Accomplished Sneak Attacker (WIP)
General
Prerequisites

BAB: 4, Sneak Attack

Your sneak attack deals +2d6 extra damage. This additional damage stacks with sneak attack damage from any other source, and counts as sneak attack damage for the purpose of meeting prerequisites.

Acid Skin
Revelation
Prerequisites

Oracle with Stone Mystery, Oracle level 3

You gain resist acid 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to acid. You must be at least 3rd level to select this revelation.

Acrobatic
General

You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Acrobatic Steps (WIP)
General
Prerequisites

Feat: Nimble Moves, Dexterity: 15

You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Acute Shot (WIP)
Combat
Prerequisites

Feat: Point-Blank Shot, Feat: Far Shot

Whenever you gain a magic bonus on an attack roll with a ranged weapon, you can deduct any range penalties from your damage roll, instead of your attack roll.

Additionally, when you gain a magic bonus on a ranged attack roll, you can deal sneak attack damage to a target that has concealment (but not total concealment) as long as the attack otherwise qualifies to deal sneak attack damage. The maximum number of sneak attack dice you can use in this way is equal to the value of your magic bonus on attack rolls.

Agile Maneuvers
Combat
Prerequisites

Dexterity: 13

You use your agility to supplement your combat maneuvers, using your Dexterity modifier instead of your Strength modifier for all your combat maneuver checks.

Air Barrier
Revelation
Prerequisites

Oracle with Wind Mystery

An invisible barrier of swiftly moving air surrounds you. You gain a +2 deflection bonus to AC against ranged attacks. At 7th level, this bonus increases to +4. At 11th level, ranged attacks that miss you due to this bonus are deflected harmlessly aside.

Alertness
General

You get a +2 bonus on all Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity
General

You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Ally (WIP)
General
Prerequisites

Feat: Nature Soul, Character level 4

You gain the service of a faithful animal companion. Your effective druid level is equal to half your character level (minimum 1). You must have a friendly attitude toward the animal, and it must be within reach when you take this feat. Once you select this feat, your animal companion does not change, though you may abandon it and gain a new one by spending 24 hours in prayer. This feat counts as the wild empathy druid class feature.

Another Day (WIP)
Advanced Rogue Talent

Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn.

Antagonize (WIP)
General

You can use Diplomacy or Intimidate to goad a creature into attacking you. As a standard action, make a check (DC 10 + the creature's HD + the creature's Wis modifier). On a success with Diplomacy, the creature must attack your ally on its next turn; on a success with Intimidate, the creature must make you the target of its attacks for 1 round or take a –2 penalty on attack rolls that don't include you as a target.

Arcane Accuracy
Arcana
Prerequisites

Magus level 1

The magus can spend 1 point from his arcane pool as a swift action to gain a +1 insight bonus on all attack rolls until the end of his turn. At 4th level, and every four levels thereafter, this bonus increases by +1 (maximum +6 at 20th level).

Arcane Armor Mastery (WIP)
Combat
Prerequisites

Feat: Arcane Armor Training, Caster level 7

As a swift action, you can reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This reduction applies after determining your actual spell failure chance (including any other reductions in arcane spell failure chance).

Arcane Armor Training (WIP)
Combat
Prerequisites

Light Armor Proficiency, Caster level 3

As a swift action, you can reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. This reduction applies after determining your actual spell failure chance (including any other reductions in arcane spell failure chance).

Arcane Strike (WIP)
Combat
Prerequisites

Ability to cast arcane spells

As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Arcanist Exploit
Arcanist Exploit

Choose one arcanist exploit.

Assault Leader (WIP)
Rogue Talent

Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Astral Magic
Revelation
Prerequisites

Oracle with Heavens Mystery, Oracle level 7

Your spells tap the power of the cosmos. You gain a +1 bonus to the DCs of all your spells. At 11th level, this bonus increases to +2. You must be at least 7th level to select this revelation.

Athletic
General

You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Attuned to the Wild
Racial
Prerequisites

Race: Elf

Select one type of terrain from the ranger class’s favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night’s rest) doubles.

Augment Summoning (WIP)
General

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Babble-Peddler (WIP)
General
Prerequisites

Appraise: 5 ranks, Bluff: 5 ranks, Race: Gnome

Make a Bluff check to praise the value and worth of an object in your hand while denigrating an object held by a nearby creature; this takes anywhere from 1 round to 1 minute depending on the appearance and nature of the items. If the creature fails its check, it agrees to exchange your object for its own. Obvious differences in the value between the exchanged items give your roll a +4 or –4 modifier, at the GM’s discretion (offering a clay cup for a jeweled dagger gives your roll a –4 penalty). The GM may rule that some items are too obviously valuable or worthless for this feat to apply (a king wouldn’t trade his crown for any item, and no normal person would trade an item for a piece of garbage). If you fail the check by 5 or more, the target is insulted and his attitude toward you worsens by one category.


Once the exchange happens, make an Appraise roll opposed by the target’s Appraise or Sense Motive roll. If the target wins, it immediately realizes the true value of the object you offered it and behaves accordingly. If you succeed, it believes your false assessment for 1 round; for every 5 by which your check exceeds your opponent’s check, the deception lasts 1 more round. As with disbelieving illusions, the target’s ally can point out the true value of the object, giving the target another check with a +2 bonus.


You cannot use this ability in combat, against a creature whose attitude toward you is hostile or unfriendly, against a creature that does not understand you, or against a creature that has an Intelligence score of 3 or less.

Battle Hardened
Revelation
Prerequisites

Oracle with Battle Mystery

You gain a bonus to your CMD equal to your Charisma modifier. At 7th level, you gain a +2 bonus to CMD, and at 11th level a +4 bonus. This bonus is doubled when resisting bull rush, drag, reposition, or trip attempts.

Black Market Connections (WIP)
Rogue Talent

A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.

Bleeding Attack (WIP)
Rogue Talent

A rogue with this talent can cause living opponents to bleed when she hits them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage is not multiplied on a critical hit.

Bleeding Critical (WIP)
Combat
Prerequisites

BAB: 11, Feat: Critical Focus

Whenever you score a critical hit, your opponent takes 2d6 points of bleed damage each round unless it receives a successful Heal check or magical healing.

Bleeding Wounds (WIP)
Revelation
Prerequisites

Oracle with Bones Mystery

Whenever a creature takes damage from one of your spells or your touch of the grave ability, it also takes 1 point of bleed damage. At 5th level, and every 5 levels thereafter, this bleed damage increases by 1. Bleed damage does not stack; if a creature is already bleeding, use whichever bleed value is higher.

Blind-Fight (WIP)
Combat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.


An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.


You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blinding Critical (WIP)
Combat
Prerequisites

BAB: 15, Feat: Critical Focus

Whenever you score a critical hit, your opponent is permanently blinded unless it succeeds at a Fortitude save. A blinded opponent can attempt a new save each round to remove this blindness.

Blizzard
Revelation
Prerequisites

Oracle with Waves Mystery, Oracle level 7

You can call down a blizzard in a 20-foot-radius, 40-foot-tall cylinder within medium range. The blizzard lasts for 1 round and deals 1d6 cold damage per oracle level (maximum 15d6) to all creatures in the area. A Reflex save (DC 10 + 1/2 oracle level + Cha mod) halves the damage. Creatures that fail the save are also blinded for 1 round. You can use this ability once per day. You must be at least 7th level to select this revelation.

Bludgeoner (WIP)
Combat

You deal nonlethal damage without taking a penalty on attack rolls when using any bludgeoning weapon. Creatures that are immune to nonlethal damage are immune to this feat's effect.

Boar Style (WIP)
Combat
Prerequisites

Feat: Improved Unarmed Strike, Intimidate: 3 ranks

You rake your enemies with your powerful unarmed strikes. Your unarmed strikes deal bludgeoning and piercing damage. When you score a critical hit with an unarmed strike, you deal an additional 2d6 bleed damage.

Bodyguard (WIP)
Combat
Prerequisites

Feat: Combat Reflexes

When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Bone Armor (WIP)
Revelation
Prerequisites

Oracle with Bones Mystery

As a standard action, you can summon an armor of bones that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by +2. At 13th level, the armor is treated as if it had the ghost touch property. You can use this ability for 1 hour per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Boon Companion (WIP)
General
Prerequisites

Animal companion or familiar class feature

The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. You can change this choice once per day. This bonus does not apply to your familiar's hit points.

Breadth of Experience
General

Although young for your kind, you have a great deal of experience. You get a +2 bonus on all Knowledge and Profession skill checks, and you may make checks with those skills even if you have no ranks in them.

Breeze Step
Revelation
Prerequisites

Oracle with Wind Mystery

The wind carries you forward. You gain a +10-foot enhancement bonus to your base speed. At 7th level, you may ignore difficult terrain when running or charging. At 11th level, your bonus to base speed increases to +20 feet.

Brew Potion (WIP)
Item Creation
Prerequisites

CasterLevel: 3

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.


When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.

Burning Magic (WIP)
Revelation
Prerequisites

Oracle with Flame Mystery

Whenever a creature fails a saving throw against one of your spells with the fire descriptor, that creature catches fire, taking 1d6 fire damage per round. The creature can end this damage by making a DC 15 Reflex save as a full-round action. At 10th level, the fire damage increases to 2d6.

Burning Spell (WIP)
Metamagic

The acid or fire effects of the affected spell cling to the target, causing additional damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2× the spell's actual level at the start of its next turn. A burning spell uses up a spell slot two levels higher than the spell's actual level.

Butterfly's Sting (WIP)
Combat
Prerequisites

Feat: Combat Expertise

When you confirm a critical hit against a creature, you can choose to forgo the extra damage from the critical hit and grant a critical hit to the next ally to hit that creature before the start of your next turn. The ally must use the same multiplier as your weapon.

Cackle
Hex
Prerequisites

Witch level 1

A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. This hex does not require line of sight or line of effect, but the witch must be able to speak.

Canny Observer
Rogue Talent

When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Careful Flyer
General
Prerequisites

Feat: Acrobatic, Fly: 5 ranks

As long as you take a move action to fly, even when moving less than half your speed, you do not need to succeed at a Fly check to continue flying. When moving less than half your speed in a round, you also gain a +2 bonus on Acrobatics checks to avoid attacks of opportunity and a +2 bonus to your AC against attacks of opportunity you provoke because of movement.

Careful Speaker
General
Prerequisites

Wisdom: 13

You gain a +2 bonus on all Bluff checks made to fool someone or pass secret messages (but not to feint in combat), and a +2 bonus on all Will saves against attempts to scry upon you or read your mind.

Catch Off-Guard (WIP)
Combat

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are considered to be flat-footed against any attacks you make with an improvised melee weapon.

Channel
Revelation
Prerequisites

Oracle with Life Mystery, Oracle level 3

You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed or dealt. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Unlike a cleric, you cannot choose to channel negative energy. You must be at least 3rd level to select this revelation.

Channel Smite (WIP)
General
Prerequisites

Class feature: Channel Energy

Before you make an attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel energy. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel energy. Your target can make a Fortitude saving throw, as normal for your channel energy, to halve this additional damage. If your attack misses, the channel energy use is wasted.

Charge Through (WIP)
Combat
Prerequisites

Strength: 13, BAB: 1, Feat: Power Attack, Feat: Improved Overrun

When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If the overrun succeeds, you can complete the charge; if it fails, your movement ends in front of that creature. A charge through does not provoke attacks of opportunity.

Childlike
General
Prerequisites

Race: Halfling, Charisma: 13

You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Cinder Dance
Revelation
Prerequisites

Oracle with Flame Mystery

Your feet are wreathed in flames. You gain a 10-foot enhancement bonus to your base speed. At 5th level, you gain Nimble Moves as a bonus feat. At 10th level, you gain Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites for these feats.

Cleave (WIP)
Combat
Prerequisites

Strength: 13, BAB: 1, Feat: Power Attack

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Cleaving Finish (WIP)
Combat
Prerequisites

Strength: 13, Feat: Cleave, Feat: Power Attack

When you kill or knock unconscious a creature on your turn, you may immediately make an additional melee attack against an adjacent creature.

Close Range (WIP)
Arcana
Prerequisites

Magus level 1

The magus can deliver ray spells through a melee weapon as part of a spellstrike attack.

Clustered Shots (WIP)
Combat
Prerequisites

BAB: 6, Feat: Point-Blank Shot

When making a full attack with a ranged weapon, total all damage from hits before applying the target's damage reduction. This applies only to attacks made against the same target during your turn.

Coat of Many Stars
Revelation
Prerequisites

Oracle with Heavens Mystery

You conjure a coat of shimmering stars that grants a +4 armor bonus to AC. At 7th level, the bonus increases to +6. At 13th level, this armor is treated as having the ghost touch property. You can use this armor for a number of hours per day equal to your oracle level. These hours need not be consecutive.

Combat Casting
General

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Combat Expertise (WIP)
Combat
Prerequisites

Intelligence: 13

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Healer (WIP)
Revelation
Prerequisites

Oracle with Battle Mystery, Oracle level 5

Twice per day, you may cast a cure spell (any cure wounds spell you know) as a swift action, as if using the Quicken Spell metamagic feat, but without increasing the spell level. At 7th level, you can use this ability three times per day. You must be at least 5th level to select this revelation.

Combat Patrol (WIP)
Combat
Prerequisites

BAB: 5, Feat: Combat Reflexes, Feat: Mobility, Feat: Spring Attack

As a full-round action, you may set up a combat patrol. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in your threatened area that moves, as long as the movement begins or ends adjacent to you. Your threatened area for this purpose is increased by 5 feet for each size category larger than Medium that you are, or for each size category smaller than Medium that you are.

Combat Reflexes (WIP)
Combat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Combat Swipe
Rogue Talent

A rogue who selects this talent gains Improved Steal as a bonus feat.

Combat Trick (WIP)
Rogue Talent

A rogue who selects this talent gains a bonus combat feat. She must meet the prerequisites for this feat. This talent may be selected multiple times, each time granting an additional bonus combat feat.

Command Undead (WIP)
General
Prerequisites

Class feature: Channel negative energy

Using foul powers of necromancy, you can command undead creatures, making them your servants.\n\nAs a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet of you. Undead receive a Will save to negate the effect. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command.

Coordinated Charge (WIP)
Teamwork
Prerequisites

BAB: 10

When an ally with this feat charges a creature, you can charge the same creature as an immediate action. You must meet all normal requirements of a charge action to use this feat.

Coordinated Defense
Teamwork

Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if you are threatened by three or more opponents.

Cornugon Smash (WIP)
Combat
Prerequisites

Power Attack, Intimidate Ranks: 6

When you hit an opponent with a melee attack while using Power Attack, you can attempt to demoralize that opponent as a free action.

Craft Construct (WIP)
Item Creation
Prerequisites

CasterLevel: 5, Craft Wondrous Items, Craft Magic Arms and Armor

You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.

Craft Magic Arms and Armor (WIP)
Item Creation
Prerequisites

CasterLevel: 5

You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.


The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.


You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Craft Staff (WIP)
Item Creation
Prerequisites

CasterLevel: 11

You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges.

Craft Wand (WIP)
Item Creation
Prerequisites

CasterLevel: 5

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Craft Wondrous Items (WIP)
Item Creation
Prerequisites

CasterLevel: 3

You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Crane Style (WIP)
Combat
Prerequisites

Feat: Improved Unarmed Strike, Dexterity: 15

You use a graceful, defensive fighting style. While using the fighting defensively action or the total defense action, your penalties to attacks are reduced by 1, and the dodge bonus granted by fighting defensively or total defense increases by 1. Additionally, while fighting defensively or using total defense, you gain a +2 dodge bonus to your CMD against bull rush and reposition combat maneuvers.

Crane Wing (WIP)
Combat
Prerequisites

Feat: Crane Style, Feat: Dodge, BAB: 5

When fighting defensively or using total defense, you can deflect one melee attack that would normally hit you each round. You expend no action to do this. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack is possible but suffers a –4 penalty on your attempt. An exceptional attack such as a critical hit is not deflected.

Critical Focus (WIP)
Combat
Prerequisites

BAB: 9

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (WIP)
Combat
Prerequisites

BAB: 14, Feat: Critical Focus, Any two critical feats

You can apply two effects from your critical feats (such as Bleeding Critical and Blinding Critical) simultaneously when you confirm a critical hit.

Crossbow Mastery (WIP)
Combat
Prerequisites

Dexterity: 15, Feat: Point-Blank Shot, Feat: Rapid Reload, Feat: Rapid Shot

The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.

Crystal Sight (WIP)
Revelation
Prerequisites

Oracle with Stone Mystery

You can see through stone, earth, and sand as if it were transparent for a number of rounds per day equal to your oracle level (these rounds need not be consecutive). Each activation requires a swift action. The range is 30 feet. At 15th level, this ability is always active.

Cunning
General

You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Dark Affinity
General
Prerequisites

Level 3

ou can cast darkness once per day as a spell-like ability using your character level as your caster level. At 7th level, you can also cast deeper darkness once per day as a spell-like ability using your character level as your caster level.

Dazing Assault (WIP)
Combat
Prerequisites

Feat: Power Attack, Strength: 13, BAB: 11

You can use your powerful physical attacks to daze your opponents. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). You take a –5 penalty on all attack rolls until your next turn, but all creatures you hit must succeed at a Fortitude save (DC 10 + your base attack bonus) or be dazed for 1 round.

Dazing Spell (WIP)
Metamagic

You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. Spells that do not deal damage cannot be modified by this feat. A dazing spell uses up a spell slot three levels higher than the spell's actual level.

Dazzling Display (WIP)
Combat
Prerequisites

Feat: Weapon Focus

You can perform a dazzling display as a full-round action, using your weapon to demoralize all foes within 30 feet who can see your display.

Deadly Aim (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 1

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deadly Stroke (WIP)
Combat
Prerequisites

Feat: Dazzling Display, Feat: Shatter Defenses, Feat: Weapon Focus, BAB: 11

With a well-placed strike, you can bring a swift and painful end to most foes. As a full-round action, make a single attack with the weapon for which you have Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double damage with that weapon and the target must make a Fortitude save (DC 10 + your base attack bonus) or die. If the save succeeds, the creature is instead sickened for 1 round per point by which it failed the save. Damage from this attack can be either lethal or nonlethal. You decide which before making the attack roll.

Deafening Critical (WIP)
Combat
Prerequisites

BAB: 13, Feat: Critical Focus

Whenever you score a critical hit, your opponent is permanently deafened unless it succeeds at a Fortitude save.

Death from Above (WIP)
Combat
Prerequisites

Acrobatics: 5 ranks

When charging an opponent while airborne or from higher ground, you gain a +5 bonus on attack rolls (instead of the normal +2 bonus for charging). Additionally, if you charge from at least 10 feet above your target, you deal an extra 2d6 points of damage on a successful melee attack.

Deceitful
General

You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Deepsight (WIP)
General
Prerequisites

Darkvision

Your darkvision has a range of 120 feet.

Deflect Arrows (WIP)
Combat
Prerequisites

Dexterity: 13, Feat: Improved Unarmed Strike

You can deflect ranged attacks aimed at you. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.

Deft Hands
General

You get a +2 bonus on all Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Delay Affliction (WIP)
Revelation
Prerequisites

Oracle with Life Mystery

Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per oracle level. After this time, you suffer the normal effects of the failed save. At 7th level, you can use this ability twice per day, and at 14th level, three times per day.

Delayed Potion (WIP)
Item Creation
Prerequisites

CasterLevel: 5, Brew Potion

When you brew a potion, you can have the potion’s effects be delayed by up to 10 rounds after a creature consumes it. Once you decide how many rounds the potion’s effects will be delayed by, that decision cannot later be changed. When a delayed potion is imbibed, it has no effect for the chosen number of rounds, and then it affects the imbiber as normal. The rounds in which the potion’s effects are delayed do not count against the duration of the potion’s effect. A spell brewed into a potion this way does not use up a higher-level spell slot than the spell’s actual level.

Dervish Dance (WIP)
Combat

When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack rolls and melee damage rolls. You cannot use this ability if you are carrying a weapon or shield in your off-hand.

Diehard (WIP)
General
Prerequisites

Feat: Endurance

When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.


When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Discovery
Discovery

Choose one alchemist discovery.

Dislocate (WIP)
General
Prerequisites

Constitution: 13

As a swift action, you can deal 1d8 points of nonlethal damage to yourself as you pop your joints from their sockets, making yourself more flexible though suffering incredible pain. Any Escape Artist checks you attempt that would normally take 1 minute instead take 1 full-round action. If you have 7 Hit Dice or more, the damage you deal to yourself is decreased to 1d6. If you have 14 Hit Dice or more, you deal no damage to yourself, and any Escape Artist checks you attempt that normally take 1 full round instead take a move action. You can’t gain any benefits from this feat if you are immune to nonlethal damage.

Dispel Focus
General

You have studied the mystic connection between magic and reality, and you have learned how to unravel the power that holds spells together. You gain a +2 bonus on dispel checks.

Disrupting Attack (WIP)
Rogue Talent

Once per day when a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she can choose to forgo the extra dice from the sneak attack to attempt to disrupt that creature's next action. The target must succeed at a Fortitude saving throw (DC = 10 + half the rogue's level + the rogue's Dexterity modifier) or become staggered until the start of the rogue's next turn.

Disruptive (WIP)
Combat
Prerequisites

BAB: 6

Whenever you threaten the area a spellcaster is in, that spellcaster adds +4 to the DC of concentration checks he makes to cast spells defensively. This increase to casting spells defensively applies whether or not you make an attack of opportunity.

Dodge
Combat
Prerequisites

Dexterity: 13

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Double Slice (WIP)
Combat
Prerequisites

Dexterity: 15, Feat: Two-Weapon Fighting

Your off-hand weapon while fighting with two weapons strikes with more power. Add your full Strength bonus to damage rolls made with your off-hand weapon.

Eagle Eyes
General
Prerequisites

Wisdom: 13, Racial Trait: Keen Senses

You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.

Earth Glide (WIP)
Revelation
Prerequisites

Oracle with Stone Mystery, Oracle level 7

You can pass through stone, dirt, or almost any other sort of earth except worked stone or metal as easily as a fish swims through water. Moving through earth does not cause you to leave a tunnel or trace. You can use this ability for 1 minute per oracle level per day. You must be at least 7th level to select this revelation.

Eldritch Heritage (WIP)
General
Prerequisites

Charisma: 13, Feat: Skill Focus (bloodline skill)

You are treated as a sorcerer of your character level – 2 for the purposes of qualifying for and using the 1st-level bloodline power of a chosen sorcerer bloodline. You must have Skill Focus in the skill that matches the chosen bloodline's class skill. Sorcerers cannot take this feat.

Elemental Focus
General

Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of that energy type. You can take this feat multiple times; each time it applies to a new energy type.

Empower Spell (WIP)
Metamagic

All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables.

Empowered Magic (WIP)
Arcana
Prerequisites

Magus level 1

The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the spell slot used.

Endurance
General

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.


You may sleep in light or medium armor without becoming fatigued.

Energy Body (WIP)
Revelation
Prerequisites

Oracle with Life Mystery, Oracle Level 7

As a standard action, you can transform your body into pure life energy, taking on a golden, glowing appearance. In this form, any undead creature that begins its turn adjacent to you takes 1d6 points of positive energy damage per two oracle levels you possess. You may revert to your normal form as a free action. You can use this ability for 1 hour per oracle level per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Enforcer (WIP)
Combat
Prerequisites

Feat: Weapon Finesse

Whenever you deal nonlethal damage with a melee weapon, you can make a free Intimidate check to demoralize your target. If successful, the target is shaken for 1 round per point of damage dealt. If the target was already shaken, it becomes frightened for 1 round, with the shaken condition resuming afterward.

Enhanced Cures (WIP)
Revelation
Prerequisites

Oracle with Life Mystery

Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the spell's caster level. For example, cure light wounds cast by a 5th-level oracle would heal 1d8+5 hit points instead of 1d8+5 (using your oracle level as the effective caster level). At 11th level, when you cast a cure spell, you can instead choose to roll the maximum possible result with every die, as if using the Maximize Spell metamagic feat, once per day.

Escape Route (WIP)
Teamwork

You do not provoke attacks of opportunity when moving through a square adjacent to an ally who also has this feat. Enemies still provoke attacks of opportunity from you normally.

Eschew Materials (WIP)
General

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Evil Eye
Hex
Prerequisites

Witch level 1

The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Exhausting Critical (WIP)
Combat
Prerequisites

BAB: 15, Feat: Critical Focus, Feat: Tiring Critical

Whenever you score a critical hit, your opponent becomes exhausted unless it succeeds at a Fortitude save.

Extend Spell (WIP)
Metamagic

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Extra Arcanist Exploit (WIP)
General
Prerequisites

Class feature: Arcanist Exploit

You gain one additional arcanist exploit. You must meet all of the prerequisites for this arcanist exploit.

Extra Bombs (WIP)
General
Prerequisites

Class feature: Bomb

You can use your bomb ability two additional times per day.

Extra Channel (WIP)
General
Prerequisites

Class feature: Channel Energy

You can channel energy two additional times per day.

If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.

Extra Discovery (WIP)
General
Prerequisites

Class feature: Discovery

You gain one additional discovery. You must meet all of the prerequisites for this discovery.

Extra Evolution (WIP)
General
Prerequisites

Class feature: Eidolon

Your eidolon has one additional evolution point to spend on evolutions.

Extra Hex (WIP)
General
Prerequisites

Class feature: Hex

You learn one additional hex.

Extra Ki (WIP)
General
Prerequisites

Class feature: Ki Pool

Your ki pool increases by 2.

Extra Lay On Hands
General
Prerequisites

Class feature: Lay on Hands

You can use your lay on hands ability two additional times per day.

Extra Mercy
General
Prerequisites

Class feature: Lay on Hands, Class feature: Mercy

Select one additional mercy for which you qualify. Your lay on hands ability applies this mercy in addition to any others you have.

Extra Mesmerist Trick (WIP)
General
Prerequisites

Class feature: Mesmerist Trick

You can implant one additional mesmerist trick in your mind at a time. You do not need to meet the mesmerist level prerequisite for this trick.

Extra Panache (WIP)
General
Prerequisites

Class feature: Panache

Your maximum panache increases by 2.

Extra Performance
General
Prerequisites

Class feature: Bardic Performance

You can use bardic performance for 6 additional rounds per day.

Extra Rage (WIP)
General
Prerequisites

Class feature: Rage or Bloodrage

You can rage for 6 additional rounds per day.

Extra Rage Power
General
Prerequisites

Class feature: Rage Powers

You gain one additional rage power. You must meet the prerequisites for this rage power.

Extra Revelation
General
Prerequisites

Class feature: Revelation

You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Extra Rogue Talent
General
Prerequisites

Class feature: Rogue Talent

You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Extra Traits
General

You gain two character traits of your choice. These traits must be chosen from different lists (combat, faith, magic, or social), and cannot be chosen from a list from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — such as race, religion, or region requirements.

Far Shot (WIP)
Combat
Prerequisites

Feat: Point-Blank Shot

You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Fast Stealth (WIP)
Rogue Talent

This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Feat
Advanced Rogue Talent

A rogue may gain any feat that she qualifies for in place of a rogue talent.

Fencing Grace (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 1, Feat: Weapon Finesse, Feat: Weapon Focus (Rapier)

When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to damage rolls with that rapier. If you have the panache class feature, you also gain a +2 bonus to your CMD against disarm attempts while you have at least 1 panache point.

Fey Foundling (WIP)
General

You were found in the wilds as a child and raised by humans, but something of your fey origins stuck with you, making magical healing more effective upon you. Whenever you receive magical healing, you heal an additional 2 points per die rolled. Additionally, you gain a +2 bonus on saving throws against death effects. Note: This feat must be taken at 1st level only.

Flame Resistance
Revelation
Prerequisites

Oracle with Flame Mystery, Oracle level 3

You gain resist fire 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to fire. You must be at least 3rd level to select this revelation.

Fleet
General

While you are unencumbered or lightly encumbered, your base land speed increases by 5 feet. This feat can be taken multiple times. Its effects stack.

Flight
Hex
Prerequisites

Witch level 1

At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. At 7th level, she can fly at will.

Fluid Nature
Revelation
Prerequisites

Oracle with Waves Mystery

Your body flows like water, making it nearly impossible to hold you. You receive a +4 bonus to CMD against grapple attempts. At 11th level, you gain the ability to move through other creatures' spaces as if they were difficult terrain.

Fluid Travel
Revelation
Prerequisites

Oracle with Waves Mystery

You gain a swim speed of 30 feet. At 7th level, your swim speed increases to 60 feet and you can breathe water as easily as air.

Following Step (WIP)
Combat
Prerequisites

BAB: 6, Feat: Step Up

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn.

Forge Ring (WIP)
Item Creation
Prerequisites

CasterLevel: 7

You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price.


You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

Fortune
Hex
Prerequisites

Witch level 1

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing the target to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target must decide to use the good luck before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Furious Focus (WIP)
Combat
Prerequisites

Strength: 13, BAB: 1, Feat: Power Attack

When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Fury's Fall (WIP)
Combat
Prerequisites

Dexterity: 13, Feat: Improved Trip

When making a trip attack, you add your Dexterity bonus to your CMB in addition to your Strength bonus. This feat has no effect if your Dexterity modifier is negative.

Gang Up (WIP)
Combat
Prerequisites

Feat: Combat Expertise

You are adept at surrounding your enemies. Whenever two or more of your allies are threatening the same enemy, you are considered to be flanking that enemy, regardless of your actual position. You are still considered to be flanking only if at least one of the allies threatening the enemy is on the opposite side of the enemy from you.

Gaze of Flames (WIP)
Revelation
Prerequisites

Oracle with Flame Mystery

You can see through fire, fog, and smoke without penalty as long as the light level is at least dim. In addition, you can detect the presence of fire and creatures with the fire subtype within 120 feet as a free action. At 7th level, you also gain the ability to see invisible fire elementals and creatures with the fire subtype as if they were visible.

Gorgon's Fist (WIP)
Combat
Prerequisites

Feat: Scorpion Style, Feat: Improved Unarmed Strike, BAB: 6

You can strike a foe slow with a powerful unarmed strike. As a standard action, make a single unarmed strike against a foe that is slowed, flat-footed, or otherwise suffering from a reduction in speed. If your attack hits, you may attempt to stagger the foe as a free action. Make an additional unarmed strike. If this hits, the foe must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or become staggered for 1 round.

Grave Sight (WIP)
Revelation
Prerequisites

Oracle with Bones Mystery

You can sense the presence of the undead. As a move action, you can sense all undead within 60 feet, even those you cannot see. You always know the direction and relative distance to any undead creature within this range. At 7th level, you can use this ability as a free action, and you also gain darkvision 60 feet. At 11th level, the range extends to 120 feet.

Great Cleave (WIP)
Combat
Prerequisites

Strength: 13, BAB: 4, Feat: Power Attack, Feat: Cleave

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Fortitude
General

You get a +2 bonus on all Fortitude saving throws.

Greater Bull Rush (WIP)
Combat
Prerequisites

Strength: 13, BAB: 6, Feat: Power Attack, Feat: Improved Bull Rush

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from your allies.

Greater Dirty Trick
Combat
Prerequisites

Feat: Improved Dirty Trick, BAB: 6

You are a master at performing dirty tricks. Whenever you successfully perform a dirty trick, the duration increases by 1d4 rounds. In addition, removing the condition from the dirty trick requires a standard action (rather than a move action) on the part of the affected creature. You also receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus from Improved Dirty Trick.

Greater Disarm (WIP)
Combat
Prerequisites

Intelligence: 13, BAB: 6, Feat: Combat Expertise, Feat: Improved Disarm

You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, that opponent provokes attacks of opportunity.

Greater Dispel Focus
General
Prerequisites

Feat: Dispel Focus

Your mastery of unraveling magic is unparalleled. You gain a +2 bonus on dispel checks. This bonus stacks with the bonus from Dispel Focus.

Greater Eldritch Heritage (WIP)
General
Prerequisites

Charisma: 13, BAB: 17, Feat: Improved Eldritch Heritage, Feat: Skill Focus (bloodline skill)

You are treated as a sorcerer of your character level – 2 for the purposes of qualifying for and using the 1st-, 3rd-, or 9th-level (or lower) bloodline power of the bloodline selected with Eldritch Heritage.

Greater Elemental Focus
General
Prerequisites

Feat: Elemental Focus

Choose one energy type for which you have the Elemental Focus feat. Add +1 to the Difficulty Class for all saving throws against spells that deal damage of that energy type. This increase stacks with the Elemental Focus bonus.

Greater Feint (WIP)
Combat
Prerequisites

Intelligence: 13, BAB: 6, Feat: Combat Expertise, Feat: Improved Feint

Whenever you use Improved Feint to feint in combat, your target is denied its Dexterity bonus to its Armor Class until the beginning of your next turn.

Greater Grapple (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 6, Feat: Improved Grapple

You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. You can maintain a grapple as a move action.

Greater Overrun
Combat
Prerequisites

Feat: Improved Overrun, BAB: 6

You are adept at running down your foes and trampling them underfoot. Whenever you overrun a creature, that creature provokes attacks of opportunity from all of your allies (but not you). In addition, you receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus from Improved Overrun.

Greater Penetrating Strike (WIP)
Combat
Prerequisites

Feat: Penetrating Strike, Fighter level: 16, BAB: 16

Your attacks ignore up to 10 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Greater Reposition
Combat
Prerequisites

Feat: Improved Reposition, BAB: 6

You are skilled at pulling your foes out of position. Whenever you successfully reposition a foe, that foe provokes attacks of opportunity from all of your allies (but not you). In addition, you receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus from Improved Reposition.

Greater Shield Focus
Combat
Prerequisites

Feat: Shield Focus, BAB: 8

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus from Shield Focus.

Greater Snap Shot (WIP)
Combat
Prerequisites

BAB: 12, Feat: Point-Blank Shot, Feat: Rapid Shot, Feat: Snap Shot, Feat: Improved Snap Shot

Whenever you make an attack of opportunity using a ranged weapon, you can treat the target as flat-footed for that attack.

Greater Spell Focus
Magic
Prerequisites

Spell Focus (same school)

Choose a school of magic. Add +1 to the Difficulty Class for all saving throws against spells from the selected school. This bonus stacks with Spell Focus.

Greater Spell Penetration
General
Prerequisites

Spell Penetration

Your spells break through spell resistance more easily. You get a +2 bonus on caster level checks made to overcome a creature's spell resistance. This bonus stacks with Spell Penetration.

Greater Steal (WIP)
Combat
Prerequisites

Intelligence: 13, BAB: 6, Feat: Combat Expertise, Feat: Improved Steal

You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. Whenever you successfully steal from an opponent, that opponent provokes attacks of opportunity.

Greater Sunder (WIP)
Combat
Prerequisites

Strength: 13, BAB: 6, Feat: Power Attack, Feat: Improved Sunder

You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you successfully sunder an item held by an opponent, that opponent provokes attacks of opportunity.

Greater Trip (WIP)
Combat
Prerequisites

Intelligence: 13, BAB: 6, Feat: Combat Expertise, Feat: Improved Trip

Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity from your allies.

Greater Two-Weapon Defense (WIP)
Combat
Prerequisites

BAB: 11, Feat: Improved Two-Weapon Defense

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC instead of +2. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

Greater Two-Weapon Fighting (WIP)
Combat
Prerequisites

Dexterity: 19, BAB: 11, Feat: Improved Two-Weapon Fighting

You get a third attack with your off-hand weapon, albeit at a -10 penalty.

Greater Vital Strike (WIP)
Combat
Prerequisites

BAB: 16, Feat: Improved Vital Strike

When using Vital Strike, you roll your weapon's damage dice four times instead of two.

Greater Weapon Focus
Combat
Prerequisites

Fighter level: 8, Weapon Focus (same weapon)

Choose one type of weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with Weapon Focus.

Greater Weapon Specialization
Combat
Prerequisites

Fighter level: 12, Weapon Focus (same weapon), Weapon Specialization (same weapon)

Choose one type of weapon. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with Weapon Specialization.

Guiding Star
Revelation
Prerequisites

Oracle with Heavens Mystery

You know the position of any star, and can always determine your precise location when outdoors. Once per night while outdoors, you can add your Charisma modifier (minimum 0) as an insight bonus on all saving throws until the next dawn.

Hasted Assault
Arcana
Prerequisites

Magus level 6

The magus can spend 2 points from his arcane pool as a swift action to move at double his normal speed for 1 round. This is equivalent to the haste spell, but only applies to the magus's movement speed.

Healing
Hex
Prerequisites

Witch level 1

A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Healing Hands
Revelation
Prerequisites

Oracle with Life Mystery

You gain a +4 bonus on Heal checks. In addition, when you cast a cure spell, you may choose to treat the target as if it were your own hit point total for the purpose of the spell (using the lower of the two totals for any comparison). You can also automatically stabilize a dying creature with a successful DC 15 Heal check as a standard action.

Heat Aura
Revelation
Prerequisites

Oracle with Flame Mystery, Oracle Level 3

As a swift action, you can cause waves of heat to radiate from your body. This deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves this damage (DC 10 + 1/2 your oracle level + your Charisma modifier). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Heighten Spell (WIP)
Metamagic

A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. The spell slot cost increase equals the number of levels by which you heighten the spell.

Hex
Hex

Choose one hex.

Ice Armor
Revelation
Prerequisites

Oracle with Waves Mystery

You can conjure a suit of icy armor around your body. You gain a +4 armor bonus to AC. At 7th level, this bonus increases to +6. At 13th level, any creature striking you with a melee weapon takes 1d6 cold damage. You can use this armor for a number of hours per day equal to your oracle level.

Icy Skin
Revelation
Prerequisites

Oracle with Waves Mystery, Oracle level 3

You gain resist cold 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to cold. You must be at least 3rd level to select this revelation.

Igneous Skin
Revelation
Prerequisites

Oracle with Flame Mystery

Your skin becomes rough and hardened like cooled lava. You gain a +1 natural armor bonus to AC. This bonus increases by 1 for every five oracle levels you possess. At 7th level, you gain fire resistance 10. At 11th level, you gain fire resistance 20. At 15th level, you become immune to fire.

Improved Bull Rush (WIP)
Combat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Improved Channel
General
Prerequisites

Class feature: Channel Energy

Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Improved Cleaving Finish (WIP)
Combat
Prerequisites

Strength: 13, BAB: 6, Feat: Cleave, Feat: Cleaving Finish, Feat: Great Cleave, Feat: Power Attack

You may use Cleaving Finish any number of times per round.

Improved Counterspell (WIP)
General

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Improved Critical
Combat
Prerequisites

BAB: 8

Choose one type of weapon. The threat range of that weapon is doubled.

Improved Dirty Trick
Combat
Prerequisites

Feat: Combat Expertise

You are skilled at performing dirty tricks. You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to perform a dirty trick on you.

Improved Disarm (WIP)
Combat

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Improved Eldritch Heritage (WIP)
General
Prerequisites

Charisma: 13, BAB: 11, Feat: Eldritch Heritage, Feat: Skill Focus (bloodline skill)

You are treated as a sorcerer of your character level – 2 for the purposes of qualifying for and using either the 1st-level bloodline power from Eldritch Heritage or a 3rd-level bloodline power of the same bloodline.

Improved Feint (WIP)
Combat
Prerequisites

Intelligence: 13, Feat: Combat Expertise

You can make a Bluff check to feint in combat as a move action instead of a standard action.

Improved Grapple (WIP)
Combat

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Improved Great Fortitude (WIP)
General
Prerequisites

Feat: Great Fortitude

Your body's defenses are nearly impenetrable. Once per day, you may reroll a Fortitude saving throw. You must decide to use this ability before you know the results of the original saving throw.

Improved Initiative
Combat

You get a +4 bonus on initiative checks.

Improved Iron Will (WIP)
General
Prerequisites

Feat: Iron Will

Your iron will proves impossible to shake. Once per day, you may reroll a Will saving throw. You must decide to use this ability before you know the results of the original saving throw.

Improved Ki Throw (WIP)
Combat
Prerequisites

Feat: Ki Throw, Feat: Improved Bull Rush

When using Ki Throw, you can throw the tripped creature into a square occupied by another creature. The creature in that square must succeed at a Reflex saving throw (DC 10 + 1/2 your level + your Str modifier) or be knocked prone and take 1d6 points of bludgeoning damage.

Improved Lightning Reflexes (WIP)
General
Prerequisites

Feat: Lightning Reflexes

Your reflexes are almost supernatural in their speed. Once per day, you may reroll a Reflex saving throw. You must decide to use this ability before you know the results of the original saving throw.

Improved Natural Armor
Combat
Prerequisites

Natural armor bonus, Constitution: 13

Your natural armor improves by 1. You must have a natural armor bonus to benefit from this feat. This feat can be taken multiple times; each time, your natural armor bonus increases by 1.

Improved Natural Attack (WIP)
Combat
Prerequisites

Natural weapon, BAB: 4

Choose one of the creature's natural attacks. The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

Improved Overrun
Combat
Prerequisites

Feat: Power Attack

You are skilled at running down your foes. You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to overrun you.

Improved Precise Shot (WIP)
Combat
Prerequisites

Dexterity: 19, BAB: 11, Feat: Point-Blank Shot, Feat: Precise Shot

Your ranged attacks ignore all but total cover and total concealment. You also ignore the miss chance granted by anything less than total concealment.

Improved Reposition
Combat
Prerequisites

Feat: Combat Expertise

You are skilled at repositioning your foes. You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.

Improved Shield Bash (WIP)
Combat
Prerequisites

Shield proficiency

When you perform a shield bash, you may still apply the shield's shield bonus to your AC. Without this feat, a shield does not apply its shield bonus to your AC when used to attack.

Improved Snap Shot (WIP)
Combat
Prerequisites

BAB: 6, Feat: Point-Blank Shot, Feat: Rapid Shot, Feat: Snap Shot, Weapon Focus (any ranged)

You threaten squares within 10 feet of you when wielding a ranged weapon with which you have Weapon Focus, rather than only 5 feet.

Improved Steal (WIP)
Combat
Prerequisites

Intelligence: 13, Feat: Combat Expertise

You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

Improved Sunder (WIP)
Combat

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Improved Trip (WIP)
Combat
Prerequisites

Intelligence: 13, Feat: Combat Expertise

You do not provoke an attack of opportunity when performing a trip combat maneuver, and you gain a +2 bonus on trip checks.

Improved Two-Weapon Defense (WIP)
Combat
Prerequisites

BAB: 6, Feat: Two-Weapon Defense

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your AC instead of +1. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

Improved Two-Weapon Fighting (WIP)
Combat
Prerequisites

Dexterity: 17, BAB: 6, Feat: Two-Weapon Fighting

In addition to the standard extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

Improved Unarmed Strike (WIP)
Combat

You are skilled at fighting while unarmed. You are considered to be armed even when unarmed — you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage (your choice).

Improved Vital Strike (WIP)
Combat
Prerequisites

BAB: 11, Feat: Vital Strike

When using Vital Strike, you roll your weapon's damage dice three times instead of two.

In Harm's Way (WIP)
Combat
Prerequisites

Feat: Bodyguard

While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Intensified Spell (WIP)
Metamagic

An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that deal a number of dice of damage equal to your caster level are unaffected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

Interstellar Void
Revelation
Prerequisites

Oracle with Heavens Mystery

You call upon the vast emptiness between the stars to crush your enemies. You target one creature within 30 feet, dealing 2d6 cold damage per two oracle levels (minimum 1d6), and it must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be fatigued (exhausted at 10th level). You can use this ability once per day, plus one additional time per day at 10th level.

Intimidating Glare (WIP)
Rage Power

The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.

Intimidating Prowess
Combat

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Iron Skin
Revelation
Prerequisites

Oracle with Battle Mystery, Oracle level 7

Your skin hardens like iron. You gain DR 5/adamantine. At 15th level, this increases to DR 10/adamantine. You must be at least 7th level to select this revelation.

Iron Will
General

You get a +2 bonus on all Will saving throws.

Ironguts
General
Prerequisites

Constitution: 13, Race: Dwarf, Half-Orc or Orc

You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).

Ki Throw (WIP)
Combat
Prerequisites

Feat: Improved Trip, Feat: Improved Unarmed Strike

After you successfully trip a creature, instead of leaving the creature prone adjacent to you, you can throw it to any square adjacent to another prone creature within your reach. The thrown creature lands prone and takes 1d6 points of bludgeoning damage. You must have a hand free to make this throw.

Knockback (WIP)
Rage Power

Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Knockdown (WIP)
Rage Power

Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Ledge Walker (WIP)
Rogue Talent

This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Life Sight (WIP)
Revelation
Prerequisites

Oracle with Life Mystery, Oracle level 5

You gain blindsight to a range of 30 feet, but only for living creatures and undead. You cannot use this ability to detect constructs or inanimate objects. At 5th level, you can use this ability for 1 round per oracle level per day. At 11th level, this becomes a constant ability that is always active. You must be at least 5th level to select this revelation.

Lightning Breath
Revelation
Prerequisites

Oracle with Wind Mystery

As a standard action, you can breathe a 60-foot line of electricity that deals 1d4 electricity damage per oracle level (maximum 15d4). A Reflex save (DC 10 + 1/2 oracle level + Cha mod) halves the damage. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter.

Lightning Reflexes
General

You get a +2 bonus on all Reflex saving throws.

Lightning Stance (WIP)
Combat
Prerequisites

Feat: Wind Stance, Dexterity: 17, BAB: 11

The speed at which you move makes you nearly impossible to hit. Whenever you take two or more move actions in a turn, or move 10 or more feet using a single move action, you gain a 50% miss chance against ranged attacks until the start of your next turn.

Lingering Performance (WIP)
General
Prerequisites

Class feature: Bardic Performance

The effects of your bardic performance linger for 2 rounds after you cease performing. All targets affected by your performance at the time it ends continue to gain those effects for 2 more rounds. Targets that move out of range or line of sight during those 2 rounds lose the lingering effect immediately.

Lookout (WIP)
Teamwork

Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally is not flat-footed. If you would normally be able to act in the surprise round and your ally would not, your ally may act in the surprise round as well.

Lunge (WIP)
Combat
Prerequisites

BAB: 6

As a full-round action, you can increase your reach by 5 feet for all melee attacks until the end of your turn, but you take a –2 penalty to your AC until your next turn.

Lure of the Heavens (WIP)
Revelation
Prerequisites

Oracle with Heavens Mystery

Your connection to the heavens makes it seem as though you float through the air. You do not take falling damage, and your feet hover an inch off the ground (ignoring difficult terrain from ground-level sources). At 5th level, you can fly at a speed of 60 feet for a number of minutes per day equal to your oracle level.

Magical Aptitude
General

You get a +2 bonus on all Spellcraft and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Maneuver Mastery
Revelation
Prerequisites

Oracle with Battle Mystery

You have mastered one combat maneuver. Select one combat maneuver when you take this revelation. You receive a +2 bonus on your CMB for that maneuver. At 7th level this bonus increases to +4, and at 11th level to +6. You can take this revelation multiple times, selecting a different combat maneuver each time.

Manyshot (WIP)
Combat
Prerequisites

Dexterity: 17, BAB: 6, Feat: Point-Blank Shot, Feat: Rapid Shot

As a standard action, you may fire two arrows at a single target within 30 feet. Both arrows use the same attack roll (with all applicable modifiers) to determine success and deal damage separately. Precision-based damage and other damage bonuses are applied only once.

Maximize Spell (WIP)
Metamagic

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

Medusa's Wrath (WIP)
Combat
Prerequisites

Feat: Gorgon's Fist, Feat: Improved Unarmed Strike, BAB: 11

You can take advantage of a foe that is already impaired. Whenever you use the full-attack action and your target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious, you can make two additional unarmed strikes against that target. These bonus strikes must be made after all other attacks you make with the full-attack action.

Mercy: Amputated (WIP)
Mercy
Prerequisites

Paladin level: 12, Mercy: Enfeebled

The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs.

Mercy: Blinded (WIP)
Mercy
Prerequisites

Paladin level: 12

The target is no longer blinded.

Mercy: Confused (WIP)
Mercy
Prerequisites

Paladin level: 9

The target is no longer confused.

Mercy: Cursed (WIP)
Mercy
Prerequisites

Paladin level: 9

The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.

Mercy: Dazed (WIP)
Mercy
Prerequisites

Paladin level: 6

The target is no longer dazed.

Mercy: Deafened (WIP)
Mercy
Prerequisites

Paladin level: 12

The target is no longer deafened.

Mercy: Deceived (WIP)
Mercy

The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.

Mercy: Diseased (WIP)
Mercy
Prerequisites

Paladin level: 6

The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

Mercy: Enfeebled (WIP)
Mercy
Prerequisites

Paladin level: 6

The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).

Mercy: Ensorcelled (WIP)
Mercy
Prerequisites

Paladin level: 12

The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20).

Mercy: Exhausted (WIP)
Mercy
Prerequisites

Paladin level: 9, Mercy: Fatigued

The target is no longer exhausted.

Mercy: Fatigued (WIP)
Mercy

The target is no longer fatigued.

Mercy: Frightened (WIP)
Mercy
Prerequisites

Paladin level: 9, Mercy: Shaken

The target is no longer frightened.

Mercy: Haunted (WIP)
Mercy
Prerequisites

Paladin level: 6

The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level.

Mercy: Injured (WIP)
Mercy
Prerequisites

Paladin level: 9

The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.

Mercy: Nauseated (WIP)
Mercy
Prerequisites

Paladin level: 9, Mercy: Nauseated

The target is no longer nauseated.

Mercy: Paralyzed (WIP)
Mercy
Prerequisites

Paladin level: 12

The target is no longer paralyzed.

Mercy: Petrified (WIP)
Mercy
Prerequisites

Paladin level: 12

The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.

Mercy: Poisoned (WIP)
Mercy
Prerequisites

Paladin level: 9

The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.

Mercy: Restorative (WIP)
Mercy
Prerequisites

Paladin level: 9, Mercy: Enfeebled

The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing.

Mercy: Riled (WIP)
Mercy

The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level.

Mercy: Shaken (WIP)
Mercy

The target is no longer shaken.

Mercy: Sickened (WIP)
Mercy

The target is no longer sickened.

Mercy: Staggered (WIP)
Mercy
Prerequisites

Paladin level: 6

The target is no longer staggered, unless the target is at exactly 0 hit points.

Mercy: Stunned (WIP)
Mercy
Prerequisites

Paladin level: 12

The target is no longer stunned.

Mercy: Targeted (WIP)
Mercy
Prerequisites

Paladin level: 6

The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier.

Mesmerist Trick
Mesmerist Trick

Choose one mesmerist trick.

Mighty Pebble
Revelation
Prerequisites

Oracle with Stone Mystery

As a standard action, you can charge and hurl a pebble (or any other small stone) at a target within 30 feet as a ranged touch attack. The pebble deals 1d6 piercing damage per two oracle levels (minimum 1d6). At 7th level, the range increases to 60 feet. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mimicry
Rogue Talent

A rogue with this talent can mimic the voice, tone, and general speech mannerisms of any creature she has observed speaking for at least 1 minute. She can attempt a Disguise check to impersonate that individual's voice with a +4 bonus. This talent does not grant the ability to speak languages the rogue does not know, but she can mimic the sounds and cadence convincingly.

Misfortune
Hex
Prerequisites

Witch level 1

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has suffered from the misfortune hex, it cannot be affected by this hex again for 24 hours.

Missile Shield (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 6, Feat: Shield Focus

Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action.

Mobility
Combat
Prerequisites

Dexterity: 13, Feat: Dodge

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Moonbeam (WIP)
Revelation
Prerequisites

Oracle with Heavens Mystery

You can use faerie fire at will as a spell-like ability, using your oracle level as the caster level. At 7th level, creatures illuminated by this ability take a -4 penalty on saving throws against your spells.

Moontouched
General

At night when at least part of the moon is showing and you can see it, you gain a +2 bonus on Fortitude and Reflex saves but take a –2 penalty on Will saves.

Mounted Archery (WIP)
Combat
Prerequisites

Ride: 1 rank, Feat: Mounted Combat

The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Mounted Blade (WIP)
Combat
Prerequisites

Ride: 3 ranks, Feat: Mounted Combat, Feat: Ride-by Attack

When you use the Ride-By Attack feat, if your attack hits, you can also make an attack against a target adjacent to your original target. You take a -5 penalty on this additional attack, which does not benefit from any effects of a charge.

Mounted Combat (WIP)
Combat
Prerequisites

Ride: 1 rank

Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Natural Spell (WIP)
General
Prerequisites

Wisdom: 13, Class feature: Wild Shape

You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

Nature Soul
General

You are innately in tune with the natural world. You gain a +2 bonus on all Handle Animal and Knowledge (Nature) checks, and one of these skills (your choice) is always a class skill for you.

Near Death
Revelation
Prerequisites

Oracle with Bones Mystery, Oracle level 5

You gain a +2 insight bonus on saving throws against death effects, energy drain, and negative energy. At 7th level, this bonus increases to +4. You must be at least 5th level to select this revelation.

Nimble Moves (WIP)
General
Prerequisites

Dexterity: 13

Whenever you move, you may move through up to 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Ninja Trick
Ninja Trick

Choose one ninja trick.

Offensive Defense (WIP)
Rogue Talent

When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, she gains a +1 dodge bonus to her Armor Class for each die of sneak attack damage rolled for that attack. This bonus lasts until the start of the rogue's next turn.

Outflank (WIP)
Teamwork
Prerequisites

BAB: 4

Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Pack Attack (WIP)
Teamwork
Prerequisites

BAB: 1

When an ally with this feat hits an opponent, you can make a 5-foot step toward that creature as an immediate action. This movement does not count against your move action on your turn.

Paired Opportunists (WIP)
Teamwork

Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity. Allies who also have this feat provide you with more opportunities to make attacks of opportunity. Whenever an ally with this feat hits a creature you are both threatening with an attack of opportunity, you may also make an attack of opportunity against the creature at a –4 penalty on the attack roll.

Penetrating Strike (WIP)
Combat
Prerequisites

Fighter level: 12, BAB: 12, Feat: Weapon Focus

Your attacks ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Persistent Spell (WIP)
Metamagic

Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell's actual level. This feat can only be applied to spells that require a saving throw.

Persuasive
General

You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Pin Down (WIP)
Combat
Prerequisites

BAB: 11, Feat: Combat Reflexes

Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If your attack of opportunity hits, the opponent cannot move from its current space.

Pinpoint Targeting (WIP)
Combat
Prerequisites

Feat: Improved Precise Shot, Feat: Point-Blank Shot, Feat: Precise Shot, Dexterity: 19

You can target a foe's vulnerable areas with a ranged attack. As a standard action, make a single ranged attack. The target does not gain the benefit of its armor, natural armor, or shield against this attack, but you also lose any bonus from cover. This feat has no effect on creatures that have no discernible anatomy, are immune to critical hits, or that have total concealment.

Piranha Strike (WIP)
Combat
Prerequisites

BAB: 1, Feat: Weapon Finesse

When wielding a light weapon, you can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the damage bonus increases by +2. This bonus does not apply when using a two-handed weapon.

Point-Blank Master (WIP)
Combat
Prerequisites

Feat: Point-Blank Shot, Weapon Focus (any ranged)

You are skilled at firing ranged weapons in close quarters. When using an appropriate ranged weapon, your ranged attacks do not provoke attacks of opportunity from threatening opponents.

Point-Blank Shot
Combat

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Poison Use (WIP)
Rogue Talent

A rogue with this talent is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade or other weapon. She can also identify poisons with a successful Craft (alchemy) check (DC 15).

Power Attack (WIP)
Combat
Prerequisites

Strength: 13, BAB: 1

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.


When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.


You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Precise Shot (WIP)
Combat
Prerequisites

Feat: Point-Blank Shot

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Precise Strike (WIP)
Teamwork
Prerequisites

Dexterity: 13, BAB: 1

Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Punishing Iceberg
Revelation
Prerequisites

Oracle with Waves Mystery

As a standard action, you can unleash a shard of pure ice at a target within 30 feet as a ranged touch attack, dealing 1d6 cold damage per oracle level (maximum 15d6). The target must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or become entangled for 1d4 rounds. You can use this ability once per day at 1st level, plus one additional time per day at 7th level and every 7 levels thereafter.

Pushing Assault (WIP)
Combat
Prerequisites

Strength: 15, BAB: 1, Feat: Power Attack

When you hit a creature with a two-handed weapon as part of a charge, you can push the creature back 5 feet in addition to normal damage. You may move with the creature (up to the maximum distance you moved during the charge). This movement does not provoke attacks of opportunity.

Quick Channel (WIP)
General
Prerequisites

Class feature: Channel Energy, BAB: 5

You may channel energy as a move action by spending 2 daily uses of that ability.

Quick Disable (WIP)
Rogue Talent

It takes a rogue with this talent only a move action to disable a device using the Disable Device skill. She still cannot disarm traps in less than a full-round action.

Quick Draw (WIP)
Combat
Prerequisites

BAB: 1

You can draw weapons faster than most. You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Quicken Spell (WIP)
Metamagic

Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or that requires a full-round action to cast cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level.

Raging Vitality (WIP)
General
Prerequisites

Class feature: Rage or Bloodrage, Constitution 15

While raging, you are full of vigor and health. You gain a +2 Constitution bonus while raging. In addition, if you are reduced to 0 or fewer hit points while raging, you do not die until your rage ends.

Rapid Reload
Combat

The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Rapid Shot (WIP)
Combat
Prerequisites

Dexterity: 13, Feat: Point-Blank Shot

When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Reach Spell (WIP)
Metamagic

You can alter a spell with a range of touch to instead have a range of 30 feet. Alternatively, you can increase the range of a ranged touch spell by one range category (close to medium, medium to long). A reach spell uses up a spell slot one level higher than the spell's actual level if the original range is touch, two levels higher if close range, or three levels higher if medium range.

Resiliency (WIP)
Rogue Talent

Once per day, a rogue with this ability can gain a number of temporary hit points equal to her rogue level. Activating this ability is an immediate action that can only be performed when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious.

Ride-by Attack (WIP)
Combat
Prerequisites

Ride: 1 rank, Feat: Mounted Combat

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Rime Spell (WIP)
Metamagic

Creatures that take cold damage from the affected spell become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. An entangled creature can attempt to break free as a move action, making a Strength or Escape Artist check (DC 10 + the original spell level + your spellcasting ability modifier). A rime spell uses up a spell slot one level higher than the spell's actual level.

Rumormonger (WIP)
Advanced Rogue Talent

A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.


DCs: Small town (18), large town (20), Small city (25), Large city (30), Metropolis (35)

Run (WIP)
General

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (by running at least 4 rounds), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Safe Guard (WIP)
Revelation
Prerequisites

Oracle with Life Mystery

As an immediate action, you can shield an adjacent ally from harm. The ally gains a +4 deflection bonus to AC until the start of your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Sandwalker
General
Prerequisites

Dexterity: 13, Constitution: 13

When desert terrain would reduce your overland movement speed to 1/2 normal, you can move at 3/4 your normal speed.



You gain a +2 bonus to Survival checks to find food and water, and to checks to avoid getting lost in a desert.

Saving Shield (WIP)
Combat
Prerequisites

Feat: Shield Focus

As an immediate action, you can grant an adjacent ally a +2 shield bonus to AC until the start of your next turn.

Scorpion Style (WIP)
Combat
Prerequisites

Feat: Improved Unarmed Strike

You can perform an unarmed strike that causes your target's legs to become rubbery. As a standard action, make an unarmed strike. If the attack hits, the target must make a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or have its movement speed reduced to 5 feet for a number of rounds equal to your Wisdom modifier.

Scribe Scroll (WIP)
Item Creation
Prerequisites

CasterLevel: 1

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Scuttle (WIP)
General

You can crawl at half your normal speed and can take a 5-foot step when crawling. When crawling, you don’t provoke attacks of opportunity from opponents that are one or more size categories larger than you.

Sea Legs
General
Prerequisites

Profession (sailor): 5 ranks

At night when at least part of the moon is showing and you can see it, you gain a +2 bonus on Fortitude and Reflex saves but take a –2 penalty on Will saves.

Searing Spell (WIP)
Metamagic

Targets damaged by your fire spells are blinded for 1 round. Additionally, half the fire damage dealt by a searing spell results from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. A searing spell uses up a spell slot two levels higher than the spell's actual level.

Selective Channeling (WIP)
General
Prerequisites

Class feature: Channel Energy, Charisma: 13

When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Selective Spell (WIP)
Metamagic
Prerequisites

Spellcasting ability 13+

When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your spellcasting ability modifier. These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell's actual level. Spells that do not have an area of effect or a duration of instantaneous cannot be affected by this feat.

Self-Sufficient
General

You get a +2 bonus on all Heal and Survival skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Selfish Channel (WIP)
General
Prerequisites

Class feature: Channel Energy

Whenever you channel positive energy to heal creatures, you regain half again as many hit points (+50%) as normal if you’re the only creature healed by the channeled energy (either because there are no other living creatures within the area or because you exclude them with Selective Channeling or a similar effect).


If you are healed by negative energy, this feat applies when you channel negative energy and you’re the only creature healed by the channeled energy.

Shake It Off (WIP)
Teamwork

When you are adjacent to one or more allies who also have this feat, you receive a +1 bonus on saving throws per such ally (maximum +4) to resist or end ongoing conditions.

Shard Explosion
Revelation
Prerequisites

Oracle with Stone Mystery

As a swift action, you cause jagged shards of stone to explode outward from your body. All creatures within 10 feet take 1d6 points of piercing damage per two oracle levels (minimum 1d6). A Reflex save halves this damage (DC 10 + 1/2 oracle level + Cha mod). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Shatter Defenses (WIP)
Combat
Prerequisites

BAB: 6, Feat: Weapon Focus, Feat: Dazzling Display

Any shaken, frightened, or panicked foe you hit with a melee attack is treated as flat-footed to your attacks until the end of your next turn.

Shield Focus
Combat
Prerequisites

BAB: 1, Shield proficiency

Increase the AC bonus granted by any shield you are using by 1.

Shield Master (WIP)
Combat
Prerequisites

BAB: 11, Feat: Improved Shield Bash, Feat: Shield Slam, Feat: Two-Weapon Fighting

You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it were a weapon enhancement bonus.

Shield Slam (WIP)
Combat
Prerequisites

BAB: 6, Feat: Improved Shield Bash

Any time you take a full-attack action and make at least one shield bash attack, you can make an additional bull rush combat maneuver attempt against one of the targets of your shield bash as a free action. This bull rush does not provoke an attack of opportunity. You do not move with the target of the bull rush. If you have the Greater Bull Rush feat, targets of this free bull rush provoke attacks of opportunity as normal for being moved.

Sickening Critical (WIP)
Combat
Prerequisites

BAB: 11, Feat: Critical Focus

Whenever you score a critical hit, your opponent becomes sickened for 1 minute unless it succeeds at a Fortitude save.

Silent Spell (WIP)
Metamagic

A silent spell can be cast without verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Siphoning Touch
Revelation
Prerequisites

Oracle with Bones Mystery, Oracle Level 3

With a touch, you siphon life force from another creature to heal yourself. As a standard action, you may touch a living creature to deal 1d6 points of damage per two oracle levels you possess and gain the same number of hit points. A Fortitude save (DC 10 + 1/2 your oracle level + your Charisma modifier) halves the damage dealt (and the hit points you gain). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Skill Focus
General

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Skill at Arms (WIP)
Revelation
Prerequisites

Oracle with Battle Mystery

You gain proficiency in all martial weapons and in heavy armor. At 7th level, you also gain proficiency with tower shields.

Slashing Grace (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 1, Feat: Weapon Finesse, Weapon Focus (slashing weapon)

Choose one kind of one-handed slashing weapon. When wielding your chosen weapon one-handed, you can treat it as a piercing weapon for feats and class abilities, and you add your Dexterity modifier instead of your Strength modifier to that weapon's damage rolls.

Slow Reactions (WIP)
Rogue Talent

Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Slumber
Hex
Prerequisites

Witch level 1

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the sleep spell, but affecting a creature of any HD. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex can only be placed on a creature once per day.

Snap Shot (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 6, Feat: Point-Blank Shot, Feat: Rapid Shot, Weapon Focus (any ranged)

While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Snap Shot (WIP)
Rogue Talent

While a rogue with this talent is adjacent to a ranged weapon she is proficient with, she can pick up that weapon as a free action instead of a move action. Additionally, she does not provoke attacks of opportunity when picking up a ranged weapon from the ground.

Snatch Arrows (WIP)
Combat
Prerequisites

Dexterity: 15, Feat: Deflect Arrows, Feat: Improved Unarmed Strike

You can catch arrows, crossbow bolts, and other projectiles in flight. Whenever you use the Deflect Arrows feat, you may catch the weapon instead of merely deflecting it. Thrown weapons and projectiles that can be picked up and used as weapons can be thrown back as an immediate action or kept for later use.

Soul Siphon
Revelation
Prerequisites

Oracle with Bones Mystery, Oracle level 3

As a ranged touch attack, you can draw out a portion of an undead creature's animating force, dealing 1d6 points of damage per two oracle levels (minimum 1d6) and granting you an equal number of temporary hit points that last for 1 hour. A Will save halves the damage (DC 10 + 1/2 your oracle level + your Charisma modifier). You can use this ability once per day, plus one additional time per day at 5th and 10th level. You must be at least 3rd level to select this revelation.

Spark Skin
Revelation
Prerequisites

Oracle with Wind Mystery, Oracle level 3

You gain resist electricity 10. At 11th level, your resistance increases to 20. At 17th level, you become immune to electricity. You must be at least 3rd level to select this revelation.

Spell Focus
Magic

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

Spell Mastery (WIP)
General
Prerequisites

Class feature: Scribe Scroll (Wizard 1)

Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.

Spell Penetration
General

You get a +2 bonus on caster level checks made to overcome a creature's spell resistance.

Spell Shield
Arcana
Prerequisites

Magus level 1

The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to his Armor Class equal to his Intelligence modifier until the start of his next turn.

Spell Specialization
General

Select one spell of a spell level you can cast. You cast that spell with a +2 bonus to your caster level. This bonus increases by 2 for every 5 levels you possess (maximum +10 at 20th level). Whenever you cast the chosen spell using a spell slot of a higher level than the chosen spell's level, the caster level bonus increases by 2 as well. You can take this feat multiple times; each time, you apply it to a new spell.

Spellbreaker (WIP)
Combat
Prerequisites

Feat: Disruptive, BAB: 10

When a spellcaster you threaten fails a concentration check, that failure provokes an attack of opportunity from you. You can make attacks of opportunity against spellcasters who use the withdraw action to leave your threatened area. If you take this attack of opportunity, the spellcaster does not leave your threatened area, though the move action is used up.

Spirited Charge (WIP)
Combat
Prerequisites

Feat: Mounted Combat, Feat: Ride-by Attack

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spray of Shooting Stars
Revelation
Prerequisites

Oracle with Heavens Mystery

As a standard action, you can unleash a barrage of shooting stars. You can fire one meteor per four oracle levels (minimum 1), dealing 4d6 fire damage each to a target within 30 feet. A Reflex save halves the damage (DC 10 + 1/2 oracle level + Cha mod). You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Spring Attack (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 4, Feat: Dodge, Feat: Mobility

As a full-round action, you can move up to your speed and make a single melee attack without provoking attacks of opportunity from the target of your attack. Your movement can occur before and after the attack.

Stabbing Shot (WIP)
Combat
Prerequisites

BAB: 6, Feat: Manyshot, Feat: Point-Blank Shot, Feat: Rapid Shot

When using a longbow or composite longbow, you can push an adjacent creature away with your bow. As a standard action, make a melee attack with your bow against an adjacent creature (this counts as an attack with a two-handed improvised weapon). If you hit, you deal 1d4 points of damage (regardless of the bow's normal damage) and push the creature back 5 feet. You can then make a ranged attack against the creature at normal range increment penalties.

Staggering Critical (WIP)
Combat
Prerequisites

BAB: 13, Feat: Critical Focus

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds unless it succeeds at a Fortitude save.

Stand Still (WIP)
Combat
Prerequisites

Feat: Combat Reflexes

When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

Star Chart
Revelation
Prerequisites

Oracle with Heavens Mystery

Your knowledge of the heavens is encyclopedic. You gain a +4 competence bonus on Knowledge (Arcana) checks. Additionally, you can always determine true north and your precise location when outdoors.

Stealthy
General

You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Step Up (WIP)
Combat
Prerequisites

BAB: 1

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also take a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take a 5-foot step using this feat, you cannot take another 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Step Up and Strike (WIP)
Combat
Prerequisites

Dexterity: 13, BAB: 11, Feat: Step Up, Feat: Following Step

When using the Following Step feat to follow an adjacent foe, you can make a single melee attack against that foe at your highest attack bonus as an immediate action. If you do, you are staggered until the end of your next turn.

Still Spell (WIP)
Metamagic

A still spell can be cast without somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell's actual level.

Stone Armor
Revelation
Prerequisites

Oracle with Stone Mystery

Your skin hardens like ancient stone. You gain a +1 natural armor bonus to AC. This bonus increases by 1 for every 4 oracle levels you possess (maximum +5 at 16th level).

Stone Stability
Revelation
Prerequisites

Oracle with Stone Mystery

You receive a +4 bonus to your CMD whenever you attempt to resist a bull rush or trip attempt while standing on the ground.

Stony Skin
Advanced Rogue Talent

A rogue with this talent gains DR 2/adamantine. A rogue can select this talent up to three times; each additional time the rogue selects this talent, the DR granted by this talent increases by 1.

Strong Impression
Rogue Talent

A rogue who selects this talent gains Intimidating Prowess as a bonus feat.

Stunning Critical (WIP)
Combat
Prerequisites

BAB: 17, Feat: Critical Focus

Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds unless it succeeds at a Fortitude save.

Stunning Fist (WIP)
Combat
Prerequisites

Dexterity: 13, Wisdom: 13, Feat: Improved Unarmed Strike, BAB: 8

You know just where to strike to temporarily stun a foe. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Sundering Strike (WIP)
Combat
Prerequisites

BAB: 9, Feat: Improved Sunder

Whenever you confirm a critical hit, you can attempt a free sunder combat maneuver against the target. This does not provoke an attack of opportunity.

Superior Summoning (WIP)
General
Prerequisites

BAB: 1, Feat: Augment Summoning

Each time you cast a summoning spell that summons more than one creature (such as summon monster III), add one to the number of creatures summoned.

Superstition
Rage Power

The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Surprise Accuracy
Rage Power

The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.

Surprising Charge (WIP)
Revelation
Prerequisites

Oracle with Battle Mystery

Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th and 15th level.

Tandem Trip (WIP)
Teamwork
Prerequisites

Feat: Improved Trip

Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the higher result.

Target of Opportunity (WIP)
Teamwork
Prerequisites

BAB: 6, Feat: Point-Blank Shot, Feat: Rapid Shot

When an ally with this feat makes a ranged attack and hits an opponent, you can make a ranged attack against that opponent as an immediate action. Both you and the ally must threaten the target's current location for you to use this feat.

Throw Anything (WIP)
Combat

You can throw splash weapons with greater skill. You take no penalty when using a splash weapon as an improvised ranged weapon.

Thunderous Charge
Revelation
Prerequisites

Oracle with Battle Mystery

Whenever you charge an opponent, you gain a +4 bonus on the attack roll and deal an extra 1d8 points of damage. At 11th level, these bonuses increase to +6 and 2d8. At 15th level, you also automatically score a critical threat on a charge attack, though you must still confirm the critical.

Tiger Style
Combat
Prerequisites

Feat: Improved Unarmed Strike, Dexterity: 13

You can use your unarmed strikes to deal rending damage. While using this style, you add your Dexterity modifier instead of your Strength modifier to your unarmed strike damage rolls. You also gain a +2 bonus to your CMD against bull rush, drag, and reposition combat maneuvers.

Tiring Critical (WIP)
Combat
Prerequisites

BAB: 13, Feat: Critical Focus

Whenever you score a critical hit, your opponent becomes fatigued unless it succeeds at a Fortitude save.

Tongues (WIP)
Hex
Prerequisites

Witch level 1

A witch with this hex can understand any spoken language, as if under the effects of the comprehend languages spell. At 5th level, the witch can also speak any language, as if under the effects of the tongues spell. Both effects are permanent until the witch loses this hex.

Toppling Spell (WIP)
Metamagic

The impact of your force spell is strong enough to knock the target prone. If the target takes damage from the toppling spell, it is subject to a trip combat maneuver check as a free action. This combat maneuver uses your full caster level as your base attack bonus and your spellcasting ability modifier in place of your Strength modifier. This feat only affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.

Touch of Flame
Revelation
Prerequisites

Oracle with Flame Mystery

As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage + 1d6 for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon you wield is treated as a flaming weapon, adding 1d6 fire damage to all attacks.

Touch of the Storm
Revelation
Prerequisites

Oracle with Wind Mystery

As a standard action, you can make a ranged touch attack at a target within 30 feet, discharging a bolt of lightning that deals 1d6 electricity damage per two oracle levels (minimum 1d6). A creature struck must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be staggered for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Toughness
General

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Trample (WIP)
Combat
Prerequisites

Feat: Mounted Combat, Feat: Ride-by Attack

When mounted, you can ride down opponents. When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Trap Spotter (WIP)
Rogue Talent

Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check is made in secret by the GM.

Tremorsense
Revelation
Prerequisites

Oracle with Stone Mystery, Oracle level 5

You gain tremorsense with a range of 30 feet, allowing you to sense the location of creatures and objects in contact with the ground. At 11th level, this range increases to 60 feet. You must be at least 5th level to select this revelation.

Turn Undead (WIP)
General
Prerequisites

Class feature: Channel positive energy

You can use positive energy to cause undead to flee.\n\nAs a standard action, you can use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Two-Handed Thrower (WIP)
Combat
Prerequisites

Strength: 15, Feat: Power Attack

Whenever you use both hands to throw a one-handed or two-handed weapon, you add 1-1/2 times your Strength modifier on damage rolls instead of your normal Strength modifier. Using both hands to throw a weapon requires you to spend a move action to prepare the weapon before throwing it.

Two-Weapon Defense (WIP)
Combat
Prerequisites

Feat: Two-Weapon Fighting

When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting (WIP)
Combat
Prerequisites

Dexterity: 15

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Two-Weapon Rend (WIP)
Combat
Prerequisites

Dexterity: 17, BAB: 11, Feat: Double Slice, Feat: Improved Two-Weapon Fighting, Feat: Two-Weapon Fighting

If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Undead Servitude
Revelation
Prerequisites

Oracle with Bones Mystery

You gain the ability to command undead as a cleric of your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Vital Strike (WIP)
Combat
Prerequisites

BAB: 6

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional weapon damage dice.

Voice of the Grave (WIP)
Revelation
Prerequisites

Oracle with Bones Mystery

You can speak with dead as per the spell a number of times per day equal to your Charisma modifier. At 5th level and every 5 oracle levels thereafter, the dead creature takes a cumulative −2 penalty on its Will save to resist this effect.

Ward
Hex
Prerequisites

Witch level 1

A witch can protect a creature from harm. This functions as a resistance spell, granting a +1 resistance bonus on saving throws. At 8th level, the bonus increases to +2. At 16th level, the bonus increases to +3. This ward lasts until it is discharged or until the creature fails a saving throw.

Water Sight
Revelation
Prerequisites

Oracle with Waves Mystery

You can see through mist, fog, and rain without penalty. In addition, you gain a +4 competence bonus on Swim checks. At 7th level, you can see through water as if using a water breathing spell, and you gain blindsense 30 feet while underwater.

Weapon Finesse (WIP)
Combat

With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Natural weapons are considered light weapons.

Weapon Focus
Combat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Mastery (WIP)
Revelation
Prerequisites

Oracle with Battle Mystery, Oracle Level 7

Select one weapon type (such as sword or bow). You gain Weapon Focus and Weapon Specialization with that weapon type, even if you don't meet the prerequisites. At 11th level, you gain Greater Weapon Focus and Greater Weapon Specialization with that weapon type.

Weapon Specialization
Combat
Prerequisites

Fighter level: 4, Weapon Focus (same weapon)

Choose one type of weapon. You gain a +2 bonus on all damage rolls you make using the selected weapon.

Well-Prepared (WIP)
General
Prerequisites

Race: Halfling

Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.


At the GM’s option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

Whirlwind Attack (WIP)
Combat
Prerequisites

Dexterity: 13, Intelligence: 13, BAB: 4, Feat: Combat Expertise, Feat: Dodge, Feat: Mobility, Feat: Spring Attack

As a full-round action, you can make one melee attack at your highest base attack bonus against each opponent within reach.

Widen Spell (WIP)
Metamagic

You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.

Wind Reader
Revelation
Prerequisites

Oracle with Wind Mystery

You can read wind patterns to predict weather and feel the approach of creatures. You gain a +4 competence bonus on Fly checks. In addition, you cannot be surprised — you always act in the surprise round.

Wind Sight (WIP)
Revelation
Prerequisites

Oracle with Wind Mystery

You can see through wind, rain, fog, and similar weather conditions without penalty or obscurement. Additionally, you gain the ability to detect approaching storms, high winds, or other weather events within 1 mile. At 7th level, you can see through magical wind and weather effects as well.

Wind Stance (WIP)
Combat
Prerequisites

Feat: Dodge, Dexterity: 15, BAB: 6

Your erratic movements make you hard to hit. Whenever you move more than 5 feet during your turn, you gain a 20% miss chance against ranged attacks until the start of your next turn.

Wings of Air
Revelation
Prerequisites

Oracle with Wind Mystery, Oracle level 7

Large wings of pure wind and air grow from your back, granting you a fly speed of 60 feet with good maneuverability. At 10th level, your fly speed increases to 90 feet. You must be at least 7th level to select this revelation.

Wings of Fire
Revelation
Prerequisites

Oracle with Flame Mystery, Oracle level 7

As a swift action, you can manifest a pair of fiery wings that grant you a fly speed of 60 feet with average maneuverability. You can use these wings for 1 minute per oracle level per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation.

Wintry Touch
Revelation
Prerequisites

Oracle with Waves Mystery

As a standard action, you can make a melee touch attack that deals 1d6 cold damage per two oracle levels (minimum 1d6). A creature struck must make a Fortitude save (DC 10 + 1/2 oracle level + Cha mod) or be staggered for 1 round from the numbing cold. You can use this ability a number of times per day equal to 3 + your Charisma modifier.