General
Calming
Song [General]
You can use your bardic music to calm a creature.
Prerequisite: Bardic music ability,
Perform (any) 9 ranks
Benefit: When ever you would
use your music to attempt a suggestion, you may
instead Attempt to calm emotions (as
the spell) in one creature you have fascinated.
A Will saving throw (DC 10 + ½ bard’s
level + bard’s Cha modifier) negates the
effect. Calming Song is an enchantment (compulsion),
mind-affecting, language dependent ability.
Calming
Song, Mass [General]
Your bardic music soothes and comforts those
who hear it.
Prerequisite: Calming Song, Perform
(any) 20 ranks
Benefit: As Calming song, but
you can simultaneously calm any number of creatures
that he has already fascinated. Mass calming song
is an enchantment (compulsion), mind-affecting,
language-dependent ability.
Discomfiting
Song [General]
You bardic music saps the morale of your enemies.
Prerequisite: Inspire Courage
bardic music ability.
Benefit: Whenever you use your
music to inspire courage, you may instead cause
your enemies to take a penalty on attack and weapon
damage rolls equal to the bonus to melee attack
and damage rolls your allies would otherwise have
received.
Evasive
Action
You are able to avoid damage to a vehicle
you are piloting.
Prerequisite: Skill Focus (pilot)
Benefit: Once per round, when
a vehicle you are piloting is hit in combat, you
may attempt to negate the damage with a pilot
check. The damage is negated if the result of
your pilot check exceeds the attack roll.
Find
Leverage
You are capable of tripping opponents much
larger than yourself.
Prerequisite: Combat Expertise,
Improved Trip
Benefit: You can make trip attack
against creatures two sizes larger than yourself.
If you do, you gain a +4 circumstance bonus on
your trip check.
Lasting
Infamy [General]
You are know far and wide in an infamous light.
Prerequisites: Cha 17+ Leadership
Benefit: You gain a +2 to Intimidate
and Bluff checks when dealing with people who
know who you are. You also gain a +1 to your leadership
score.
Special: You may take this feat multiple times.
Each time you do, its effects stack.
You cannot take Lasting Infamy if you already
have the Living Legend feat.
Living
Legend [General]
You are known far and wide in a positive light.
Prerequisites: Cha 17+, Leadership
Benefit: You gain a +2 to Diplomacy
and Bluff checks when dealing with people who
know who you are. You also gain a +1 to your leadership
score.
Special: You may take this feat multiple times,
each time you do, its effects stack.
You cannot take Living Legend if you already have
the Lasting Infamy feat.
Self
Assured [General]
You are so proficient with your inspirational
music, you can inspire yourself.
Prerequisite: Inspire Competence
bardic music ability.
Benefit: You are able to inspire
competence on yourself.
Normal: A bard cannot inspire
competence on himself.
Sniper
[General]
You are well versed in making precise attacks
from range.
Prerequisite: Sneak Attack +2d6
Benefit: You may perform a sneak
attack with a ranged weapon from up to 45ft from
the target. If you do so, you deal 1d6 less damage
on a successful sneak attack.
Normal: You may only perform
a sneak attack with a ranged attack while within
30ft.
Special: If you are using a scope
in conjunction with this feat, you may perform
a sneak attack with a ranged weapon from up to
60ft.
Stunning
Down Note [General]
Your bardic music attacks opponents’
minds.
Prerequisite: bardic music ability,
Perform 11 ranks, Stunning Fist.
Benefit: Once per day, you may
use your bardic music to stun a foe within 30ft
of you as standard action. The target must make
a Fortitude saving throw (DC 10 + ½ your
character level + your Cha modifier). A defender
who fails this saving throw is stunned for 1 round
(until just before your next action). A stunned
character can’t act, loses any Dexterity
bonus to AC, and takes a -2 penalty to AC.
Special: You may take this feat
more than once. Each time you do, you gain an
additional use of Stunning Down Note per day. |
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Fighter
Corp-a-corps
[General, Fighter]
You press your attacks with amazing tenacity.
Prerequisite: Expertise
Benefit: If an opponent who was
previously engaging you in combat takes a five
foot step out of your space, you may move with
him with him on his action. This counts as your
five foot step for that round.
Normal: You can only move on
your turn.
Dire
Strike [General, Fighter]
You wield ungainly weapons through sheer force
of will and brute strength
Prerequisite: Str 15+, Cha 13+,
BaB +9
Benefit: You may wield weapons
as if you were one size larger.
Additionally,
when magic weapons resize, they resize as if you
were one size larger.
Dual
Weapon Combat [Fighter, General]
You are adept at the art of fighting
with two weapons.
Prerequisite: BaB +6, Dex 15+, Two-weapon
Fighting
Benefit: When using the two weapon fighting
action, you gain an additional offhand attack
based on your base attack bonus, just as you normally
gain additional attacks with your main hand.
Example:
A character with a BaB of +6/+1 gains offhand
attacks at +6/+1. Penalties for Two-weapon Fighting
still apply normally.
Special: This feat supercedes and does
not stack with Improved Two-weapon Fighting or
Greater Two-weapon Fighting.
Gentlemen’s Strike [General, Fighter]
You know how to deal non-lethal damage with
your weapon.
Benefit: You may chose to deal
non-lethal damage with any weapon with which you
have weapon focus with without suffering a penalty.
Normal: You suffer a -4 penalty
to attack when trying to deal non-lethal damage
with most weapons.
Gun
and Blade
You are a master of using a melee weapon in
conjunction with a firearm.
Prerequisite: Two-weapon Fighting,
Expertise
Benefit: When wielding a firearm
and a melee weapon, you may take a -2 penalty
on all attacks to fire your weapon without provoking
attacks of opportunity.
Normal: Firing a ranged weapon
provokes and attack of opportunity.
Longreach
Combat [General, Fighter]
You can fight with a two handed reach weapon
with one hand.
Prerequisites: Bab +1, Weapon
Focus with any reach weapon
Benefit: You may fight with any
reach weapon you have weapon focus in as a one
handed weapon at a -2 attack rolls with that weapon.
You cannot use another weapon in your offhand,
but you can now hold a shield..
Normal: You may only use most
reach weapons in two hands.
Special: The whip does not count
as a reach weapon for the purposes of this feat.
Powerful
Deflection [General, Fighter]
You hurl opponents from your path.
Prerequisite: Improved Bullrush,
Power Attack, Str 18+
Benefit: When you perform a bullrush,
you do not need to move with your opponent.
Normal: You move with your opponent
during a bullrush.
Quick
Trigger
You are quick to fire.
Prerequisite: Dex 13+, Point
Blank Shot
Benefit: You can make two attacks
with a firearm as a standard action. Precision
based damage such as from sneak attack only applies
once when using this feat.
Shoot
From the Hip
You are adept at drawing and firing on nearby
targets.
Prerequisite: Quick Draw
Benefit: You provoke no attacks
of opportunity for firing a firearm on the same
round you draw it.
Normal: Firing a ranged weapon
provokes and attack of opportunity.
Spinning
Cane [General, Fighter]
You are skilled at fighting with a reach weapon
in close quarters.
Prerequisite: Bab +1, Weapon
Focus with any reach weapon.
Benefit: Once per round, as a
move action, you may shift your hold on any reach
weapon you have weapon focus with. If you do so,
the weapon no longer gives reach, but is now a
double weapon. The other end of the weapon deals
1d6 bludgeoning damage and has a critical range
of x2 for Medium weapons.
A
move action is needed to use the weapon as a reach
weapon again.
Normal:
You must always use a reach weapon as a reach
weapon.
Trick
Loading
You’ve learned creative methods for
reloading firearms.
Prerequisite: Bab +3, Dexterity
13+
Benefit: You are able to reload
any firearm you are proficient with using one
hand instead of two.
Twin
Strike [Fighter, General, Two Weapon Style]
Your speed when fighting with two
weapons is unparalleled
Prerequisite: BaB +6, Dex 15+, Two Weapon
Fighting, any one Two Weapon Style feat
Benefit: You may make a single attack
with both your main and offhand weapons as a standard
action. Penalties for fighting with two weapons
still apply to this additional attack.
Normal: A character may only make a single
attack as a standard action.
Two
Weapon Style: Guard Style [Fighter, General, Two
Weapon Style]
You
are adept at deflecting attacks with your off
hand while striking true with your main hand.
Prerequisite: Two-weapon Fighting, Combat
Expertise
Benefit: When using the Expertise feat
and the two-weapon fighting action, the penalty
applied by Combat Expertise is only applied to
attacks with your off hand.
Two
Weapon Style: Quick Blades [Fighter, General,
Two Weapon Style]
You
are exceedingly capable when fighting with two
light weapons
Prerequisite: BaB +1, Dex 15+, Two-weapon
Fighting
Benefit: When wielding two light weapons,
you suffer no penalties for using the two-weapon
fighting action.
Normal: A character using the two-weapon
fighting action take a -2 penalty to all attacks.
Two
Weapon Style: Twin Blades [Fighter, General, Two
Weapon Style]
You
fight with matched weaponry with superior skill
Prerequisite: Bab +1, Dex 15+, Two-weapon
Fighting
Benefit: When wielding two one handed
weapons of the same type, you treat your offhand
weapon as if it were light for the purposes of
two-weapon fighting.
Normal: A character wielding two one handed weapons
takes a -4 penalty to all attacks. |
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Metamagic
Monstrous
Discarnate
Accelerate
[Discarnate, Quick]
You can press yourself to move with even greater
speed
Prerequisite: Dex 15+, Quickened
Step
Benefit: Once per day, you may
choose to gain a racial bonus to your speed equal
to your half of your base land speed. This effect
lasts a number of rounds equal to your Charisma
modifier.
Special: You may take this feat
multiple times. Each time you do, you gain an
additional daily use of this ability.
Discarnate
Legacy [General]
Your bloodline flows with residual effects
of divinity sparks.
Prerequisite: Cha 15+, 1st level
only
Benefit: You have a gross deformity
that marks you as an Inborn (unnatural coloration
of skin, hair or eyes, glowing eyes, forked tongue,
etc). In addition, you are considered to have
the Discarnate subtype for all effects including
spells and feat prerequisites.
Discomfiting
Aura [Discarnate]
Your dark aura unsettles you foes
Prerequisite: Con 15+, Discarnate
Subtype
Benefit: All opponents within
10ft of a creature with this feat are sickened
unless they succeed in a Fortitude saving throw
(DC = 10 + Cha modifier +½ HD) . A successful
saving throw against this effect means the creature
is immune to it for 24 hours. The effect lasts
until the creature leaves the area of effect.
Re-entering the area of effect entitles the creature
to another saving throw.
Fox
Magic [Discarnate]
You are capable of performing some minor magic
tricks.
Prerequisite: Discarnate subtype
Benefit: You gain the ability
to cast prestidigitation at 3/day as an inborn
of a level equal to your HD.
Fox
Magic, Greater [Discarnate]
You are capable of performing some minor magic
tricks.
Prerequisite: Cha 13+, Fox Magic,
Discarnate subtype
Benefit: You gain the ability
to cast prestidigitation at will as an inborn
of a level equal to your HD.
Inexorable
[Discarnate, Quick]
Your reaction times allow you to maintain
your speed even in difficult situations.
Prerequisite: Dex 13+, Quickened
Step, Discarnate subtype
Benefit: Anytime you would normally
be forced to move at half speed, you move at full
speed. If any effect requires the you to move
at half speed to avoid an effect, you may move
at full speed instead.
Push
the Limit [Discarnate]
You are able to cast more powerful
spells than you would normally be capable of.
Prerequisite: Discarnate subtype, must
cast spells using spell points.
Benefit: When casting spells that deal
a number of dice of damage based on caster level,
you may pay 1 additional spell point to increase
the effective caster level of the spell for the
purposes of determining the amount of damage dealt
(to a maximum of your caster level or the maximum
of the spell, whichever is lower).
Normal: When casting spells using spell
points, damage is calculated as if cast by a character
of the minimum level of the class capable of casting
the spell.
Push Potential [Discarnate]
You are capable of unleashing your full potential
while casting spells.
Prerequisite: Discarnate Subtype,
Push the Limit, must cast spells using spell points.
Benefit: 3/day, the damage dealt
by a spell you cast is calculated at your full
caster level.
Normal: When casting spells using
spell points, damage is calculated as if cast
by a character of the minimum level of the class
capable of casting the spell.
Special: You may take this feat
more than once. Each time you take it, you gain
one additional use per day.
Quickened
Step [General, Quick]
You are possessed of the gift of inhuman speed
Prerequisite: Dex 15+, Discarnate
subtype
Benefit: For every Quick feat
you have, including Quickened Step, you’re
your base land speed increases by an additional
10. Additionally, you require twice the normal
amount of food each day to avoid starvation.
Spirit
Flight [Discarnate]
You fly perfectly with a thought
Prerequisite: Endurance, Discarnate
Subtype
Benefit: You have a fly speed
of +10 (perfect)
Special: The effects of this
feat stack, each time you take it, your fly speed
increases by 10ft. |
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Item
Creation
Craft
Magical Aide
You are able create magical to craft Wondrous
Items that enhance a character’s skills
to a greater degree than normal. You do not need
the Craft Wondrous Items feat to use Craft Magical
Aide, but some Wondrous Items require Craft Magical
Aide in their creation.
Different
skills cost a different amount to make. Use the
table below to find the appropriate cost of crafting
a magical aide:
Skill
Pricing Formula
Skill |
Formula |
Appraise,
Craft, Decipher Script, Gather Information,
Handle Animal, Heal, Jump, Knowledge, Profession,
Ride |
Bonus
squared x 20 |
Balance,
Climb, Disguise, Escape Artist, Hide, Listen,
Move Silently, Search, Sense Motive, Spot,
Survival, Swim, Use Rope |
Bonus
squared x 50 |
Bluff,
Concentration, Diplomacy, Disable Device,
Forgery, Intimidate, Open Lock, Perform, Sleight
Of Hand, Spellcraft, Tumble, Use Magic Device
|
Bonus
Squared x 100 |
Speak
Language |
400gp/language
granted |
Magical
aides must be made in the form of tools or totems
appropriate to the skill enhanced. For example,
a set of climbing gloves for climbing, a headband
for concentration, or glasses for spot.
Craft
Locomotive Core
You are know the arts involved in creating self
propelled devices.
Prerequisites: Caster level 5
Benefit: You can create any vehicle
whose prerequisites you meet. |
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