt, if an opponent within 
  reach attempts to cast a spell, you can use your parry to 
  attempt to parry the spell. You make a parry attack roll 
  with a -4 penalty opposed by the opponent’s concentration 
  check. If your roll is greater than the caster’s concentration 
  check, the opponent loses the spell, and you can make a 
  riposte against the caster. You can attempt to parry even if 
  your opponent successfully casts defensively.
  Normal: Normally you can only parry and riposte attacks 
  made against you.
  SPELL PENEtrAtING StrIKE [COMbAt]
  Your arcane strikes increase your ability to penetrate your 
  target’s spell resistance if your attack damages it.
  Prerequisites: Arcane Strike, Spell Penetration, base attack 
  bonus +5
  Benefit: Whenever you successfully damage an opponent 
  using an arcane strike, you gain a +2 bonus to your level 
  check to beat that target’s spell resistance using the next 
  spell you cast on them. If the spell does not allow spell 
  resistance, this ability has no effect. Multiple successful 
  arcane strikes do not increase this bonus, and the bonus 
  goes away at the end of your next turn if you have not yet 
  cast a spell on the target.
  SPELL PIErCE [COMbAt]
  When you disrupt an opponent’s spell with an attack or 
  counterspell, you cause that opponent to lose an additional 
  spell slot.
  Prerequisites: Disruptive, Improved Counterspell, 5+ 
  ranks in Spellcraft, eldritch knight level 1st
  Benefit: Whenever you cause an opponent to lose a spell 
  by disrupting it with an attack or by countering it, the 
  opponent loses an additional unused spell or spell slot (for 
  spontaneous casters) of equal level to the disrupted spell. 
  
  PAGE  79
  If they have no unused spells of an equal level, they lose a 
  spell slot 1 level lower than the disrupted spell, and so on 
  if they have no remaining spells of that level. They cannot 
  lose a spell slot of a higher level than the disrupted spell, 
  even if they have no remaining spell slots of a lower level.
  SPELL SCHOOL SPECIALIZAtION  [GENErAL]
  Prerequisite: Spell Focus (any), Spellcraft 15 ranks
  Benefit: Add +1 to your caster level when casting spells 
  from the school of magic you selected when you took the 
  Spell Focus feat.
  Special: If you possess the Spell Focus feat more than 
  once then you may gain this feat more than once. Each 
  time you gain this feat you must choose a different school 
  of magic for which you have the Spell Focus feat.
  SPELL-SHAttErING StrIKE [COMbAt]
  You strike at the exact right moment to interrupt your 
  opponent’s spell, causing it to backfire and disrupt nearby 
  spellcasting.
  Prerequisites: Int 15+, Mage Harrower, sneak attack +4d6
  Benefit: When you successfully interrupt an opponent’s 
  spell with a physical attack (not a spell or continuous 
  damage), the spell backfires, causing a small burst of 
  energy which affects all creatures within five feet of the 
  caster (including the caster). Any creature caught within 
  the burst who is concentrating on a spell must make a 
  concentration check (DC 10 + the spell’s level + the 
  number of sneak attack dice you possess) to maintain the 
  spell. In addition, any creature caught within the burst who 
  attempts to cast a spell within the next round must make a 
  concentration check (same DC as above) or lose the spell.
  SPELL StOrING bONd
  You are able to use your arcane bonded weapon to store a 
  spell as with a spell storing weapon.
  Prerequisites: Arcane bond (bonded weapon), Weapon 
  Focus (bonded weapon’s type), eldritch knight level 1st
  Benefit: You are able to use your arcane bonded weapon 
  as a spell storing weapon. If the weapon is normally a spell 
  storing weapon or becomes enchanted as such, you can 
  store two spells in it at a time and choose which spell to 
  cast when you successfully strike and damage a creature 
  with it. You can only cast one stored spell from the same 
  weapon per day: the other spell remains stored but cannot 
  be used until the next day.
  
  PAGE  80
  SPONtANEOuS dIVINAtIONS
  You can spontaneously cast certain divination spells you 
  know.
  Prerequisites: Spell Focus (divination), loremaster level 
  2nd, able to cast prepared spells
  Benefit: When you take this feat, choose a number of 
  divination spells that you can cast (either by having it in 
  your spellbook or having it on your divine spell list) equal 
  to your loremaster level. You are able to cast each of these 
  spells spontaneously by expending a spell slot of equal or 
  higher level than the spell you choose to cast. Each time 
  you gain a level in loremaster you may add 1 additional 
  divination spell to those that you can cast spontaneously in 
  this way.
  StAMP  [FIGHtEr, PALAdIN]
  You are able to guide your horse’s attacks much more 
  effectively than other mounted combatants are. When 
  engaged in melee, your horse may rear and smash its 
  fore-hooves down upon a target which is medium-sized or 
  smaller.
  Prerequisite: Mounted Combat
  Benefit: As one of your attack actions for the round, you 
  may order your horse or mount to rear and slam its hooves 
  into a target that is adjacent to the horse. If the attack 
  succeeds, it causes normal damage and the target must 
  make a successful Strength check equal to the horse or 
  mount’s attack roll. If the Strength check fails, the target is 
  knocked prone. If the Strength check succeeds, however, 
  the horse or mount is unbalanced and the individual must 
  immediately make a Riding check (DC 15) to remain 
  mounted; in addition, the horse or mount may not move for 
  the remainder of this round and may only move one-half 
  it’s normal movement in the following round.
  StICKING [GENErAL]
  You are trained to read your foe’s moves, anticipating his 
  next action 
  Prerequisites: Improved Unarmed Strike, Lightning 
  Reflexes
  Benefit: You gain a +4 competence bonus to your CMD.
  StrEEt MAGE
  Your rogue and arcane training complement one another.
  Prerequisites: 3 ranks in Spellcraft and Stealth, rogue 
  level 1st, arcane spellcaster level 1st
  Benefit: Choose one arcane spellcasting class. Your caster 
  level for that class increases by one for each level in the 
  rogue class you possess, up to a maximum of 3 higher than 
  your actual spellcaster level. In addition, when you become 
  able to cast 3rd-level spells with an arcane spellcasting 
  class, your sneak attack damage increases by +1d6.
  Special: If you have fewer than 3 rogue levels when you 
  take this feat, and later take additional rogue levels, your 
  caster level continues to increase. This increased caster 
  level only benefits the power of the spells you cast: for all 
  other purposes, such as qualifying for feats, your caster 
  level is still equal to your actual spellcaster level. This feat 
  has no effect on which spells you know or how many you 
  can cast per day.
  StrENGtH OF tHE StAG [GENErAL]
  You gain short bursts of energy, allowing you to run and 
  fight longer than normal.
  Prerequisites: Con 13+, Great Fortitude
  Benefit: Once per day, you may gain a temporary boost 
  of energy. When this feat is invoked, you gain 1d4 tempo-
  rary hit points for each point of Constitution bonus. These 
  temporary hit points last for 10 minutes per point of 
  Constitution.
  Special: You can gain this feat multiple times. Each time, 
  you may use this feat an additional time per day. You 
  may not take this feat more times that you have points of 
  Constitution bonus.
  StrENGtHENEd wEAPON bONd
  Your bond with your arcane bonded weapon is greater, 
  allowing you to use it for spellcasting even while not 
  wielding it and providing a small bonus while you are.
  Prerequisites: Arcane bond (bonded weapon), eldritch 
  knight level 1st
  Benefit: As long as you are carrying your arcane bonded 
  weapon on your person, you do not need to make a 
  concentration check to cast a spell while you are not 
  wielding it. This effect also allows you to cast a spell while 
  holding a two-handed arcane bond weapon. In addition, 
  while you are wielding your arcane bond weapon and you 
  cast a spell, you gain a +1 bonus to level checks made to 
  beat spell resistance.
  Normal: Normally if you are not wielding your arcane 
  bond weapon, you must make a concentration check when 
  you attempt to cast a spell. It is normally not possible to 
  wield a two-handed arcane bond weapon at the same time 
  as casting a spell.
  
  PAGE  81
  StrIKE FrOM tHE SHAdOwS [COMbAt]
  You use the cover of darkness to great advantage in 
  combat.
  Prerequisites: 3+ ranks in Stealth, sneak attack class 
  feature
  Benefit: When you make a sneak attack in an area of dim 
  light against characters without darkvision or the ability 
  to see in darkness, you gain a +1 bonus to your attack roll 
  and your sneak attack damage increases by 1d6. In areas 
  of total darkness, this bonus increases to +2 to attack and 
  2d6 extra damage. With 10 or more ranks in Stealth, these 
  bonuses double. You must still be able to see your oppo-
  nents in order to sneak attack them, either by attacking 
  from a dark area into a lit area, or through the ability to see 
  in darkness.
  StrONG-wILLEd MEMOry
  Your memory of things which test your will is strong, 
  allowing you to better resist them in the future.
  Prerequisites: Wis 13+, secrets of inner strength (lore-
  master secret)
  Benefit: Whenever you make a Will save, whether or not 
  your save is successful, you gain a +1 bonus to Will saves 
  made to resist that effect (for example, a specific spell or 
  type of attack, regardless of the creature that creates the 
  effect) until the next time you rest. This bonus stacks if you 
  are subjected to the same type of effect more than once 
  during this period, to a maximum of +1 per level of lore-
  master you possess. 
  StuNNING drAGON bItE  [COMbAt]
  Your dragon bite can also stun your opponents with cold or 
  electricity.
  Prerequisites: Con 13+, dragon disciple level 6th, must 
  have a cold or electricity dragon type bloodline
  Benefit: When you successfully deal cold or electricity 
  damage to an opponent with your bite attack, you can as 
  a swift action require your target to make a Fortitude save 
  (DC 10 + your dragon disciple level + your Constitution 
  modifier) or become stunned for 1 round. You can use this 
  ability a number of times per day equal to your dragon 
  disciple level. A target that succeeds with its saving throw 
  becomes immune to this ability for 24 hours.
  StuNNING drAGON brEAtH [COMbAt]
  Your cold or electric dragon breath can also stun the oppo-
  nents it damages.
  Prerequisites: Con 15+, dragon disciple level 6th, must 
  have a cold or electricity dragon type bloodline, Stunning 
  Dragon Bite
  Benefit: When you use your breath attack, creatures that 
  fail their Reflex save and take damage must also make a 
  Fortitude save (against the same DC as the Reflex save DC 
  of your breath weapon) or become stunned for 1 round. 
  SubStItutE SPELL POwEr
  You may sacrifice one spell in order to increase the diffi-
  culty to resist another that you are casting.
  Prerequisites: 12 or more ranks in Spellcraft, mystic 
  theurge level 5th
  Benefit: When you cast a spell, you may sacrifice a higher 
  level uncast spell or unused spell per day (for sponta-
  neous casters) in order to increase the Difficulty Class 
  of the saving throws to resist spell that you are casting. 
  The spell’s Difficulty Class increases to what would have 
  been the DC of the spell that you sacrificed, even if it was 
  calculated using a different ability score (i.e., if you sacri-
  fice an arcane spell to make a divine spell more powerful). 
  Alternatively, you may sacrifice a lower level spell as you 
  are casting a spell in order to increase the Difficulty Class 
  of the spell by 1. You gain no benefit from sacrificing an 
  orison or cantrip.
  SuMMON GrEAtEr SHAdOw
  The shadow companions you can summon are more 
  powerful and resilient.
  Prerequisites: Cha 13+, shadowdancer level 3rd
  Benefit: The shadows you summon with your summon 
  shadow class feature gain the following improvements: an 
  additional +4 bonus to Will saves made made to halve the 
  damage from positive channeled energy; total hit points 
  equal to three quarters of your total rather than half; and 
  an additional +1 Strength damage per four shadowdancer 
  levels you possess when it successfully damages a creature 
  with its incorporeal touch. Additionally, if the shadow is 
  destroyed or dismissed, you are able to replace it after 20 
  days rather than 30, as normal.
  SuMMON twIN SHAdOwS
  You are able to split your summoned shadow companion 
  into two separate beings.
  Prerequisites: Cha 15+, shadowdancer level 5th
  Benefit: By performing a ritual which takes one minute 
  to complete, you are able to split your shadow companion 
  that you summoned with the summon shadow class 
  
  PAGE  82
  feature into two separate shadows. Each of these creatures 
  possesses one half of the hit points (both maximum and 
  current) that your single shadow companion normally 
  possesses. Otherwise, they are identical to the original 
  shadow companion. They are able to communicate intelli-
  gibly with you as well as with each other. If one of them is 
  destroyed, you are unable to perform this ritual again until 
  a number of days equal to 15 minus your shadowdancer 
  level have passed, and your remaining shadow compan-
  ion’s maximum hit points remain at one-half their usual 
  amount until this time has elapsed. 
  Normal: Normally you are only able to summon one 
  shadow companion at a time with this class ability.
  SuNdEr NAturAL wEAPON [GENErAL]
  You have experienced many battles against wild animals 
  and vicious monsters that fight with claws and fangs. 
  You’ve learned a few special moves that allow you to 
  cripple a creature’s natural attacks.
  Prerequisites: Str 13+, Knowledge (Nature) 4 ranks, 
  Survival 4 ranks, Improved Sunder, Power Attack
  Benefit: When fighting a creature of large or greater size 
  that fights with natural weapons, such as claws, a bite 
  attack, or a bludgeoning tail, you may choose to partially 
  cripple one of those attacks. When you score a critical 
  hit against such a creature, you may choose to inflict a -4 
  penalty to one of the creature’s natural attacks and a -2 
  to its damage rather than deal extra damage. This penalty 
  lasts until the creature is healed to its maximum hit points.
  SuNdErING SHOt
  Your arrows are a bane to warriors clad in heavy armor. 
  With a mighty force your missiles are able to shatter the 
  thickest and strongest piece of armor with one, well placed 
  shot. 
  Prerequisite: Arcane Archer 5th
  Benefit: Whenever you fire one of your arrows, you may 
  choose to target a suit of armor that the target is wearing 
  or a shield that the target is carrying and imbue your arrow 
  with a sundering power. Make a normal roll to hit as if you 
  were making a standard bow attack. If you hit, roll a d20. 
  If that roll is equal to or higher than the armor or shield’s 
  hardness, the armor or shield shatters and becomes worth-
  less. Each time this feat is taken, an arcane archer can use 
  this ability once. This ability cannot be used in conjunction 
  with the hail of arrows ability or the Many Shot feat. This 
  feat cannot be used to destroy a target’s natural armor, for 
  example Sundering Arrow cannot destroy a dragon’s scales 
  or a Bulette’s natural hide. 
  Special: This feat can be taken more than once.
  SuPErIOr CrItICAL [FIGHtEr, GENErAL]
  You have learned how to strike at vital areas, increasing the 
  power of your critical hits.
  Prerequisites: Greater Weapon Focus, Improved Critical, 
  and Weapon Specialization with the chosen weapon.
  Benefit: On a confirmed critical hit with your chosen 
  weapon, you deal an extra +1d10 points of damage for 
  each point of the weapon’s critical multiplier.
  For example, a weapon with a x2 critical multiplier deals 
  +2d10 points of damage, a weapon with a x3 critical multi-
  plier deals +3d10 points of damage, and so forth. As extra 
  dice of damage, these bonus dice are not themselves multi-
  plied by the critical hit.
  Special: This feat may only be chosen with a melee 
  weapon. You may gain this feat more than once, choosing a 
  different weapon for which you meet the prerequisites each 
  time.
  SuPPrESSIVE FIrE
  You are able to masterfully launch a hail of arrows at a 
  group of foes and pacify them long enough for your allies 
  to get within range and begin mercilessly attacking them.  
  Prerequisite: Arcane Archer Level 6th
  Benefit: When you use your hail of arrows ability, you 
  can choose to have all of the targets in range to fall prone 
  in order to avoid the onslaught of coming arrows. The 
  targets take no damage from your hail of arrows, however 
  those targets stay prone and miss their next two combat 
  turns. After this turn they get up and fight as normal. 
  Successfully hitting the target with an arrow still does 
  damage, however a foe does not have to be hit by an arrow 
  to suffer the effects of Suppressive Fire. Allies that are in 
  range of Suppressive Fire are not affected by it. 
  SwIFt SHAdOw JuMP 
  You can jump through shadows nearly instantaneously.
  Prerequisites: Improved Shadow Jump, 8 or more ranks in 
  Perform (dance), shadowdancer level 6th
  Benefit: When you use your shadow jump ability, you 
  may expend an additional 20 feet of distance beyond the 
  distance that you are actually jumping in order to jump as 
  a swift action instead of a standard action. You also may 
  still choose to jump as a move action by expending only 
  10 additional feet of distance beyond the distance you are 
  jumping, as with the Improved Shadow Jump feat.
  
  PAGE  83
  SwIFt LEGErdEMAIN
  You are able to speedily escape from bonds and perform 
  sleight of hand.
  Prerequisites: Dex 15+, 3+ ranks in both Escape Artist 
  and Sleight of Hand
  Benefit: Making an Escape Artist check to escape from 
  rope bindings, manacles, or other restraints (except a grap-
  pler) requires only 1 full-round action. Additionally, you 
  may perform Sleight of Hand checks as move actions with 
  no penalty.
  Normal: Attempting to escape from restraints requires 1 
  minute of work, and performing Sleight of Hand checks as 
  move actions incurs a -20 penalty.
  SwOrdS AS A SHIELd [GENErAL]
  You are adept at using your swords as a shield during 
  combat.
  Prerequisites: Weapon Focus (any sword), Two-Weapon 
  Fighting
  Benefit: When wielding a sword in each hand you gain 
  a +2 shield bonus to AC, as you employ the swords to 
  defend yourself. Your combat abilities are unaffected.
  tErrIbLE ANGEL OF dEAtH
  Your attempts to banish the souls of those you slay are 
  never wasted, and you gain temporary vigor when you do 
  so.
  Prerequisites: Angel of death class feature
  Benefit: If you declare the use of your angel of death 
  ability and miss with your attack or the target success-
  fully saves against the death attack, your angel of death 
  ability is not wasted and you may attempt to use it again. 
  In addition, when you successfully slay a creature with a 
  death attack imbued by the angel of death ability, you gain 
  temporary hit points equal to 10 + the HD of the creature 
  slain.
  tErrIFyING KILLEr [COMbAt]
  You inspire fear in those who witness you kill.
  Prerequisites: 5+ ranks in Intimidate, death attack class 
  feature
  Benefit: Whenever you successfully slay or paralyze an 
  opponent with a death attack, you may take a swift action 
  to inspire fear in one ally of that opponent within 30 feet 
  who witnessed you make the attack. That creature must 
  make a Will saving throw (DC equal to the DC to resist the 
  death attack) or become shakened for a number of rounds 
  equal to your assassin level. If the creature has 5 or fewer 
  hit dice, it becomes frightened instead.
  tHrEAtEN ZONE [FIGHtEr, GENErAL] 
  Your speed and accuracy with a ranged weapon is great 
  enough to threaten an area around you.
  Prerequisites: Base Attack Bonus +9 or higher, Last Ditch
  Benefit: When wielding a ranged weapon, you threaten an 
  area up to 20 feet away as if you had reach, being able to 
  flank and deal attacks of opportunity to opponents within 
  that area with a ranged weapon.
  tIGEr CLAw StrIKE [GENErAL]
  Your unarmed strike can slash flesh with ease like a sword.
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +4
  Benefit: To use this feat, you must make a single unarmed 
  attack as a standard action. If you successfully strike your 
  opponent with an unarmed strike, you can choose to do 
  slashing damage instead with your improved unarmed 
  strike.
  trICK tHE trAP
  You are able to meddle with traps so they behave the way 
  you desire.
  Prerequisites: Int 13+, trapfinding and trap sense class 
  features, ranged legerdemain
  Benefit: When you discover a trap with a successful 
  Perception check you are able to discern precisely how 
  the trap is triggered. While this knowledge does not allow 
  you to bypass or disarm the trap without making the usual 
  Disable Device check, it does allow you to purposefully 
  trip the trap by hand or using your ranged legerdemain 
  ability. You do not need to make a skill check to trip the 
  trap in this manner. If you do make a successful Disable 
  Device skill check as you trip the trap (DC equal to the 
  trap’s usual Disable Device DC), you are able modify 
  the trap with 1 of the following effects, plus 1 for every 
  5 points by which you beat the DC: increase or decrease 
  the saving throw DC or the trap’s attack modifier by 2; 
  increase the damage dealt by the trap, if applicable, by 2d6; 
  increase the area the trap effects by one 5-foot square; or 
  cause the trap to go off 2d4 rounds later instead of imme-
  diately.
  Special: You must have 5 or more ranks in Spellcraft to 
  modify magical traps.
  
  PAGE  84
  tOuCH OF PurIty
  You are especially dedicated to your god’s teachings and 
  are extremely difficult to subvert even with the use of 
  magic.
  Prerequisite: Cleric level 7th or higher, Wisdom 15 or 
  greater
  Benefit: If you are the subject of any kind of charm or 
  compulsion spell or spell-like ability that would make 
  you either act against your alignment or against followers 
  of your own god you may make two saving throws and 
  choose the highest one.
  tOuCHé [FIGHtEr] 
  You may attack a foe after disarming him. 
  Prerequisites: Int 13+, Combat Expertise, Disarming 
  Expert, Improved Disarm, base attack bonus +11. 
  Benefit: If you make a successful disarm attempt, you 
  immediately get a melee attack against that opponent as if 
  you hadn’t used your attack for the disarm attempt, using 
  the same attack bonus. This additional attack may not be a 
  trip, disarm, or sunder attempt. 
  tOxIN AdAPtAtION
  Your body quickly adapts to toxins, especially if you will-
  ingly expose yourself to them.
  Prerequisites: Great Fortitude, 5+ ranks in Craft (alchemy)
  Benefit: When you make a Fortitude save to resist poison, 
  you become immune to future doses of that poison for 
  24 hours. Additionally, if you voluntarily expose your-
  self to a poison which you craft yourself, you get a +2 
  bonus on your Fortitude saves to resist the dose, and you 
  become immune to that type of poison for a number of 
  days equal to your ranks in Craft (alchemy). In either case, 
  you become immune to future doses whether your saving 
  throws succeed or fail.
  trANSFOrMING StrIKE [COMbAt]
  When you imbue your weapon with arcane energy, you can 
  expend transmutation power to enhance one of your ability 
  scores.
  Prerequisites: Arcane Strike, Spell Focus (Transmutation), 
  eldritch knight level 1st
  Benefit: When you activate your Arcane Strike feat, you 
  can expend an unused transmutation spell that you have 
  prepared or a spell slot of a level in which you know at 
  least one transmutation spell (for spontaneous casters). 
  If you do, each time you strike and deal damage to an 
  opponent before your arcane strike ability ends on your 
  next turn, you may choose to temporarily increase one of 
  your physical ability scores by 1 until the ability ends, to 
  a maximum of 1 increase per level of the spell expended. 
  You may choose to increase a different ability score with 
  each successful attack, and you may choose to increase the 
  same score more than once.
  trAP LOrE
  By studying traps you have become better able to spot and 
  avoid them.
  Prerequisites: Int 13+, 7 or more ranks in Knowledge 
  (dungeoneering), secret knowledge of avoidance (lore-
  master secret), loremaster level 3rd
  Benefit: Whenever you would make a Perception check 
  to notice a trap, you can use Knowledge (dungeoneering) 
  to notice the trap instead. In addition, you gain a +1 bonus 
  per three levels of loremaster you possess to Reflex saves 
  made to avoid traps and Armor Class against attacks made 
  by traps.
  Normal: Normally traps are spotted using the Perception 
  skill.
  trEASurE HuNtEr
  You are skilled at tracking down treasures lost to history. 
  Prerequisites:  Order of the Wolf
  Benefit:  You gain a +2 feat bonus to Appraise, Bluff, 
  Perception, and Sense Motive checks to find the treasure 
  for which you are questing. In addition, Appraise is a class 
  skill for you.
  trEASurE LOrE
  Your knowledge of treasures allows you to quickly identify 
  them and even use them.
  Prerequisites: Int 15+, 13 or more ranks in Knowledge 
  (arcana), greater lore (loremaster class feature)
  Benefit: Whenever you examine a magical item, you may 
  make a Knowledge (arcana) check prior to making your 
  Spellcraft check. This check has the same Difficulty Class 
  as the Spellcraft check. If the Knowledge (arcana) check is 
  successful, your Spellcraft check to attempt to identify the 
  item takes only a single standard action. In addition, you 
  may use Knowledge (arcana) in place of the Use Magic 
  Device skill when you attempt to use an item that you have 
  identified or otherwise have intimate knowledge of (but not 
  when you attempt to use an item blindly).
  Normal: Normally identifying a magical item takes 3 
  rounds.
  
  PAGE  85
  trICKy SPELL MAStEry
  You are able to quickly modify your mastered spells when 
  you cast them trickily.
  Prerequisites: Spell Mastery and one or more metamagic 
  feats, tricky spells class feature, wizard level 1st
  Benefit: Whenever you cast a spell that you have mastered 
  with the Spell Mastery feat as a tricky spell, you may 
  spontaneously apply a single metamagic feat (other than 
  Silent Spell or Still Spell) you have to that spell. You may 
  not apply a metamagic feat which would normally raise the 
  level of the spell greater than the highest level of spell that 
  you can cast. (When applied with the tricky spells ability, 
  Silent Spell and Still Spell do not increase the level of the 
  spell.) 
  trICKStEr’S bONd
  You may perform various tricks with your bonded object.
  Prerequisites: Cha 13+, arcane bond (bonded object) class 
  feature, arcane trickster level 1st
  Benefit: Twice per day you may use any one of the 
  following abilities as a swift action as long as you are 
  wearing or wielding (as appropriate) your bonded object: 
  add your Charisma modifier to a Disable Device or Sleight 
  of Hand check; make your bonded object invisible for one 
  hour (or until dismissed); use the Stealth skill even while 
  being observed for a number of consecutive rounds equal 
  to your Charisma modifier; or inflict a -2 penalty to an 
  opponent’s Will saving throw against an illusion spell you 
  cast.
  trIPLE NOCK [FIGHtEr, GENErAL] 
  You have mastered the double nock to the point that you 
  can (almost accurately) nock and fire three arrows at once.
  Prerequisites: Base Attack Bonus +15 or higher, Dexterity 
  19+, Bow Mastery, Double Nock
  Benefit: As a move-equivalent action you can nock three 
  arrows to your bow instead of one. In this way, your next 
  attack with your bow will fire all three arrows at your 
  target. You make an attack roll with each of these arrows, 
  with each attack suffering from a -5 circumstance penalty 
  on the attack roll.
  trIPLE StrIKE
  You can focus mental energy into your weapon, causing 
  two golden weapons in its likeness form to your left and 
  right. When you swing at a foe the other weapons swing 
  also, threatening your opponent with three times the attack 
  power.
  
  PAGE  86
  Prerequisite: Fighter Level 9th
  Benefit: Once per day, you can focus your energy into 
  your weapon and cause two magical weapons that are 
  golden, non-magical replicas of your own, to form to your 
  left and right. When you strike with your weapon these 
  weapons strike also. Make an attack roll for each of these 
  weapons after you make an attack roll for your own. The 
  golden weapons last until for one combat round. Once 
  the combat round in which you enact this feat is over, the 
  weapons shimmer and disappear. 
  The weapons that are formed using this feat are non-
  magical. Even if you use a magical weapon, the golden 
  weapons that are formed are not. The golden weapons use 
  your attack bonus and strength bonus as a bonus to hit, and 
  your strength bonus as a bonus to damage. When using 
  Cleave or Great Cleave, the weapons attack the target of 
  your Cleave or Great Cleave as well.
  trIPPING rIPOStE [COMbAt]
  You are skilled at tripping your opponents when you parry 
  and counterattack.
  Prerequisites: Int 13+, Combat Expertise, Improved Trip, 
  riposte class feature
  Benefit: When you successfully parry an opponent’s attack 
  and make an attack of opportunity against the opponent, 
  if you choose to try to trip your opponent, you gain a +1 
  bonus to your Combat Maneuver Bonus per three levels 
  of duelist that you possess. If you successfully trip your 
  opponent, you may choose to have them fall prone in any 
  square adjacent to you.
  truE drAGON CLAwS  [COMbAt]
  Your claws become a permanent part of your anatomy.
  Prerequisites: Cha 13+, claws bloodline power, dragon 
  disciple level 3rd
  Benefit: Your are no longer limited in the number of 
  rounds you can use your claws to attack per day. They are 
  a permanent part of your anatomy: however, they do not 
  impede your movement or dexterity in any way. In addition 
  to being useful in combat, the claws grant you a +2 bonus 
  to Climb checks.
  Special: You must still activate your bite and wing attacks, 
  if you have them, as you would normally activate your 
  claw attacks, and you are still limited in the number of 
  times per day you may do so.
  Normal: Normally you can use your claws for a number of 
  rounds per day equal to 3 + your Charisma modifier.
  truE MuSICAL MyStIC
  Your study of the divine has given you great inspiration for 
  your performances and great mystical powers.
  Prerequisites: Wis 15+, bardic performance class feature, 
  mystic theurge level 3rd
  Benefit: Your levels in all classes which grant the ability 
  to cast divine spells count as levels of bard for purposes 
  of determining how many times you are able to use your 
  bardic performance ability per day and what type of action 
  it takes to begin a bardic performance. In addition, once 
  per day you can use your bardic performance ability to 
  imitate the effects of a scrying spell. Your divine focus is 
  the only focus needed for this casting. The spell lasts as 
  long as you continue to use your bardic performance. Your 
  caster level for this effect is equal to your bard caster level, 
  and the save DC is equal to 14 + your Wisdom modifier. 
  Otherwise the spell functions normally.
  truE NAturAL MyStIC 
  Your studies of nature and arcana are one and the same, 
  further improving your bonds with nature.
  Prerequisites: Cha or Int 15+ (see special), nature bond 
  and wild empathy class features, mystic theurge level 3rd
  Benefit: Your levels in all classes which grant the ability 
  to cast arcane spells count as levels of druid for purposes 
  of determining the power of your nature bond and wild 
  empathy class features. For example, a druid 3/wizard 3/
  mystic theurge 3 counts as a 9th level druid for these 
  purposes, including determining which domain spells the 
  druid possesses (if the druid’s nature bond is in that form) 
  and determining the druid’s caster level when casting these 
  domain spells. Additionally, you may sacrifice a spell 
  from your arcane spellcasting class to spontaneously cast 
  a summon nature’s ally spell (as with the Natural Mystic 
  feat) one additional time per day.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 15 or 
  higher.
  truE OF PurPOSE  [GENErAL]
  You have a strong code of conduct and stick to it against 
  any contrary judgment.
  Prerequisite: Lawful alignment, Wis 13+.
  Benefit: You are immune to any magic or effect that would 
  change your alignment from lawful to neutral or chaotic. 
  If a mind-affecting power would force you to act against 
  your alignment, you gain an additional saving throw with 
  a +4 bonus. Also, you enjoy a +1 competence bonus to all 
  saving throws against spells with the chaotic descriptor and 
  
  PAGE  87
  against the special abilities of creatures with the chaotic 
  descriptor. If you are ever about to willingly commit an 
  unlawful act, the Games Master may warn you of the 
  consequences and you must succeed at a Will save (DC 10 
  + character’s level) to continue with that course of action.
  truLy FLExIbLE KNOwLEdGE
  Each day you are able to completely alter your areas 
  of expertise and other skills, enabling yourself to focus 
  perfectly on the tasks ahead of you.
  Prerequisites: Int 19+, Flexible Knowledge, loremaster 
  level 8th
  Benefit: This feat functions exactly as Flexible 
  Knowledge, except that it allows you to move skill ranks 
  each day to and from all skills in which you already 
  possess at least 3 ranks.
  uNSEEN dEAtHbrINGEr [COMbAt]
  You are able to very skillfully remain unnoticed even while 
  attempting to slay a victim.
  Prerequisites: 13+ ranks in Stealth, Silent Deathbringer, 
  death attack, hide in plain sight and quiet death class 
  features
  Benefit: Whenever you attempt a death attack while hiding 
  in plain sight, if you miss with your attack, you are able to 
  remain unnoticed. If your attack hits, you are able to use 
  Stealth to avoid detection with your quiet death ability as 
  normal, and you may do so whether the victim lives or dies 
  from your attack.
  Special: You do not gain the other benefits of the Silent 
  Deathbringer feat unless you slay your target.
  Normal: Normally opponents might detect your attack if 
  you miss, and you may only use quiet death if you slay a 
  victim during the surprise round.
  uNStOPPAbLE SPELL [MEtAMAGIC]
  An unstoppable spell cannot be countered and is less 
  hindered by spell resistance and effects which might cause 
  you to lose your concentration.
  Benefit: An unstoppable spell cannot be countered by 
  another spellcaster even if they successfully identify the 
  spell and cast an appropriate counterspell. A caster who 
  attempts to counter this spell by casting another spell 
  simply loses that spell. In addition, with an unstoppable 
  spell you gain a +2 bonus to level checks made to beat 
  your targets’ spell resistance, as well as all concentration 
  checks made to keep from losing the spell. An unstoppable 
  spell uses up a spell slot 1 level higher than the spell’s 
  actual level.
  VArIAbLE ENHANCE ArrOwS
  Your outlook on life doesn’t hamper your power as an 
  archer. You are able to manipulate the powers of good and 
  evil and wield that power through your arrows, delivering 
  devastating attacks to those on both sides of the moral 
  spectrum. 
  Prerequisite: Arcane Archer Level 9th
  Benefit: Whenever you choose an alignment quality to 
  give a nonmagical arrow that you fire using your Enhance 
  Arrows (aligned) ability, you may choose any of the align-
  ment qualities to give your arrow regardless of your align-
  ment. 
  VENdEttA
  Those who are foolish enough to cross you suffer the full 
  extent of your fury.
  Prerequisites: Challenge class feature; Base Attack Bonus 
  +6
  Benefit: As a move action, you may shift the target of your 
  Challenge to another enemy who has dealt damage to you 
  in the current combat. If the Challenge has expired due to 
  the death or defeat of its previous target then this ability 
  does not apply. 
  VENGEFuL dEAtH  [MEtAMAGIC]
  Your soul is spiteful against those that would seek to cause 
  you suffering or send you into the afterlife. You know 
  how to make those that would end your life suffer one last 
  stroke of vengeance in the hopes that they would perish for 
  their transgression. 
  Prerequisites: Caster level 10th or higher, any other 
  metamagic feat
  Benefit: You may prepare any spell as your Vengeful 
  Death spell. Once prepared, the Vengeful Death spell is 
  “held in reserve” and you cannot regain or refill that spell 
  slot. Spontaneous spell casters may still designate a spell to 
  be a Vengeful Death spell, essentially losing a spell of that 
  level. The Vengeful Death spell is tied to your life force 
  (or intellect in the case of undead casters). If you are ever 
  taken to -10 hit points or below (or 0 hit points in the case 
  of undead), the Vengeful Death spell immediately triggers. 
  It is centered or targeted upon the creature that struck the 
  killing blow. The target is entitled to the normal saving 
  throw for the spell (if any) but suffers a -2 penalty on the 
  save as the spell is augmented by the energy of your death.
  
  PAGE  88
  VErSAtILE SPELL ENErGy 
  Whenever you sacrifice magical energy for another effect, 
  you can gain a temporary boon.
  Prerequisites: 11 or more ranks in Spellcraft, mystic 
  theurge level 4th
  Benefit: Whenever you sacrifice an uncast spell that you 
  have prepared or an unused spell slot (for spontaneous 
  casters) in order to gain some other effect, such as casting 
  a different spell spontaneously or gaining the benefit of 
  a feat, you may choose to benefit from any one of the 
  following effects: gain 1 temporary hit point per level of 
  the spell sacrificed; heal yourself of 1 point of damage 
  per two levels of the spell sacrificed; gain a +1 bonus to 
  attack and damage rolls for 1 round per two levels of the 
  spell sacrificed; or gain a +1 bonus to your next saving 
  throw made within 1 round per level of the spell sacrificed. 
  Bonuses granted by this feat to the same type of roll do not 
  stack if they overlap.
  VErtICAL wALK [MONK]
  You can walk short distances on vertical surfaces.
  Prerequisites: Dex15+, Dodge, Monk leveI 6th+
  Benefit: Each round, you may walk up to 10 ft. on a 
  vertical surface, before landing on the ground again. This 
  10 ft. may be horizontal or vertical, so long as you do not 
  exceed your base movement for the round. Moving across 
  a vertical surface provokes an attack of opportunity, just as 
  any horizontal surface does.
  VICtOr’S GLOry
  After winning a battle, you are more charismatic in the 
  eyes of those who witnessed your victory.
  Prerequisites: Cha 13+, duelist level 1st
  Benefit: Whenever you win a battle, you gain a +1 bonus 
  to all Charisma-based skill checks made against anyone 
  who witnessed any part of the battle for 1 day per level of 
  duelist you possess. This bonus increases to +2 when you 
  have attained 4th level of the duelist class, +3 at 7th level, 
  and +4 at 10th level. The bonus is doubled and lasts twice 
  as long as normal if you fought the battle alone, without 
  allies.
  wALK wItHOut rHytHM [GENErAL]
  You can disguise your footfalls so that they are harder to 
  detect.
  Prerequisite: Light Step
  Benefit: The special quality tremorsense does not work 
  against you. Thus, a purple worm cannot detect you simply 
  because you are moving within 60 ft. of it. The creature 
  must instead detect you through normal means. In addition, 
  you gain a +2 bonus to your Stealth checks. This bonus 
  stacks with that from the feat Light Step and any other feat 
  that grants a similar bonus (such as Stealthy).
  wAr bEASt CArEtAKEr [GENErAL]
  Animals that you train learn to ignore distractions and 
  better resist spells. In the face of strange supernatural 
  opponents, they keep their resolve.
  Prerequisites: Handle Animal 4 ranks, Nature Bond 
  (Animal Companion)
  Benefit: With three weeks of training and a successful 
  Handle Animal check (DC 20) you can grant a beast under 
  your tutelage a +2 competence bonus on all saving throws 
  and a +4 competence bonus against mind-affecting attacks 
  and spells.
  wAr bEASt trAINEr [GENErAL]
  You are skilled in training animals to fight beside you. You 
  grant them improved abilities in combat, and they fight 
  better with armed warriors than other trained beasts.
  Prerequisites: Handle Animal 6 ranks, Nature Bond 
  (animal companion)
  Benefit: With three weeks of training and a successful 
  Handle Animal check (DC 20), you can grant an animal 
  you train gain +2 competence bonus to any Handle Animal 
  trick they might do  and Weapon Focus with one of its 
  natural attacks.
  wAr rAGEr
  You are trained to fight and rage in heavy armours, shrug-
  ging off their weight and fighting on regardless.
  Prerequisites: Heavy Armour proficiency, Barbarian 
  1st-level or higher.
  Benefits: You may use your fast movement class feature 
  even when wearing heavy armour, though not if you are 
  carrying a heavy load. In addition any other barbarian 
  abilities or class features restricted by heavy armour do not 
  apply to you.
  Normal: A barbarian cannot use his fast movement when 
  wearing heavy armour.
  wEAPON LOrE
  You have studied the use of a particular type of weapon 
  and you are better able to fight with it and against it.
  Prerequisites: Int 13+, weapon trick (loremaster secret), 
  loremaster level 3rd
  
  PAGE  89
  Benefit: When you take this feat, choose one group of 
  weapons listed under the “weapon training” fighter class 
  feature. You gain a +1 bonus per 3 levels of loremaster you 
  possess to attack rolls made with weapons in that group. 
  In addition, you gain a +1 bonus to Armor Class against 
  attacks made with weapons in that group (though this 
  bonus does not increase).
  wEIGHt OF drEAMS [MONK]
  By entering a meditative trance or dream state, you can see 
  things beyond this world.
  Prerequisites: Wis 15+, Ki Pool class feature, Monk level 
  8th+
  Benefit: By spending 3 points from his ki pool, you may 
  cast Contact Other Plane, equal to your monk level. You 
  may use this ability equal to your monk levels.
  As long as there is at least 3 points in his ki pool, you can 
  make use this feat.
  wEIGHtLESS StEP [MONK]
  You can make yourself light enough to walk without your 
  weight triggering traps or even on water.
  Prerequisites: Dex 16+, Ki Pool class feature, Monk level 
  9th+
  Benefit: Because of your Ki Pool, you no longer trigger 
  traps and hazards that are activated by weight. So long as 
  you are moving at least 5’ per round, the surface you are 
  walking on considers you weightless. You may walk across 
  snow without breaking the crust, trapdoors without falling 
  and even water of any depth. If you do not move for one 
  full round, your weight has its full impact where you stand 
  with all appropriate implications.
  As long as there is at least 1 point in his ki pool, you can 
  make use of this feat.
  wHItE drAGON’S ICE SHAPING
  You gain the white dragon’s ability to shape ice.
  Prerequisites: Draconic bloodline (must choose white 
  dragon), dragon disciple level 1st
  Benefit: Once per day as a standard action, you are able to 
  shape ice and snow. This ability functions as stone shape, 
  but can only target ice and snow, not stone. Your caster 
  level for this effect is equal to your arcane spellcaster level 
  tied to the dragon disciple class.
  ZEPHyr SHOt
  Your missiles carry with them the power of the zephyr. 
  Enemies goaded with your arrows are thrown backward 
  by magical winds that can send them into an even more 
  hazardous situation. 
  Prerequisite: Arcane Archer Level 4th
  Benefit: Before your attack, you can choose to have your 
  arrow carry with it the power of a Zephyr. If you hit with 
  this attack, along with the normal amount of damage, your 
  opponent must make a (DC 20 + 1/2 your level in Arcane 
  Archer) Will save or be pushed 20 feet backward. Any 
  extra damage the enemy incurs from crashing into a wall, 
  falling off of a cliff, or some other resulting mishap, occurs 
  as normal. Each time this feat is taken, you may use this 
  special ability a number of times per day equal to your 
  level in arcane archer divided by two (rounded down).
  ANIMAL ASPECtS
  When a barbarian rages he taps into an inner core of 
  animalist fury making him stronger, tougher and more 
  deadly in combat. Some barbarians can use this inner core 
  of rage in other ways, such as to channel the spirits of 
  animals; often linked to the heritage of their tribe or the 
  totems of their clan. These Animal Aspects, as they are 
  known, allow a barbarian to gain a different set of benefits 
  when he rages, usually associated with a particular animal.
  When a barbarian character uses his rage ability he can, if 
  he has an Animal Aspect feat, choose to gain the benefits 
  of that feat in place of all the normal benefits of raging. 
  Using an Animal Aspect feat in this way completely 
  replaces the normal bonus to Strength, Constitution 
  (including corresponding bonus hit points) and Will saves, 
  as well as any penalties, such as the reduction to Armour 
  Class and restrictions on skill use. In all other respects the 
  rage ability remains the same, such as how often it may be 
  used and fatiguing the barbarian after use.
  Any Rage Powers a barbarian might have are unaffected 
  and function normally when using an Animal Aspect feat.
  A barbarian may choose as many Animal Aspect feats as 
  they like using their feat slots as normal. However, when 
  raging a barbarian may only benefit from a single Animal 
  Aspect at a time, chosen when the rage begins, in place of 
  the normal benefits of raging.
  bEAr ASPECt
  The bear is powerful and stubborn spirit which refuses to 
  die even when dealt grievous wounds.
  Prerequisites: Rage class feature, Constitution 15 or 
  higher.
  Benefits: When you rage you gain a +8 moral bonus to 
  Constitution. This increase to Constitution grants you an 
  extra 4 hit points per Hit Dice, but these disappear when 
  
  PAGE  90
  the rage ends and are not lost first like temporary hit 
  points. In addition, the barbarian is immune to the effects 
  of being staggered for the duration of his rage.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  buLL ASPECt
  The bull represents strength in many primitive cultures; it 
  is a spirit which uses raw power to get its way, crushing 
  those who oppose it beneath its hoofs.
  Prerequisites: Rage class feature, Strength 15 or higher.
  Benefits: When you rage you gain a +8 moral bonus 
  to Strength. You also count as one size category larger 
  than you are when attempting the Bull Rush or Over 
  Run combat manoeuvres. You do however suffer -2 to 
  Armour Class, and cannot use any Charisma, Dexterity or 
  Intelligence based skills (except Acrobatics, Fly, Intimidate 
  or Ride) or any ability that requires patience or concentra-
  tion.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  FOx ASPECt
  The fox is a cunning and slippery spirit adept at fleeing, 
  hiding and evading its foes to fight another day.
  Prerequisites: Rage class feature.
  Benefits: When you rage you add an addition 30ft to your 
  base speed and do not provoke attacks of opportunity as 
  long as all you do is withdraw. In addition you gain a 
  +4 moral bonus to Stealth checks. Once your rage ends 
  however you are exhausted rather than fatigued.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  
  PAGE  91
  rAVEN ASPECt
  The raven is a canny spirit with keen senses and an almost 
  supernatural ability to detect danger.
  Prerequisites: Rage class feature, Wisdom 12 or higher.
  Benefits: When you rage you gain a +6 moral bonus to 
  Perception and the ability to check to notice hidden doors 
  or traps whenever you pass within 10 feet of them, whether 
  or not you are actively looking. Finally if you have low-
  light vision or dark vision either as part of your racial abili-
  ties or as a Rage Power its range is doubled.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  SALMON ASPECt
  The salmon is a stubborn animal and strong swimmer, its 
  determination and perseverance are near legendary in the 
  wild.
  Prerequisites: Rage class feature, 5th-level of higher.
  Benefits: When you rage you gain a swimming movement 
  of 30ft. In addition, you gain the ability to breathe water as 
  the spell Water Breathing. Finally you can leap up to 30ft 
  out of water, which may if you choose be straight up.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  SErPENt ASPECt
  The serpent is a deadly spirit filled with poison and hatred 
  for lesser creatures combined with lighting fast reactions 
  and pitiless speed.
  Prerequisites: Rage class feature.
  Benefits: When you rage your natural attacks (bite, hands 
  etc) become poisonous with potency equal to Black Adder 
  Venom. In addition you gain a +4 moral bonus to Initiative 
  checks. The venomous nature of the spirit however 
  prohibits you form using the Diplomacy skill and imposes 
  a -4 all Charisma tests.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  tIGEr ASPECt
  The tiger is a powerful hunter and fierce fighter feared 
  throughout the wilds by all lesser animals.  
  Prerequisites: Rage class feature, 7th-level or higher.
  Benefits: When you rage you grow razor sharp claws. 
  These claws count as light weapons (meaning you are 
  considered armed when using them) and inflict 1d6 points 
  of slashing damage. They also give you a +4 circumstance 
  bonus to any Climb skill checks. In addition creatures with 
  the Animal subtype with an intelligence of 3 or less are 
  naturally afraid of you and will keep their distance, unless 
  compelled or attacked by your or your allies. Finally, your 
  tiger’s pride prohibits you from using the Bluff or Stealth 
  skills and you may not use the withdraw manoeuvre when 
  in combat.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  wOLF ASPECt
  The wolf spirit is a powerful totem of the forest, running 
  swiftly through the woods and working with its bothers to 
  bring down larger prey.
  Prerequisites: Rage class feature.
  Benefits: When you rage you gain an addition 10ft of 
  movement to your base speed, as long as you are wearing 
  light or no armour. In addition you gain, and grant, a +3 
  flanking bonus (rather than a +2) when flanking a foe and 
  can make 1 additional attack of opportunity each round. 
  This ability stacks with such feats as Combat Reflexes. 
  Finally you gain the ability to howl as a standard action, 
  
  PAGE  92
  granting allies within 60ft a +1 moral bonus to hit and 
  saves versus fear effects for 1 round.
  Normal: When a barbarian rages he gains a +4 moral 
  bonus to Strength and Constitution and a +2 moral bonus 
  to Will saves. He gains 2 additional hit points per Hit Dice 
  and suffers a -2 to his Armour Class. He cannot use any 
  Charisma, Dexterity or Intelligence based skills (except 
  Acrobatics, Fly, Intimidate or Ride) or any ability that 
  requires patience or concentration.
  Special: You may only use one Animal Aspect at a time.
  CAVALIEr OrdErS
  OrdEr OF tHE CHIMErA
  This order is exclusive, eclectic, and extremely odd, as 
  it is composed solely of summoners who have chosen to 
  adopt the trappings and mannerisms of cavaliers and ride 
  their eidolons into battle as armored knights. It appeals 
  mainly to halflings and gnomes, as their small size allows 
  them to ride their eidolons at 1st level, but larger riders 
  are not unknown. It is generally treated with disdain by 
  cavaliers of other orders, who see the Order of the Chimera 
  as farcical and insulting, and not a true order. Cavaliers of 
  this order are only too happy to demonstrate their combat 
  prowess, and more than one has left the field of honor 
  victorious after answering a challenge made by a purist.
  Prerequisites: Summoner class level 1; eidolon one size 
  larger than the summoner with the Mount evolution
  Edicts: The cavalier must always ride his eidolon into 
  battle and fight alongside it (dismounting during battle to 
  fight on foot is allowed, however.) He must never allow 
  it to face danger while he remains in safety. He is not 
  allowed to ride any mount other than his eidolon. 
  Challenge: Whenever an Order of the Chimera cavalier 
  issues a challenge, his eidolon receives a +1 morale bonus 
  on all attack rolls against the target of his challenge so 
  long as the cavalier remains mounted upon it. This bonus 
  increases by +1 for every four levels the cavalier possesses. 
  Skills: An Order of the Chimera cavalier adds Acrobatics 
  (Dex) and Spellcraft (Int) to his list of class skills. In addi-
  tion, he gains the Arcane Strike feat for free. 
  Order Abilities: A cavalier that belongs to the Order of the 
  Chimera gains the following abilities as he increases in 
  level:
  Right Makes Might (Ex): At 2nd level, the cavalier adds 
  one-half his class levels (rounding down) to his summoner 
  levels, but only to determine the base statistics of his 
  eidolon. Spells known, spells per day, saving throw, base 
  attack bonus, and other special abilities are unaffected.
  Warrior Mage (Ex): At 8th level, the cavalier gains the 
  Arcane Armor Training feat. If this feat is already known, 
  then Arcane Armor Mastery is gained instead.
  We Ride As One (Su): At 15th level, the cavalier gains the 
  Life Bond summoner class feature. 
  OrdEr OF tHE CItAdEL
  Cavaliers who join the Order of the Citadel dedicate them-
  selves to the defense of a single thing, be it a location, 
  person, or object. They do not do it for any greater reason 
  such as personal glory (Order of the Cockatrice), loyalty 
  to a sovereign (Order of the Lion), mercy (Order of the 
  Shield), faith (Order of the Star) or chivalry (Order of the 
  Sword); instead, they do it from a simple desire to defend 
  something valuable or defenseless. While this is usually 
  something inherently precious, sometimes it is utterly 
  mundane and perhaps even random, like a bridge, cross-
  roads, or mountain pass. Whatever they choose to protect, 
  in nearly all cases it is either immobile, hidden, or fortified. 
  If the object of devotion is a person, she could as easily be 
  the cavalier’s prisoner as she could be his lover or ward.
  Edicts: Cavaliers of the Order of the Citadel take meaning 
  from the sheer act of custodianship. Once they have sworn 
  to defend something, they must set a duration or a goal 
  at which time the devotion ends: “I will protect you until 
  you reach your destination,” “I will keep you here until 
  you love me,” and “I will guard this pass until I die” are 
  all legitimate claims of devotion. They may not allow the 
  object of their protection out of their sight, unless they 
  themselves have barricaded it or hidden it away, and even 
  in that instance they may not be more than 100 feet from it 
  at any time. 
  A cavalier whose object of devotion is lost or destroyed, 
  or who abandons it before the goal is reached, must seek 
  atonement (as per the spell) before regaining the use of his 
  order abilities. After atonement, a new object of devotion 
  can be declared, or the cavalier may re-dedicate himself 
  to a previous object (assuming it has not been lost or 
  destroyed.) Until this happens, the cavalier does not have 
  access to order abilities. 
  Challenge: Whenever an Order of the Citadel cavalier 
  issues a challenge, he receives a +1 dodge bonus to his 
  Armor Class for as long as he is within 30 feet of his 
  object of devotion. This bonus increases by +1 for every 
  four levels the cavalier possesses. 
  
  PAGE  93
  Skills: An Order of the Citadel cavalier adds Knowledge 
  (Engineering) and Knowledge (Geography) to his list 
  of class skills. In addition, he may make Knowledge 
  (Engineering) skill checks untrained. If he has ranks in the 
  skill, he receives a bonus on the check equal to ½ his cava-
  lier level (minimum +1) as long as the check involves his 
  object of devotion. 
  Order Abilities: An Order of the Citadel cavalier gains the 
  following abilities as he increases in level.
  Stand Your Ground (Ex): At 2nd lvl, the cavalier adds 
  his Wisdom modifier (if positive) to his CMB and CMD 
  when within 30 feet of his object of devotion or its place of 
  hiding.
  What’s Mine is Mine (Ex): At 8th lvl, the cavalier either 
  gains a +20 insight bonus to all combat maneuvers directed 
  towards the object of devotion (if that object is a person or 
  an item), or does not suffer any terrain disadvantages (if 
  that object is a location). 
  You Shall Not Pass (Ex): At 15th lvl, the cavalier gains 
  DR 2/-. 
  OrdEr OF tHE wOLF
  Cavaliers who join the Order of the Wolf devote their lives 
  to hunting something, whether it is a legendary creature 
  (Sir Pellinore and his hunt for the Questing Beast), a fabled 
  treasure (the Knights of the Round Table and their quest 
  for the Holy Grail), or a notorious person (Sir Guy of 
  Gisbourne and Robin Hood). These cavaliers have sworn 
  an oath upon their honor never to rest until what they have 
  sought is finally within their possession. They typically 
  work alone, though small groups of  cavaliers hunting 
  the same object are not unknown (and often frighteningly 
  effective.)
  Edicts: The cavalier must ever remain mindful of his quest 
  and cannot neglect any opportunity to further his agenda. 
  He may not willingly stay in any one location longer than a 
  fortnight unless he believes the object of his quest to be in 
  the same location. Neither money nor glory can convince 
  him to stay once he has caught scent of his prey. Once 
  his prey is in sight, he will stop at nothing to seize it. He 
  cannot retreat, nor willingly allow the prey to escape; it is 
  victory or death. After completing his quest, the cavalier 
  must swear a new quest within a week’s time. 
  Challenge: Whenever an Order of the Wolf cavalier issues 
  a challenge, he receives a +1 morale bonus to all skill 
  rolls as long as the target of his challenge stands directly 
  between him and the object of his quest (or is the object 
  itself). This bonus increases by +1 for every four levels the 
  cavalier possesses. 
  Skills: An Order of the Wolf cavalier adds Perception 
  (Wis) and Survival (Wis) to his list of class skills. In addi-
  tion, he may make Knowledge skill rolls that pertain to the 
  object of his quest, even if he is untrained. If he has ranks 
  in the skill, he receives a bonus on the check equal to ½ his 
  cavalier level (minimum +1) as long as the check involves 
  his quarry. 
  Order Abilities: An Order of the Wolf cavalier gains the 
  following abilities as he increases in level.
  Stalker (Ex): At 2nd lvl, the cavalier’s armor check penal-
  ties for Acrobatics, Climb, Ride, and Stealth rolls are 
  reduced by his level. 
  Pack Mentality (Ex): At 8th lvl, all other Order of 
  the Wolf members, including the cavalier’s mount, are 
  considered to possess all teamwork feats that the cavalier 
  possesses as long as they are within 30 feet. 
  Relentless (Sp): At 15th lvl, the cavalier’s hunting senses 
  have become so keen that he may expend a use of the chal-
  lenge ability to grant himself True Seeing, as the spell. 
  quESt ObJECtS
  An Order of the Wolf PC poses an interesting situation 
  to a Game Master: how do I integrate the quest into my 
  campaign? There are two routes you may take. 
  The first and easiest option is to present a series of quests 
  that are no harder to complete than a standard adventure. 
  In fact, the completion of these quests could be the entire 
  point of an adventure – defeat the bandit king, recover a 
  lost treasure, slay the dragon terrorizing the countryside. As 
  the PCs increase in ability, so do the perils of each quest. 
  The other option is to integrate the quest into an overall 
  campaign, with the culmination of the quest an  integral 
  part of the campaign itself. A Game Master who takes this 
  option would do well to emulate serialized movies and 
  television shows with season-long story arcs, having the 
  completion of certain adventures result in a necessary step 
  to achieving the larger goal. A quest arc might begin with 
  the party searching for a clue to the location of a dungeon, 
  wherein lies a mythical weapon, which is necessary to 
  overcome the creature who bars the way to the final hiding 
  place of the quest object. 
  Finally, do not forget that for every Grail knight and 
  dragon slayer, there are equally determined manhunters, 
  and not all of them are of good alignments. Player 
  Characters have a tendency to make powerful enemies, and 
  an evil Order of the Wolf cavalier who hounds their steps 
  would make an excellent recurring villain.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/UndeFEATable/UndeFEATable - Collected.pdf