1. Feat Description
  2. General Feats
  3. Soldier Feats
  4. Sorcery Feats
  5. Feat List
    1. A-B
    2. C-D
    3. E-G
    4. H-K
    5. L-N
    6. O-R
    7. S
    8. T-Z

I. Feat Description

In Conan the Roleplaying Game, feats are an intrinsic part of the creation and advancement of every player Character and Non-Player Character alike. Feats represent special abilities or enhancements that further distinguish a character from less adventurous individuals of his race. Feats in Conan the Roleplaying Game can offer additional bonuses to a character’s skills, combat abilities or magical prowess.

All characters within Conan the Roleplaying Game will select at least one feat at 1st level and more as they rise in levels. Feat selection is a crucial part of customising each character and care should be taken to choose feats that complement the character’s class features, racial traits and other capabilities.

A full list of all feats is given in the Feats Table, along with the prerequisites needed to acquire each feat.

Apart from a brief summary of the feat’s function, the key points of each feat are laid out as follows. Not all feat descriptions contain all points.

Here is the format for feat descriptions:

Feat Name (Type of Feat)

Prerequisites: A prerequisite is a minimum ability score, another feat or feats, a minimum Base Attack Bonus, a minimum number of ranks in one or more skills or a class level that a character must have in order to acquire a feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: The benefit is what the feat enables the character (‘you’ in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated in the description. In general, having a feat twice is the same as having it once.

Normal: Normal refers to what a character who does not have a feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Special refers to additional facts about a feat that may be helpful when a player decides whether to acquire the feat.


II. General Feats

Feat Prerequisite Benefit
Accelerated Balancing Balance 1 rank, Dex 13 No penalty to your Balance skill check when moving at full speed
Accelerated Climbing Climb 1 rank, Dex 13 No penalty to your Climb skill check when moving at half speed
Acrobat Perform (Any Physical) 1 rank You consider the following skills as Class Skills: Climb, Jump, Tumble, and Use Rope
Acrobatic +2 bonus on Jump and Tumble checks
Acrobatic Attack Dex 13, Int 13, Base Attack Bonus +6, Combat Expertise, Dodge, Skill Focus (Tumble) Attack while tumbling
Agile +2 bonus on Balance and Escape Artist checks
Agile Climber Dex 13 You are not as vulnerable to attack while climbing
Akbitanan Smith Must be a Shemite, Craft (weaponsmith) 9 ranks Create items of Akbitanan quality
Alertness +2 bonus to Perception and Initiative checks
Alluring Persuasive, Negociator +2 bonus on Diplomacy checks and add +1 to the save DCs of all your mind-affecting, language-dependent spells
Ambush Stealth 2 ranks, Improved Initiative Additional move during surprise round
Animal Affinity 2 bonus on Handle Animal and Ride checks
Apothecary +2 bonus on Craft (Alchemy) and Craft (Herbalism)
Arcanely Driven No limit when you spend skill points each level when learning Arcana. Max skill ranks X2.
Armour Proficiency (Heavy) Armour Proficiency (Medium) No armour check penalty on attack rolls
Armour Proficiency (Light) No armour check penalty on attack rolls
Armour Proficiency (Medium) Armour Proficiency (light) No armour check penalty on attack rolls
Armoured Stealth Dex 13, Stealth 1 rank, Armour Proficiency (Light), Stealthy. Avoid light armour check penalties to stealth
Athletic +2 bonus on Climb and Swim checks
Attribute Training 1 point in the chosen attribute
Awaken the Thunder Soldier level 3, heavy cavalry formation +2 damage bonus and give it to your company
Backstab Sneak Attack +1d6 +2 bonus on attack rolls when making a sneak attack
Back Protection Improved Uncanny Dodge, Base Attack Bonus +6 Make an attack of opportunity if someone try to sneak attack you
Blind-Fight Reroll miss chance from concealment
Bookworm +2 bonus to research conducted in a library
Bravado Cha 13 Use Charisma bonus instead of Strength or Dexterity for attack and parry rolls
Brutal Attack Dex 14, Str 16, Base Attack Bonus +5, Weapon Focus (any melee weapon) Double your Strength modifier for damage when you attack a flat-footed foe
Canny Wis 13 Use Wisdom bonus instead of Stength or Dexterity for attack and parry rolls
Captain Profession (Sailor) or (Commander) 1 rank You consider the following skills as Class Skills: Bluff, Sense Motive, Intimidate, Diplomacy
Challenge Intimidate 5 ranks, Bluff 2 ranks This feat is the character’s talent to call out his foes to fight him, and him alone
Child of Jhebbal Sag Must be a Pict or Kushite, may only be taken at 1st level Become inhuman
Combat Master Wis 13, Perception 2 ranks, Sense Motive 2 ranks, Alertness Add WIS and STR or DEX modifier for attack rolls
Combat Reflexes Make additional attacks of opportunity
Concealed Weapon Dex 13, Bluff 2 ranks, Quick Draw Bonus to hide a small weapon and consider you opponent flat footed
Concentration Mastery Concentration 5 ranks Can always take 10 on Concentration checks
Confident You have a high opinion of yourself and refuse to bow before anyone
Cool Under Pressure Wis 17 Take 10 as standard action on some checks
Coordinated Strike Animal Ally, Handle Animal 5 ranks You and your animal companion or special mount can coordinate your melee attacks to gain an advantage in combat.
Courtesan Bluff 1 rank You consider the following skills as Class Skills: Knowledge (Pick One), Perform (Pick One), Diplomacy, Sense Motive
Craftsman Craft (Any) 1 rank +2 bonus on all Craft checks
Crowd Slipping Dex 13 Full movement through crowds
Culling the Weak Sense Motive 4 ranks Bonus against the weakest member of a group
Cutting Remark Cha 15 Taunt opponent to force attack
Dabbler Int 13, Knowledge (Arcana) 6 Minor magical ability
Dangerous Insinuations Cha 13 +2 Bluff, Diplomacy, Perform when inciting distrust
Deceitful +2 bonus on Disguise and Forgery checks
Deep Cover Disguise 3 ranks +10 bonus when impersonating a specific person.
Deft Hands +2 bonus on Sleight of Hand and Use Rope checks
Desperate Interrupt Dex 13, Improved Initiative, Lightning Reflexes Partial action to interrupt someone by sacrificing your next action
Diligent +2 bonus on Appraise and Decipher Script checks
Disarming Looks Cha 13 Reroll bluff, diplomacy, gather information, intimidate if physical appearance is involved
Dive for Cover Base Reflex save bonus +4 Reroll Reflex Saves
Engineer Profession (Engineer) 1 rank You consider the following skills as Class Skills: Knowledge (Architecture and Engineering), Disable Device, Craft (Stonemasonry), One Craft of your choice
Epiphany Wis 15+, Knowledge (religion) 6 ranks You can deliver an uncannily apropos statement that stuns others into a sublime understanding of a concept.
Exotic Weapon Proficiency Base Attack Bonus +1 Avoid nonproficiency penalty with one category of weapon
Eyes Of The Cat Perception 1 rank, may only be taken at 1st level. Gain low-light vision
Eyes Of The Magpie Appraise 5 ranks. Notice the three most expensive items visible in a room
Face in the Crowd Disguise skill, Cha 13 Disguise as a full round action
Fast Healer Con 13 You heal faster
Fast Talker Cha 15, Bluff 3 ranks Confuse listeners for 1 round
Favored Destiny Lucky, Dex 13. Once per week, a character with this feat can completely avoid what would otherwise be lethal damage
Feign Death Perform (Actor) 2 ranks Make believe you are uncounscious
Fighting-Madness Must be a Cimmerian, Himelian Tribesman, Wazuli, Kushite, Nordheimr, Pict, Southern Islander, Darfari or Tlazitlan, Con 13, Base Attack Bonus +1. Fight like a berserker
Fortune Teller Perform 1 rank You consider the following skills as Class Skills: Knowledge (Astrology), Sense Motive, Bluff, Diplomacy
Fortune's Favor 3rd level, Cha 13 Once per day, you can reroll one roll you have just made
Free Thinker Wis 13, Priest You are no longer limited by the choices given to ordained priests.
Good Listener Gather Information 5 ranks, Cha 13 Reduce time to gather information
Great Fortitude +2 bonus on Fortitude saves
Great Library Must be civilized, may only be taken at 1st level or when circumstances permit. Gain a library
Greater Uncanny Dodge Improved Uncanny Dodge, Improved Initiative, Dex 19. If an opponent readies an action targeting you or an action you take, he must succeed at an opposed initiative check against you.
Grounded Resolute Second save check against major insanity
Grudge You must have a good reason to take this feat Bonus against a group or an organization
Guide Knowledge (Local) 1 rank You consider the following skills as Class Skills: Knowledge (Geography), Knowledge (Nature), Survival, Heal
Herbalist Knowledge (Nature) 1 rank You consider the following skills as Class Skills: Craft (Herbalism), Knowledge (Nature), Survival, Heal
Hero’s Effort Level 4 Gain one additionnal action each day during one fight round
High Society Diplomacy 1 rank Bonus when interacting with important persons
Horde Cha 13, Leadership, nomad level 12 or barbarian level 12. Gain lots of followers
Improved Disguise Cha 13, Disguise 5 ranks Reduce the necessary time to disguise yourself
Improved Diversion Bluff 4 ranks You can use Bluff to create a diversion to hide
Improved Great Fortitude Great Fortitude Reroll a failed fortitude check
Improved Lightning Reflexes Lightning Reflexes Reroll a reflex check
Improved Lockpicking Open Lock 5 ranks, Dex 13 Reduce the necessary time to open a lock
Informants Gather Information 2 ranks, One Week spent putting together a network of informants in a city. +5 bonus on Gather Information Checks
Innocent Smile Cha 13 Make people willing to overlook obvious signs of your malicious intent
Inside Connection Bonus to deal with a group or an organization
Investigator +2 bonus on Gather Information and Search checks
Iron Will +2 bonus on Will saves
Jaded 1+ Corruption You may add your Corruption score to all fear or terror checks
Knowledgeable Int 13 +2 bonus on all Knowledge checks
Leadership Character Level 6 Gain followers
Leave No Witnesses Stealth 10 ranks, Alertness Attack of opportunity when spoted
Legendary Leader Soldier level 10 or Noble level 8, Cha 15, Leadership Add reputation bonus to attack or damage in battle
Light-Footed Stealth 1 rank, sneak attack +1d6. Bonuses while unarmoured
Light Sleeper No malus for perception while asleep
Lightning Reflexes +2 bonus on Reflex saves
Lionhearted Iron will +1 bonus on Will saves +4 against fear effects
Literacy You are able to read and write the languages you know.
Live in the Saddle Ride 1 rank Substitute ride for concentration. Sleep in the saddle
Live off the Land Craft (woodworking) 1 rank Make a shield and a spear in one day
Loathsome Weapon Dex 15, Handle Animal 1 rank, Poison Use, Improved Unarmed Attack, Improved Grapple, Base Attack Bonus +1 Wield poisonous animals as weapons
Locksmith +2 bonus to craft and open locks
Lucky +1 luck bonus on all saving throws
Manual Technique Int 15 Use Int modifier to Open Lock, Use Rope and Sleight of Hand
Market Sense Cha 15 Gain discount to all items you purchase
Martial Weapon Proficiency Avoid nonproficiency penalty with one weapon
Master of the Waves Navigation Predict the course of a ship
Master Tracker Track, Wis 15 +4 bonus to track
Mounted Combat Ride 1 rank Negate hits on your mount with a Ride check
Navigation Int 13, Profession (sailor) 9 ranks. Never get lost at sea
Negotiator +2 bonus on Diplomacy and Sense Motive checks
Nimble Fingers +2 bonus on Disable Device and Open Lock checks
No Honour Must not have a code of honour, or must have lost a code of honour. +3 bonus to Will saves, but easy to corrupt
No Prisoners Great Cleave, Dazzling Display Opponents gain a -1 malus to DV and attacks against you each time you drop a foe in melee
Noble Blood May only be taken at 1st level, must be a race that does not have noble as a prohibited class Gain a title
Paragon of Loyalty Allegiance to someone or something +4 bonus to diplomacy with people who share the same allegiance
Passive Reconnoiter Alertness +4 bonus on Perception checks when you look for opponents
Performer Cha 13 +2 bonus on all Perform checks
Persuasive +2 bonus on Bluff and Intimidate checks
Physician Heal 5 ranks Your patients heal faster
Pirate Code Expert Int 13, pirate level 2 Extensive knowledge of pirate codes
Pirate Cure Con 15, must have three levels of pirate class Bonus for heal checks
Pirate Horde Cha 13, Leadership, must have 12 levels of pirate class Recruit pirates and increase your followers
Poison Expert Poisoner Talent or Poison Use, Craft (Alchemy) 5 Ranks, Craft (Herbalism) 5 Ranks Craft poisons more efficiant
Poison Use Dex 13, Knowledge (Nature) 1 rank, Base Attack Bonus +6. Use poison easily
Politicked Diplomacy 1 rank You consider the following skills as Class Skills: Bluff, Sense Motive, Knowledge (Nobility and Royalty), Intimidate
Port Savvy Sailor Lore +4 bonus to Gather Information in ports
Power Attack Str 13 Reduce attack rolls to add to damage
Precise Recollection Int 14 Reproduce letters or maps from memory
Predator’s Eye Base Attack Bonus +4, Sense Motive 3 ranks, Perception 5 ranks Gain bonuses by studying a future opponent
Priest Scholar level 4, scholar background: lay priest Varied benefits when dealing with the faithful
Professional Criminal Profession (Criminal) 1 rank You consider the following skills as Class Skills: Sleight of Hand, Open Lock, Bluff, Escape Artist
Protected Destiny Sacrifice a Fate Point Reroll 1 on a Saving Throw
Pyro Bonus when you set something or someone on fire
Quick Change Disguise 3 ranks, Face in the Crowd Change disguises as a full round action
Quick Death Attack Death attack, Base Attack Bonus +8 Death attack after studying your opponent for only two rounds
Quick Reconnoiter Alertness Perception checks with a free action
Religiously Driven No limit when you spend skill points each level when learning Religion. Max skill ranks X2.
Resist Temptation +4 resistance bonus on Will saves against spells or spell-like effects
Resolute Iron Will +2 bonus against Corruption
Savage Dance Combat Expertise, Dodge, Base Attack Bonus 4+ Opponent gains attack and DMG penalty if he fails to injure you for too long
Scan the Crowd +2 bonus on Perception and Sense Motive when looking at a crowd for danger
Sailor Profession (Sailor) 1 rank You consider the following skills as Class Skills: Balance, Use Rope, Climb, Swim
Sea’s Breath Con 13, Swim 2 ranks, Endurance Benefit when acting underwater
Seducer Cha 17, Perform (acting, oratory or any musical skill) 1 rank +2 bonus Charisma checks
Seduction Seducer +4 bonus to Bluff and Diplomacy
Self-Sufficient +2 bonus on Heal and Survival checks
Sense Weakness Culling the Weak, Sense Motive 13 ranks Bonus when studying an opponent
Sharp Blade Seamanship Class feature Damage bonus with seamanship ability
Shadow Cloak Stealth 5 ranks Grant another creature your ranks in Stealth
Shield Proficiency No armour check penalty on attack rolls
Shrewd Appraiser Appraise 3 ranks Take 20 on Appraise check instead of take 10
Sidewinder +2 DMG when you flank an opponent
Silent Kill Sneak attack ability, Stealth 3 ranks, Base Attack Bonus +3 Sneak attack without making noise
Simple Weapon Proficiency Avoid non proficiency penalties
Sizing Up the Foe Perception 5 ranks You size up your opponents’ stances, finding holes in their defences with ease.
Skill Focus +3 bonus to checks using a single skill
Sleep Mastery Con 13, Wis 13 Gain sleep-related benefits
Slippery Dex 13 Escape grapple as a free action
Sneak Subdual Sneak attack +1d6, Base Attack Bonus +1 Deal nonlethal damage with sneak attacks
Sow Rumor Informants, Cha 15 Once per week, you can cause a rumor of up to 50 words to become common knowledge in town
Spawn of Dagoth Hill Must be Kothian or Zamorian, may only be taken at 1st level Become inhuman
Spy Stealth 5 ranks Substitute use your Stealth skill to Gather Information
Stealth Mastery Stealthy, Stealth 2 ranks -2 malus to Perception skill when trying to see or hear you
Stealthy +2 bonus to Stealth
Student of Fortune Wis 13, Int 13 +4 bonus to detect ambushes, -4 malus for others to detect your ambushes
Stunt Attack Tumble 7 ranks, Dex 15 Make a spectacular attack to remove Dex or Str to DV and make more damage
Submissive Demeanour Wis 13 Spellcaster considers you unworthy of attention
Superior Armourer Must be an Aquilonian, Kothian, Hyrkanian/ Turanian or Zingaran, Craft (armourer) 12 ranks. Create superior quality armour
Tactics Int 13 Use Intelligence bonus instead of Strength or Dexterity for attack and parry rolls
Team Flanking Base Attack Bonus +6 +4 bonus for flanking an opponent
Track Follow tracks with the Survival skill
Trap Disarming Search 5 ranks You gain the thief ability to disarm traps
True Horseman Dex 13, Ride 4 ranks Replace reflex saves by ride checks when mounted
True Professional No limit when you spend skill points each level when learning a Craft or a Profession. Max skill ranks X2
True Submissive Submissive Demeanour Any intelligent creatures considers you unworthy of attention
Trustworthy Diplomacy 5 or more ranks, You must have an intact Code of Honour You may establish a number of additional allegiances equal to your Charisma modifier.
Unbalancing Attack Balance 2 ranks Forfeit one attack to remove Dex or Str bonus to DV to an opponent
Unexpected Attack Combat Reflexes, Sneak Attack You can allways try a Sneak Attack when you make attacks of opportunity
Unremarkable Appearance Less than Cha 12 at first level You blend into crowds easily, and are not often noticed by people looking for troublemakers
Urban Track Investigator You can track people in town and city settings, even inside buildings and corridors
Urchin Search 1 rank You consider the following skills as Class Skills: Stealth, Knowledge (Underworld), Sleight of Hand, Survival
Ventriloquism Perform (Comedy) 2 ranks or Perform (Acting) 2 ranks Throw your voice, making it appear to come from someplace else
Warning Shot Combat Expertise, Weapon Focus Your prowess with a weapon can demoralize your opponent.
Whirlwind Attack Combat Expertise, Dodge, Mobility, Base Attack Bonus +4 Attack everyone within reach
Witch-Sighted May only be taken at 1st level You are sensitive to sorcery and the supernatural

III. Soldier Feats

Feat Prerequisite Benefit
Able Sniper Dex 15, Stealth 5 ranks, Shot on the Run You are accomplished at remaining unseen when you're sniping with a ranged weapon
Acrobatic Strike Dex 13, Tumble 1 rank You may use your acrobatic skill to catch your enemy off guard
Aikido Technique Dex 13, Improved Unarmed Strike Use your opponent's Str for unarmed attacks of opportunity
Analyst Int 13, Combat Expertise Add INT and STR/DEX modifier for attack rolls
Anticipate the Move Combat Expertise, Dodge, Improved Initiative, Base Attack Bonus +6 Follow an opponent with a 5 foot step
Archer’s Bane Dodge, Base Attack Bonus +6 Improve Dodge Defence against ranged attacks
Battle Jump Jump 5 ranks, Leap Attack, Power Attack Increase Power Attack effects when you jump within a Charge
Battle Leader Cha 15, Leadership, Battle Tactics Company will obey to your orders automaticaly
Battle Tactics Knowledge (warfare) 7 ranks, Wis 15 Give armour bonus to your company
Bleeding Critical Critical Focus, Base Attack Bonus +6 Critical cause 2D6 bleeding DMG
Blinding Critical Critical Focus, Base Attack Bonus +10 Critical cause blindness
Brawl Inflict more damage with unarmed attack
Breaker Str 13, Improved Sunder Ignore 2 points of hardness
Carouser Con 13, character level 5 Resist drunkenness, get social bonuses while drunk
Catch Off-Guard No penalties with improvised melee weapons
Choke Hold Improved Unarmed Strike, Improved Grapple You might knock out an opponent if you maintain a grapple
Cleave Power Attack Free attack when you slay an enemy
Combat Expertise Int 13 Reduce attack rolls to add to defence
Combine Damage Base Attack Bonus +6, Combat Expertise, Improved Initiative, Wis 13, Dex 13 The damage of all your attacks stacks
Critical Focus Base Attack Bonus +4 +4 to confirm criticals
Critical Mastery Base Attack Bonus +12, Critical Focus, any two critical feats Apply effects of 2 critical feats
Crossbow Sniper Weapon Focus (Any Crossbow), Base Attack Bonus +4 You are skilled in lining up accurate, deadly shots with your crossbow
Crushing Grip Str 17, Improved Grapple, Base Attack Bonus +8 Inflict ability score damage with a grapple
Dazzling Display Weapon Focus, Intimidate 2 ranks Make a show with your weapon to demoralize opponents
Deadly Base Attack Bonus +6, Power Attack -5 penalty to massive damage checks
Deadly Aim Base Attack Bonus +1, Dex 13 Trade ranged attack bonus for damage
Deafening Critical Critical Focus, Base Attack Bonus +8 Critical cause deafness
Defensive Disarm Combat Expertise, Int 13, Improved Disarm You may make a disarm attempt when your opponent misses you
Defensive Throw Dex 13, Improved Unarmed Strike, Dodge, Improved Trip, Combat Reflexes Trip attempt after foe’s attack misses
Demon Killer Iron Will, must have single-handedly defeated a monster of any kind. Not available to Southern Islandersor Tlazitlans. +2 bonus to Terror saves, immune to Terror from defeated monsters
Diehard Endurance Fight while dying
Disabling Strike Improved Critical with the weapon selected, Greater Weapon Focus with the weapon selected, Base Attack Bonus +12 Add effect to criticals
Disarmer Improved Grapple, Power Attack Str damage during a grapple when you score a critical hit
Disciple of Archery Soldier level 1, Dex 12, Point Blank Shot Reduce range increment in a mass combat
Disciple of Cavalry Soldier level 1, Dex 12, Mounted Combat Use horse STR modifier for attack and damage rolls
Disciple of Infantry Soldier level 1, Str 12, Weapon Focus Target lose STR modifier for parry and DEX for dodge when flanked
Dodge Dex 13, Base Dodge Bonus +1 +1 bonus to Dodge Defence
Double Slice Dex 15, Two-Weapon Fighting Add damages of both weapons
Eagle Eye Dex 15, Alertness, Point Blank Shot Point blank distance is considered 60 Ft
Earth's Embrace Str 15, Improved Unarmed Strike, Improved Grapple Extra damage while pinning an opponent
Endurance +4 bonus on checks or saves to resist nonlethal damage
Exhausting Critical Critical Focus, Tiring Critical, Base Attack Bonus +10 Critical cause exhaustion
Explosive Power Power Attack, Str 17, Base Attack Bonus +5 Treat max power attack as a critical
Far Shot Point Blank Shot Increase range increments on fired and thrown weapons
Fencer's Finesse Dex 14 Apply Dex Mod to DMG instead of Str Mod
Fencing Stance Balance 2 ranks Dodge bonus when using your off hand for balance only
Fleet-Footed +10 feet base movement
Flying Kick Str 13, Power Attack, Improved Unarmed Strike, Jump 1 rank Extra damage on unarmed attacks when charging
Freezing the Lifeblood Wis 17, Improved Unarmed Strike, Stunning Fist, Base Attack Bonus +8 Paralyze opponent with unarmed strike
Great Cleave Cleave Cleave an unlimited number of times per round
Greater Blind-Fight Wis 17, Improved Blind-Fight Invisibility, darkness and most kinds of concealment are irrelevant,
Greater Combat Reflexes Dex 17, Combat Reflexes, Dodge, Base Attack Bonus +8 Failed attacks against you provoke attacks of opportunity
Greater Critical Improved Critical, Base Attack Bonus +16 Triple threat range with one weapon
Greater Dodge Dex 15, Dodge Additionnal +1 bonus to Dodge
Greater Feint Int 15, Dex 13, Base Attack Bonus +11, Combat Expertise, Combat Reflexes, Improved Feint Feint as a free action
Greater Grapple Dex 13, Improved Unarmed Strike, Improved Grapple, Base Attack Bonus 9+ If you successfully hold your opponent you deal damage to your target as if with an unarmed strike (as usual) but may also take one additional grapple action as a free action.
Greater Initiative Dex 13, Improved Initiative Another +4 bonus on initiative checks
Greater Overrun Str 15, Combat Reflexes, Improved Overrun, Improved Trip, Power Attack +2 bonus on overruns; you can follow up
Greater Penetrating Strike Penetrating Strike, Base Attack Bonus +6 AP +6
Greater Shield Focus Shield Focus, Shield Proficiency, Base Attack Bonus +4 Additionnal +1 bonus to Dv with any shield
Greater Sunder Improved Sunder Free attack if you destroy an opponent’s weapon
Greater Trip Int 15, Combat Expertise, Improved Trip +2 bonus on trips; you can follow up
Greater Two-Weapon Combat Two-Weapon Combat, Improved Two-Weapon Combat, Base Attack Bonus +8 When you fight with two one-handed weapons, you take no penalty to your attack rolls with your primary hand
Greater Unarmed Strike Str 13, Improved Unarmed Strike, Power Attack Unarmed damage increased by one die type
Greater Weapon Focus Weapon Focus, Soldier level 8 Further +1 bonus to attack rolls with one weapon
Greater Weapon Specialisation Weapon Specialisation, Greater Weapon Focus, Soldier level 12 Further +2 bonus to damage rolls with one weapon
Gunderland Pike-and-Shield Fighting Gunderman, Martial Weapon Proficiency (pike), Shield Proficiency, Base Attack Bonus +1 Use a shield while fighting with a pike
Hammerblow Base Attack Bonus +3, Brawl, Power Attack Deal Unarmed Attacks as a two handed strike
Hard Hands Sneak Attack class feature, Brawl Always sneak attack unarmed
Heavyweight Improved Grapple Your size category for grappling is considered 1 higher while you are unarmed
Improved Blind-Fight Wis 15, Blind-Fight No Perception checks to pinpoint the location of a creature within 15 feet,
Improved Bull Rush Power Attack +4 bonus on bull rushes; no attack of opportunity
Improved Critical Base Attack Bonus +8 Double threat range with one weapon
Improved Disarm Combat Expertise +4 bonus on disarm attempts; no attack of opportunity
Improved Feint Combat Expertise Feint as a move action
Improved Grapple Dex 13, Improved Unarmed Strike +4 bonus on grapple checks
Improved Initiative +4 bonus on initiative checks
Improved Overrun Power Attack +4 bonus on overruns; opponent cannot avoid you
Improved Parry Str 13, Parry, Base Parry Bonus +4 Additionnal +1 bonus to Parry
Improved Precise Shot Dex 19, Point Blank Shot, Precise Shot, Base Attack Bonus +11 Ignore cover and concealment less than total
Improved Shield Bash Shield Proficiency Perform a shield bash without losing bonus to DV
Improved Sunder Power Attack +4 bonus on attack rolls against held objects; no attack of opportunity
Improved Trip Combat Expertise +4 bonus on trip attempts; no attack of opportunity; free attack on tripped foe
Improved Two-Weapon Combat Two Weapon Combat, Base Attack Bonus +6 Fight better with a weapon in each hand
Improved Unarmed Strike Make unarmed attacks without penalty
Indomitable Base Attack Bonus +2, Cha 13 +1 luck bonus to DF
Intimidating Prowess Add the two ability modifiers you want when intimidating
Intricate Swordplay Cha 13, Weapon Focus (broadsword, rapier or arming sword), Parry, Combat Expertise. Add Charisma bonus to your Defence Value
Keen-Eyed Fighter Wis 13, Sense Motive 1 rank Opponent suffers -6 penalty to feint you
Kick Down the Door Improved Sunder May take a partial charge at anyone behind a door you just broke
Knockout Punch Brawl, Base Attack Bonus +3 Critical versus flat footed opponent
Leap Attack Base Attack Bonus +1, Dex 13, Jump 1 rank +4 Attack bonus if you jump 5 Ft or more before attacking
Lightning Stance Dex 17, Dodge, Wind Stance, Base Attack Bonus +11 50% concealment Vs ranged attacks when moving
Man of Will Soldier level 7, Iron Will, Hyborian only Gain melee bonus when you resist to a spell
Manyshot Dex 17, Point-Blank Shot, Rapid Shot, Base Attack Bonus +6 Fire 2 arrows with your first attack
Master Fencer Fencer's Finesse +1D6 DMG bonus when using finesse
Master of Archery Soldier level 5, Dex 12, Disciple of Archery, Point Blank Shot Ignore bonus provided by shield
Master of Cavalry Soldier level 5, Dex 12, Disciple of Calvary, Mounted Combat Divide damage roll against multiple targets
Master of Infantry Soldier level 5, Str 12, Disciple of Infantry, Weapon Focus (one melee weapon) Lock shield for better parry bonus
Menacing Aura Cha 15, Intimidate 13 ranks, Steely Gaze
Mobility Dodge +4 bonus to Dodge Defence against some attacks of opportunity
Monster Slayer Power Attack, Base Attack Bonus +3 More damage while Power Attacking big creatures
Mounted Archery Mounted Combat Half penalties for firing while mounted
Off-Hand Weapon Expert Dex 13, Two-Weapon Combat, Base Attack Bonus +4 Normal STR bonus with off hand
Parry Str 13, Base Parry Bonus +1 +1 bonus to Parry Defence
Peaceful Hands Improved Unarmed Strike Deals more damage when you choose to inflict subdual damage
Penetrating Strike Weapon Focus, Base Attack Bonus +4, proficiency with weapon AP +3
Point Blank Shot +1 bonus to attack and damage within 30 feet
Power Bull Rush Improved Bull Rush +1 DMG when charging, +5 STR when initiating a bull rush
Precise Shot Point Blank Shot No penalties for firing into melee
Precise Strike Fencer’s Finesse Ignore armor protection more easily
Quick Draw Base Attack Bonus +1 Draw a weapon as a free action
Quick Strike Quick Draw Bonus to Attack on surprise round
Rapid Shot Dex 13, Point Blank shot One extra ranged attack each round
Reap the Whirlwind Soldier level 3, light cavalry formation Increase DV in a light cavalry unit
Reckless Attack Str 15, Power Attack Decrease your DV, Increase your DMG
Reflexive Parry Dex 15, Combat Reflexes, Parry, Base Parry Bonus +8 Parry even while flat-footed
Retreat Improved Unarmed Strike, Dodge Take a free 5' step when damaged in combat
Ride-By Attack Mounted Combat Move before and after mounted attack
Roaring Rage Intimidate 13 ranks, Cha 15, Menacing Aura, Steely Gaze Menacing Aura as a free action. Terror value
Roundabout Kick Str 15, Improved Unarmed Strike, Power Attack Additional unarmed attack against opponent on which you have just scored a critical hit
Run Move five times normal speed as a full-round action
Shatter Defences Dazzling Display, Base Attack Bonus +6 Hindered foes are flat-footed
Shield Defender Base Attack Bonus +6, Shield Focus You can give +2 bonus to an ally DV by shielding him
Shield Focus Shield Proficiency, Base Attack Bonus +1 Increase the DV of any shield by 1
Shield Slam Improved Shield Bash, Shield Proficiency, Base Attack Bonus +6 Free Bull Rush if your shield bash is successful
Shield Splitter Str 14, Improved Sunder Deals double damage when sundering shields
Shot On The Run Dex 13, Dodge, Mobility, Point Blank Shot, Base Attack Bonus +4 Move before and after ranged attack
Sickening Critical Critical Focus, Base Attack Bonus +6 Critical cause opponent to be sickened
Side Step Dex 13, Improved Unarmed Strike, Sneak attack +1d6 5' step as a free action when you strike unarmed a flat-footed foe
Signature Flourish Base Attack Bonus +3, Dex 13, Weapon Focus Make a special move after killing an opponent to demoralise his allies
Sniper’s Eye Dex 13, Alertness, Point Blank Shot +2 Att and DMG VS flat footed or denied DEX bonus opponent
Spirited Charge Ride-By-attack Deal extra damage with a mounted charge
Spring Attack Dex 13, Dodge, Mobility, Base Attack Bonus +4 Move before and after melee attack
Staggering Critical Critical Focus, Base Attack Bonus +8 Critical cause opponent to be staggered
Stand Still Combat Reflexes Stop enemies from moving with an attack of opportunity
Steely Gaze Cha 13, Intimidate 5 ranks Demoralise opponents as a free action
Striking Cobra Dex 15, Cha 13, Bluff 3 ranks, Base Attack Bonus +6 Gain a surprise round all to yourself
Stunning Attack Str 13, Dex 13, Base Attack Bonus +8 Stun opponent with attack
Stunning Critical Critical Focus, Staggering Critical, Base Attack Bonus +12 Critical cause opponent to be stunned
Stunning Fist Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +4 Stun opponent with unarmed strike
Surprising Riposte Parry, Base Attack Bonus +6 Free attack if your opponent miss you
Synergist Cha 13, Formation Combat Allies gain +2 to attack rolls
Take the Charge Soldier 3, heavy infantry formation Bonus to hit charging opponents
Take the Tap Brawl, Endurance DR against unarmed attack
Throw Anything No penalties with improvised ranged weapons
Tiring Critical Critical Focus, Base Attack Bonus +8 Critical cause opponent to be fatigued
Toughness Gain bonus hit points
Trample Mounted Combat Bonuses to mounted overrun attacks
Two-Weapon Combat Base Attack Bonus +1 Fight with a weapon in each hand
Two-Weapon Defence Parry, Two Weapon Combat Trade off-hand attacks for bonus to Parry Defence
Two-Weapon Rend Dex 17, Double Slice, Improved Two-Weapon Combat, Two-Weapon Combat, Base Attack Bonus +11. Rend a foe hit by both your weapons
Unarmed Defence Int 13, Improved Unarmed Strike Gain a +2 Dodge bonus to DV when fighting unarmed
Unarmed Throw Improved Unarmed Strike, Improved Trip Throw your opponent and deal unarmed damage
Unseat Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, Base Attack Bonus +1 Knock opponents from their mounts
Vital Strike Base Attack Bonus +6, Weapon Focus Deal twice the normal damage on a single attack
War Cry Cha 14, Intimidate 5 ranks War cry at opponents and consider them flat footed
Water Snake Endurance, Swim 7 ranks Move faster when swimming
Weapon Expert Base Attack Bonus +6, Weapon Focus Increase the weapon die type by 1
Weapon Focus Base Attack Bonus +1 +1 bonus to attack rolls with one weapon
Weapon Master Base Attack Bonus +10, Improved Critical, Weapon Expert Increase critical hit multiplier by 1
Weapon Reliability Weapon Focus, Base Attack Bonus +10 With your chosen weapon a 1 is not an automatic miss
Weapon Specialisation Weapon Focus, Soldier level 4 +2 bonus to damage rolls with one weapon
Wear Down the Shield-Bearer Sunder Reduce your opponent DV by hitting his weapon or shield constantly
Web of Death Combat Reflexes, Weapon Focus, Base Attack Bonus +5 Make attacks of opportunity on people who attack you
Wind Stance Dex 15, Dodge, Base Attack Bonus +6 20% concealment Vs ranged attacks when moving
Wrestler Improved Grapple Deal additionnal damage on unarmed strikes while in a grapple.
Zingaran Surprise Bypass Uncanny Dodge more easily

IV. Sorcery Feats

Feat Prerequisite Benefit
Adept Scholar level 12, must know three spells from same sorcery style. Halve casting time for 1 style
Augment Summoning Summoner, Magic Attack Bonus +4. Summoned creatures gain +4 to Strength and Constitution
Battle Casting Concentration 5 ranks, Dex 13, Combat Casting. You have a knack for staying out of harm's way when casting spells
Bleed Dry Knowledge (Arcana) 7 ranks, Ritual Sacrifice, Corruption 1+ Get the most from your sacrifices
Bouncing Spell Knowledge (Arcana) 3 ranks You can direct a failed spell against a different target
Clinging Power Knowledge (Arcana) 6 ranks, must know at least two sorcery styles. Lose excedent PP slowly than normal
Combat Casting You are adept at casting spells in combat
Conjurer Magic Attack Bonus +1, Sorcery Style: Prestidigitation +2 bonus to magic attack rolls with the Prestidigitation sorcery style
Cosmic Seer Magic Attack Bonus +1, Sorcery Style: Cosmic +2 bonus to magic attack rolls with the Cosmic sorcery style
Craft Aberration Knowledge (Arcana) 12 ranks, Knowledge (Nature) 12 ranks, Permanent Sorcery Create unnatural monsters
Craft Magic Item Knowledge (Arcana) 12 ranks, Craft (Alchemy) 12 ranks, Craft (Any) 12 ranks, Craftsman, at least fifteen spells known Create minor magical items
Craft Major Magic Item Craft Magic Item, Permanent Sorcery, Knowledge (Arcana) 17 ranks, Craft (Alchemy) 17 ranks, Craft (Any) 17 ranks, Craftsman, at least twenty spells known Create magic items of legend
Craft New Life Knowledge (Arcana) 17 ranks, Knowledge (Nature) 17 ranks, Heal 17 ranks, Permanent Sorcery, Craft Aberration, must know bones of life spell Create any living thing
Debaucher Cha 15, Carouser, entrance, enslave, Corruption 3+, must have experienced at least one weird pleasure Gain Power Points by corrupting others
Deception of Set Bluff 8 ranks, 5 Corruption Points, Foul is Fair Hide your sorcerous nature
Diviner Magic Attack Bonus +1, Sorcery Style: Divination +2 bonus to magic attack rolls with the Divination sorcery style
Empower Spell Magic Attack Bonus +4 Increase spell variables by 50%
Enlarge Spell Magic Attack Bonus +2 Double spell range
Extend Spell Magic Attack Bonus +2 Double spell duration
Eyes to the Sky Previous exposure to a visions spell Automatically know when you are the subject of visions, dream of wisdom, mind-reading and psychometry spells.
Flame-Marked Must have been burnt Gain 2 DR versus fire, bonus on Concentration checks
Flames Embrace Magic Attack Bonus +1, Sorcery Style: Fire Magic +2 bonus to magic attack rolls with the Fire Magic sorcery style
Focused Magical Link Craft (Fine Art, Sculpture or Similar) 1 rank, Hexer, Magic Attack Bonus +3 Create magical links to your victims
Foul is Fair Bluff 4 ranks, 1 Corruption Point Hide Corruption when dealing with Honour people
Greater Control Knowledge (Nature) 12 ranks, Handle Animal 12 ranks, Summon Beast, Control Magical Beast, Animal Ally, Control Monstrous Humanoid Control more monsters
Greater Meditation Wis 15, Knowledge (Arcana) 7 ranks, Meditation, Calm of the Adept, no Corruption score Gain Power Points very quickly by meditating
Greater Sorcerer’s Boon Scholar level 12, Int 15, Sorcerer’s Boon, must know at least four sorcery styles Learn two spells
Hexer Magic Attack Bonus +1, Sorcery Style: Curses. +2 bonus to magic attack rolls with the Curses style
Hypnotist Magic Attack Bonus +1, Sorcery Style: Hypnotism +2 bonus to magic attack rolls with the Hypnotism sorcery style
Ice Embraced Magic Attack Bonus +1, Sorcery Style: Ice Magic +2 bonus to magic attack rolls with the Ice Magic sorcery style
Immortals Magic Attack Bonus +1, Sorcery Style: Immortality +2 bonus to magic attack rolls with the Immortality sorcery style
Improved Animal Ally Animal Ally, Knowledge (Nature) 5 ranks Improve the talents of your companion
Improved Evil Eye Cha 13, Steely Gaze, Dabbler or must know at least one sorcery style +1 bonus on Evil Eye range spells
Improved Sorcerous Sight Wis 13, Dabbler or Witch-sighted or must know at least one sorcery style Better read sorcerers’ souls
Incanter Magic Attack Bonus +1, Sorcery Style: Hedge Magic +2 bonus to magic attack rolls with the Hedge Magic sorcery style
Magic Power Attack Cha 15, Magic Attack Bonus +4 You can channel additional energy into your magical attacks to break down a target’s defences.
Magus Magic Attack Bonus +1, Sorcery Style: Oriental Magic +2 bonus to magic attack rolls with the Oriental Magic sorcery style
Manipulation of Armour Must be able to cast a spell from either a Sorcery Style (any) or have the Dabbler feat Spell Failure for casting spells in armour using somatic gestures is reduced by 10%
Maximize Spell Magic Attack Bonus +4 Maximize spell variables
Meditation Wis 13, Knowledge (Arcana) 2 ranks, calm of the adept, no Corruption score Gain Power Points by meditating
Mystic Potency Magic Attack Bonus +1, Wis 13, Sorcery Style: any Gain +2 PP
Naturalist Magic Attack Bonus +1, Sorcery Style: Nature Magic +2 bonus to magic attack rolls with the Nature Magic sorcery style
Necromancer Magic Attack Bonus +1, Sorcery Style: Necromancy +2 bonus to magic attack rolls with the Necromancy sorcery style
Opportunistic Sacrifice Ritual Sacrifice, Magic Attack Bonus +3, Base Attack Bonus +3, base PP 4. Gain sacrifice benefits from anyone you kill
Permanent Sorcery Craft (Alchemy) 12 ranks, Craft (Herbalism) 12 ranks, must know at least five sorcery styles Create permanent magical effects
Powerful Mesmerizer Magic Attack Bonus +3, Hypnotism Sorcery style, Cha 15 or more Cast Entrance as a Std Action
Ritual Sacrifice Magic Attack Bonus +1, Base Attack Bonus +1, Base PP 4 Gain power points from killing victims
Sea Chanter Magic Attack Bonus +1, Sorcery Style: Sea Witchery +2 bonus to magic attack rolls with the Sea Witchery sorcery style
Silent Spell Magic Attack Bonus +3 Cast spell without verbal components
Sorcerer’s Boon Int 13, must know at least two sorcery styles. Gain an advanced spell
Sorcerous Instructor Dabbler or one or more Sorcery Styles Give +1 bonus to magical attack rolls to another sorcerer
Sorcerous Training Student of Sorcery or Sorcerer's Boone Gain an new Sorcery Style
Soul Sacrifice Tortured Sacrifice, Magic Attack Bonus of +4, Knowledge (Arcana) 12 ranks, Corruption 3+ Gain more extra power points by prolonging death
Still Spell Magic Attack Bonus +3 Cast spell without somatic components
Student of Sorcery Dabbler Gain of a Bonus spell
Stylized Spell Bluff 2 ranks, Knowledge (Arcana) 7 ranks. Spell is difficult to identify and might be mistaken for a similar spell
Summoned Attack Summon demon or similar spell or power Creatures may full attack when summoned
Summoner Magic Attack Bonus +1, Sorcery Style: Summoning +2 bonus to magic attack rolls
The Eye of Set Magic Attack Bonus +1, Sorcery Style: Serpent Magic +2 bonus to magic attack rolls with the Serpent Magic sorcery style
Tortured Sacrifice Ritual Sacrifice, Magic Attack Bonus +2, Base Attack Bonus +2 Gain extra power points by prolonging death
Touch of Power Cha 13, Improved Unarmed Strike or Brawl, Dabbler or must know at least one sorcery style. +1 bonus on touch-range spells
Warder Magic Attack Bonus +1, Sorcery Style: Counterspell +2 bonus to magic attack rolls with the Counterspell sorcery style
Weathercaller Magic Attack Bonus +1, Sorcery Style: Weather Witching +2 bonus to magic attack rolls with the Weather Witching sorcery style
Widen Spell Magic Attack Bonus +2 You double the affected spells area of effect

V. Feat List

A-B

Able Sniper (Soldier)

You are accomplished at remaining unseen when you're sniping with a ranged weapon.

Prerequisites: Dex 15, Stealth 5 ranks, Shot on the Run

Benefit: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away.

In addition, you gain a +4 bonus on stealth checks made to hide again after you have made an attack roll while hiding.

Accelerated Balancing (General)

You are adept at moving quickly while balancing.

Prerequisites: Balance 1 rank, Dex 13

Benefit: You do not suffer a penalty to your Balance skill check when moving at full speed.

Normal: You suffer a -5 penalty to your Balance skill check when moving at full speed.

Accelerated Climbing (General)

You are adept at moving quickly while climbing.

Prerequisites: Climb 1 rank, Dex 13

Benefit: You do not suffer a penalty to your Climb skill check when moving at half speed, and only a –5 penalty when moving at full speed.

Normal: You suffer a -5 penalty to your Climb skill check when moving at half speed, and no penalty when moving at one-quarter of your speed.

Acrobat (General)

You are a professional acrobat.

Prerequisites: Perform (Any Physical) 1 ranks

Benefit: You consider the following skills as Class Skills: Climb, Jump, Tumble, and Use Rope.

Acrobatic (General)

You have great coordination and control of your movement.

Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Acrobatic Attack (General)

You can make a series of attacks against your opponents while jumping and tumbling past them.

Prerequisites: Dex 13, Int 13, Base Attack Bonus +6, Combat Expertise, Dodge, Skill Focus (Tumble)

Benefit: A successful Tumble check (DC 25) allows you to tumble up to 20 feet without provoking attacks of opportunity.

In addition, you may make a full attack action while you tumble but you may not attack from any single 5- foot square more than once. You take a –2 penalty on each attack you make while using this feat.

Special: Acrobatic Attack cannot be used with ranged or reach weapons. If you use two weapons or a double weapon, you still may attack only once from any given 5-foot square.

Acrobatic Strike (Soldier)

You may use your acrobatic skill to catch your enemy off guard.

Prerequisites: Dex 13, Tumble 1 rank

Benefit: You may make a Tumble check against DC 15 + your opponent's Hit Dice as a move action to distract him and make him lose his Dexterity or Strength bonus to his DV against your next attack. If you fail the Tumble check you fall prone and make no attack.

Adept (Sorcery)

You have honed your mastery of a sorcery style to the utmost precision and speed.

Prerequisites: Scholar level 12, must know three spells from same sorcery style.

Benefit: Choose a sorcery style in which you know at least three spells.

Whenever you cast a spell from that sorcery style, the casting time is halved.
An appropriate spell that would usually take one round to cast may be cast as a standard action.
An appropriate spell that would usually take a standard action to cast may be cast as a free action but you may still not cast more than one spell per round.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new sorcery style.

Agile (General)

Your flexibility is the talk of the town.

Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

Agile Climber (General)

You are not as vulnerable to attack while climbing.

Prerequisites: Dex 13

Benefit: You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to AC when you are attacked while climbing.

Aikido Technique (Soldier)

The Aikido practitioner responds to force by taking control of the opponent's own strength and using it to throw them down or toss them aside.

Prerequisites: Dex 13, Improved Unarmed Strike

Benefit: When making attacks of opportunity, you may add your foe's Str modifier to your unarmed damage (as well as your own).

Akbitanan Smith (General)

You have been trained in the fabled smithcraft of Akbitan.

Prerequisites: Must be a Shemite, Craft (weaponsmith) 9 ranks

Benefit: You may create weapons of Akbitanan quality, though this takes significantly longer than usual due to their very high cost. Creating a weapon of Akbitanan quality follows the usual rules for the Craft skill.

Special: You will require a source of Akbitanan (or similarly high quality) steel to perform your craft. Furthermore, if you manufacture Akbitanan quality weapons outside Akbitan itself, you are likely to incure the enmity of the smiths of the city.

Note: You may bypass the Shemite Requirement if you've studied for 2 years with an Akbitanan Smith.

Alertness (General)

You are rarely caught off guard.

Benefit: You get a +2 bonus on all Perception and Initiative checks.

Alluring (General)

Others have an inexplicable urge to believe your every word.

Prerequisites: Persuasive, Negociator

Benefit: You get a +2 bonus on Diplomacy checks and add +1 to the save DCs of all your mind-affecting, language-dependent spells.

Ambush (General)

You are skilled at taking advantage of surprise.

Prerequisites: Stealth 2 ranks, Improved initiative

Benefit: If you are aware of your opponents and they are not aware of you, you may take an additional move action during the surprise round.

Normal: During the surprise round, only one stantard action is allowed.

Analyst (Soldier)

Prerequisites: Int 13, Combat Expertise.

Benefit: After 1 round of combat, you can designate one opponent and try to figure out his fighting style.

You use a move action and make an Intelligence check (DC 15) with a bonus equal to half your level (Rounded Up). If the check succeeds, for the rest of the combat you add your Intelligence modifier to all attack rolls against that opponent as you notice weaknesses in his fighting style.

Animal Affinity (General)

You have a knack for dealing with animals.

Benefit: You get a +2 bonus on all Handle Animal and Ride checks.

Anticipate the Move (Soldier)

Warriors with this feat have learned to anticipate their opponent’s next move, leaving them no options for escape.

Prerequisites: Combat Expertise, Dodge, Improved Initiative, Base Attack Bonus +6.

Benefit: If an opponent try to step back from an area you threaten with a five foot step, you may choose to immediately follow him with your own five foot step even if you have already moved this round.

Normal: You may only take a five foot step on your own turn and only if you take no other movement that turn.

Apothecary (General)

Benefit: You get a +2 bonus on Craft (Alchemy) and raft (herbalism) checks.

Arcanely Driven (General)

Your thirst for knowledge about your arcana knows no bounds.

Benefit: Your limit on the maximum number of ranks you can take in Knowledge (Arcana) muliplied by 2. You also can rise through the mysteries as fast as you want to and spend more than 1 skill point per level.

Archer’s Bane (Soldier)

You are expert at dodging arrows and other ranged weapons, particularly those hurled or shot great distances, taking advantage of the missile’s flight time to ensure you are not in its path.

Prerequisites: Dodge, base dodge bonus +6.

Benefit: You gain a +1 dodge bonus to Dodge Defence against all ranged weapons for each range increment through which the weapon must be shot or thrown to reach you. This dodge bonus is doubled if you are fighting defensively or executing the total defence standard action.

Armour Proficiency (Light) (General)

You know how to best wear and move in light armour.

Benefit: When you wear a type of armour with which you are proficient, the armour check penalty for that armour applies only to Balance, Climb, Escape Artist, Jump, Sleight of Hand, Stealth and Tumble checks.

Normal: A character who is wearing armour with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Armour Proficiency (Medium) (General)

You know how best to wear brigandine and other medium armour.

Prerequisites: Armour Proficiency (light).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

Armour Proficiency (Heavy) (General)

You know how to wear and move in plate, scale and the other heavy armours.

Prerequisites: Armour Proficiency (medium).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

Armoured Stealth (General)

Even in armour, your tread makes no more sound than that of a panther. This is accomplished through a mixture of native sneakiness and cunningly padding, oiling and blackening your armour.

Prerequisites: Dex 13, Stealth 1 rank, Armour Proficiency (Light), Stealthy.

Benefit: Whenever you are wearing light armour that you have personally prepared, you do not apply its armour check penalty (if any) to Stealth checks.

To prepare light armour for stealth initially requires one hour and materials worth 5 sp, then ten minutes per day in maintenance time.

Athletic (General)

You have a natural talent for athletics.

Benefit: You get a +2 bonus on all Climb and Swim checks.

Attribute Training (General)

You increase your personal potential.

Benefit: You get a +2 bonus on all Climb and Swim checks.

Special: This training requires a minimum of 1 month to be effective. This feat may be chosen more than once.

Augment Summoning (Sorcery)

The creatures you summon are especially strong and tough.

Prerequisites: Summoner, Magic Attack Bonus +4.

Benefit: You gain 1 point in the chosen attribute

Awaken the Thunder (General)

You have learned how to spur your brothers and yourself to greater heights of daring when on horseback.

Prerequisites: Soldier level 3, heavy cavalry formation

Benefit: When you make a charge attack you gain a +2 morale bonus to your damage. When you make a charge attack as part of a unit you give this bonus to every member of your unit (up to a maximum of 50).

This bonus is in addition to the bonus gained from making a normal charge and is affected by modifications from other feats (e.g. Spirited Charge).

Back Protection (General)

You are always aware of attempts to sneak attack you with a melee weapon.

Prerequisites: Improved Uncanny Dodge, Base Attack Bonus +6

Benefit: Whenever an opponent attempts to sneak attack you, you immediately may take an attack of opportunity, but only if you actually threaten the opponent.

Backstab (General)

You are adept at sneak attacks.

Prerequisites: Sneak Attack +1d6

Benefit: You gain a +2 bonus on attack rolls when making a sneak attack.

Battle Casting (Sorcery)

You have a knack for staying out of harm's way when casting spells.

Prerequisites: Concentration 5 ranks, Dex 13, Combat Casting

Benefit: While casting a spell, you gain a +2 dodge bonus to your defense. The bonus lasts until the beginning of your next turn.

You cannot make attacks of opportunity while claiming the dodge bonus from this feat.

Battle Jump (Soldier)

You can combine a powerful charge and a mighty leap into one devastating attack.

Prerequisites: Jump 5 ranks, Leap Attack, Power Attack

Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat.

If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.

This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

Battle Leader (Soldier)

This feat allows you to command men on the battlefield, giving them clear and concise orders they can obey without becoming disorientated. Troops commanded in this way are less likely to move off after the wrong objective, or to rout uncontrollably.

Prerequisites: Cha 15, Leadership, Battle Tactics.

Benefit: So long as they can hear your words and understand them, a single body of allied men can be given orders on a battlefield that they will then automatically obey to the best of their ability.

This feat can also be used to automatically rally troops who have routed, provided they have time to be influenced by your words.

Battle Tactics (Soldier)

Battle Tactics allows you to make correct decisions on the battlefield, positioning troops to the best advantage, taking into account terrain, weather and other factors, then manoeuvring and commanding them to best advantage during the battle.

Prerequisites: Knowledge (Warfare) 7 ranks, Wis 15

Benefit: You can assess the lay of the land and thereby know how best to position your men. If you command troops, you can place them according to your understanding of the field of battle and the likely strengths of the enemy.

This will grant them a +1 armour bonus against all ranged attacks made at beyond the first range increment, provided there is some feature in the terrain which would provide shelter. This bonus increases to +2 if you also possess the Leadership feat.

A similar +1 bonus to all Reflex saving throws against spells is also gained. Battle Tactics requires you to be able to observe and assess the battlefield.

Bleed Dry (Sorcery)

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

Prerequisites: Knowledge (Arcana) 7 ranks, Ritual Sacrifice, Corruption 1+.

Benefit: Any time you use the Ritual Sacrifice feat to sacrifice a victim, you treat them as having +10 hit points more than they actually had, solely for purposes of gaining Power Points from the sacrifice. In effect you are gaining power not just from the hit points they have left, but from the additional hit points between -1 to -10 that they would lose if they died more slowly and gradually.

Bleeding Critical (Soldier)

Your critical hits cause opponents to bleed profusely.

Prerequisites: Critical Focus, Base Attack Bonus +6.

Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit.

Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blind-Fight (General)

You know how to fight when you are unable to see.

Benefit: In melee, if you miss because of concealment, you can reroll your miss chance once to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you can still dodge or parry your assailant and he does not get the usual +2 bonus to melee attack rolls for being invisible.

The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply and you cannot dodge or parry your attacker.

The speed reduction for darkness and poor visibility also applies.

Blinding Critical (Soldier)

Your critical hits blind your opponents.

Prerequisites: Critical Focus, Base Attack Bonus +10.

Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds.

The DC of this Fortitude save is equal to 10 + your Base Attack Bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM’s discretion).

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Bookworm (General)

You seem to have a knack for locating information needed when performing research.

Benefit: Gain a +2 modifier to any research based activites conducted in a library.

Bouncing Spell (Sorcery)

You can direct a failed spell against a different target.

Prerequisites: Knowledge (Arcana) 3 ranks

Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (a successful saving throw for example) you may, as a free action, redirect it to target another eligible creature within range.

The redirected spell behaves in all ways as if its new target were the original target for the spell.

Add 2 PP to the cost of the spell.

Bravado (General)

Your Charisma allows you to dominate opponents through sheer presence and force of will.

Prerequisites: Cha 13

Benefit: Select one type of weapon (Piercing/Slashing/Bludgeoning). When using that type of weapon, you may opt to add your Cha bonus instead of your Str or Dex bonus to attack rolls and parry rolls.

Special: This Feat may be taken multiple times. Each time, it applies to a different type of weapon.

Brawl (Soldier)

You are an expert brawler or martial artist, often knocking out or even killing an opponent with a single punch.

Benefit: You deal 1d6 + Strength modifier points of damage with an unarmed strike. You may elect to inflict either lethal or nonlethal damage with no penalty.

Normal: Without this feat, a character deals only 1d3 points of nonlethal damage with an unarmed strike.

Breaker (Soldier)

You specialise in breaking things.

Prerequisites: Str 13, Improved Sunder.

Benefit: You ignore 2 points of hardness from any object you want to break.

Brutal Attack (General)

You can cut down foes with brutal efficiency when you catch them unaware.

Prerequisites: Dex 14, Str 16, Base Attack Bonus +5, Weapon Focus (any melee weapon)

Benefit: You double your Strength modifier for damage when you attack a flat-footed foe with a melee weapon for which you have the Weapon Focus feat.


C-D

Canny (General)

Your Wisdom allows you to fight strategically.

Prerequisites: Wis 13

Benefit: Select one type of weapon (Piercing/Slashing/Bludgeoning). When using that type of weapon, you may opt to add your Wis bonus instead of your Str or Dex bonus to attack rolls and parry rolls.

Special: This Feat may be taken multiple times. Each time, it applies to a different type of weapon.

Captain (General)

You are a Captain of Men, either on the Sea, or on Land.

Prerequisites: Profession (Sailor) or (Commander) 1 rank

Benefit: You consider the following skills as Class Skills: Bluff, Sense Motive, Intimidate, Diplomacy.

Carouser (Soldier)

You can drink others under the table and are never too drunk to fight.

Prerequisites: Constitution 13, Character level 5.

Benefit: You suffer no penalties for drunkenness, however much alcohol you drink. Furthermore, you gain a +2 circumstance bonus to all Bluff and Gather Information checks related to your drinking companions after at least two hours of heavy drinking.

In addition, after a night of wenching, drinking or other partying, you heal normally as though you had had a full night’s rest.

Normal: Drunk characters have at least a –2 penalty to attack rolls and Defence.

Special: Note that this feat does not assist with resisting drugs other than alcohol, including lotus-based preparations of any kind such as Black Lotus Wine.

Catch Off-Guard (Soldier)

Foes are surprised by your skilled use of unorthodox and improvised weapons.

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

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Challenge (General)

This feat is the character’s talent to call out his foes to fight him, and him alone.

Prerequisites: Intimidate 5 ranks, Bluff 2 ranks

Benefit: You can pick a single intelligent (Intelligence 5 or higher) enemy within communication range to try and challenge to single combat.

This requires a Intimidate skill check with a number of modifiers to this skill check, as detailed in the list below.

* +1 if target is armed and character is not at time of challenge
* +2 if target is of higher effective level (HD in the case of creatures)
* +4 if target has sworn enmity, vengeance etc. upon the character
* –1 if target is of lesser effective level (HD in the case of creatures)
* –2 if target is unarmed and character is not at time of challenge
* –4 if target is at half or less of its normal maximum hit points
* –4 if target does not speak the language the challenge is issued in (or the challenger cannot be heard)

After all modifiers have been calculated, the character can then roll the skill check.

If the Challenge fails, all allies of the challenged target gain a +1 morale bonus to hit the challenging character (invigorated by his failure) for the rest of the encounter.

If the check succeeds however, the target must try to move and attack the character in as few actions as possible, joining the challenge as quickly as he can (and still attack). While the ‘challenge’ takes place, the two combatants must not interact with outsiders until one of them has fallen or retreated.

Action: Making a Challenge is a full-round action that requires the character to be within communication range.

Try Again: Challenge cannot be tried more than once per combat encounter when failed. A successful use of Challenge does not limit its use, and the skill can be used once more when the initial challenge is concluded.

Child of Jhebbal Sag (General)

Though your mother was human, your father was Jhebbal Sag, the ancient and evil god of all living things.

Prerequisites: Must be a Pict or Kushite, may only betaken at 1st level.

Benefit: You apply the Child of Jhebbal Sag template to your character.

‘Child of Jhebbal Sag’ is an inherited template that can be added to any living creature with an Intelligence score of 1 or more (referred to hereafter as the base creature).

A child of Jhebbal Sag uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider.

Although outsiders, Children of Jhebbal Sag are not subject to banishment since their home realm is Earth.

Hit Dice: As the base creature.

Speed: As the base creature.

Damage Reduction: As the base creature.

Attacks: As the base creature.

Special Attacks: As the base creature.

Special Qualities: A child of Jhebbal Sag has all the special qualities of the base creature, plus the following special qualities.
* Low-light vision.
* Wild Empathy. The child of Jhebbal Sag may improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person.
The child of Jhebbal Sag rolls 1d20 and adds his character level and his Charisma bonus to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the child of Jhebbal Sag and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people it might take more or less time.

The child of Jhebbal Sag can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. This is an extraordinary ability.

Spells: Although the child of Jhebbal Sag gains no particular bonus spells, he is particularly effective with spells of the Nature Magic sorcery style. Whenever he casts any Nature Magic spell, his scholar level is considered to be +1 for all purposes.

Favoured Classes: Change to borderer and scholar.

Base Power Points: As the base creature.

Abilities: Adjust from the base creature as follows: Cha +2, Str -2. Furthermore, a creature whose Intelligence was 6 or below has its Intelligence increased to 6.

Fate Points: Reduce by -2.

Skills: Children of Jhebbal Sag gain a +2 racial bonus to all Handle Animal checks.

Corruption: As base creature +1.

Choke Hold (Soldier)

You have learned the correct way to apply pressure to render an opponent unconscious.

Prerequisites: Improved Unarmed Strike, Improved Grapple.

Benefit: If you maintain a grapple for a number of consecutive rounds equal to your opponent’s Constitution bonus (minimum 1 round), you can attempt to knock out your opponent.

The victim must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or else it falls unconscious for 1d4 rounds. Each successive round you attempt this, the target takes a cumulative –1 penalty on its saving throw.

Cleave (Soldier)

You know how to follow up a mighty blow.

Prerequisites: Power Attack.

Benefit: If you deal a creature enough damage to take it out of the fight, typically by dropping it to below zero hit points or killing it, you get an immediate, extra melee attack against another creature within reach. You cannot take a five foot step before making this extra attack.

The extra attack must be with the same weapon and is at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Clinging Power (Sorcery)

Your excess Power Points drain more slowly.

Prerequisites: Knowledge (Arcana) 6 ranks, must know at least two sorcery styles.

Benefit: When your Power Points are greater than your base power points, they revert to your base at a rate of one Power Point every two hours.

Normal: Power Points revert to your base at a rate of one Point every hour.

Combat Casting (Sorcery)

You are adept at casting spells in combat.

Benefit: You get a +4 bonus on Concentration checks made to cast a spell while on the defensive or while you are grappling or pinned.

Combat Expertise (Soldier)

You are an expert at fighting cautiously so as to minimise the risk of being hit.

Prerequisites: Int 13.

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Defence.

This number may not exceed your Base Attack Bonus. The changes to attack rolls and Defence last until your next action.

Special: If you use combat expertise while fighting defensively, the bonuses are cumulative.

Combat Master (General)

The combat master can observe a combat situation and attune himself to its ebbs and flows.

Prerequisites: Wis 13, Perception 2 ranks, Sense Motive 2 ranks, Alertness.

Benefit: As a full-round action, you observe the combat around you and make a Wisdom check (DC 20) with a bonus equal to half your character level.

If the check succeeds, for the rest of the combat, you add your Wisdom modifier to all attack rolls for the duration of the encounter. You can attune to combat a number of times per day equal to your Wisdom modifier.

Combat Reflexes (General)

You are skilled at taking advantage of your opponent’s mistakes.

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. This feat also allows you to make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and cannot make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a thief who has the opportunist special ability to use it more than once per round.

Combine Damage (Soldier)

Your speed allows you to readily dispatch opponents.

Prerequisites: Base Attack Bonus +6, Combat Expertise, Improved Initiative, Wis 13, Dex 13

Benefit: You must make a Full Attack action and all the attacks must be directed against the same target. You can string your full-attack action attacks together, striking with such speed that all the damage from the different attacks count as if they were dealt in a single attack.

Since the attacks are more based on speed than power, this maneuver cannot be used in conjunction with Power Attack or any feats in its chain. Also, each attack suffers a –2 penalty to damage and the amour piercing rating of the weapon is reduced by two.

Concealed Weapon (General)

You are adept at hiding small weapons on your person.

Prerequisites: Dex 13, Bluff 2 ranks, Quick Draw

Benefit: You may make a Bluff check with a +8 competence bonus when concealing a small (or smaller) piercing or slashing weapon about your person.

Anyone attempting to detect the weapon must make an opposed Perception check against your Bluff check. If you appear to be unarmed but subsequently quick draw your successfully concealed weapon and attack an opponent, you gain a +1d6 damage bonus against your opponent and he will be considered flat footed for this attack.

Any creature with an Intelligence score of less than 3 or that is immune to critical hits is immune to this effect. This action may only be used once per enemy, as they quickly grow wise to your deception.

Concentration Mastery (General)

You can maintain your concentration even under stress or amidst distraction.

Prerequisites: Concentration 5 ranks

Benefit: You have a strong ability to focus and concentrate, allowing you to take 10 on Concentration skill checks even if stress and distractions would normally prevent you from doing so.

Confident (General)

You have a high opinion of yourself and refuse to bow before anyone.

Benefit: You gain a +4 bonus on level checks to resist all forms of intimidation, including the effects of Steely Gaze and Menacing Aura.

Conjurer (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Prestidigitation

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Prestidigitation sorcery style.

Cool Under Pressure (General)

Nothing bothers you, nothing flusters you.

Prerequisites: Wis 17

Benefit: You always remain calm under pressure, and you can take 10 as a standard action even when threatened or distracted on Balance, Climb, Decipher Script, Disable Device, Perception, Open Lock, Sleight of Hand, Search and Stealth checks.

If the activity you’re attempting takes more than 1 round, you can gain this benefit in only one of those rounds. For instance, you could climb the first section of a wall while under fire using this feat, but if the wall is taller than you can clear in a single round’s climbing, you would need to make normal checks to continue climbing after the first round.

Coordinated Strike (General)

You and your animal companion can coordinate your melee attacks to gain an advantage in combat.

Prerequisites: Animal Ally, Handle Animal 5 ranks

Benefit: During any round in which your animal companion makes a melee attack, you gain a +2 competence bonus on your attack rolls against the same target.

Cosmic Seer (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Cosmic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Cosmic sorcery style.

Courtesan (General)

You are a professional courtesan, who lures men with a smile.

Prerequisites: Bluff 1 rank

Benefit: You consider the following skills as Class Skills: Knowledge (Pick One), Perform (Pick One), Diplomacy, Sense Motive.

Craft Aberration (Sorcery)

You have begun to experiment with the secrets of life itself.

Prerequisites: Knowledge (Arcana) 12 ranks, Knowledge (Nature) 12 ranks, Permanent Sorcery.

Benefit: You may attempt to create the horrific combination creatures known as aberrations.

This feat is used in accompaniment with the Combining Creatures – Aberrations rules.

Craft Magic Item (Sorcery)

Thanks to your expertise with a wide range of sorcerous skills and spells, you have learned to create minor magical items of all kinds.

Prerequisites: Knowledge (Arcana) 12 ranks, Craft (Alchemy) 12 ranks, Craft (Any) 12 ranks, Craftsman, at least fifteen spells known.

Benefit: You may create any magic item whose prerequisites you meet, so long as its Experience Point Cost is at most 5,000 xp.

The time this takes and the money expended are given in Chapter 4: Permanent Sorcery. You can also mend a broken magic item if it is one that you could make.

Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Any magic item you create, and any repairs you make to magic items, are bound by the Rule of Impermanence.

Craft Major Magic Item (Sorcery)

As a true master sorcerer, you can create legendary magical items, including powerful magic swords and other weapons. Unlike lesser sorcerers, you can craft magical items that will continue to function even after your own death.

Prerequisites: Craft Magic Item, Permanent Sorcery, Knowledge (Arcana) 17 ranks, Craft (Alchemy) 17 ranks, Craft (Any) 17 ranks, Craftsman, at least twenty spells known.

Benefit: As for Craft Magic Item, except that you may create a magic item which costs 5,001 xp or more. Magic items you create and repair are not bound by the Rule of Impermanence.

Craft New Life (Sorcery)

You have mastered the secrets of creating new life, using sorcerous vats to craft magical creatures from a variety of bizarre ingredients.

Prerequisites: Knowledge (Arcana) 17 ranks, Knowledge (Nature) 17 ranks, Heal 17 ranks, Permanent Sorcery, Craft Aberration, must know bones of life spell.

Benefit: You may create creatures that are wholly new to this world.

Craftsman (General)

You are a naturally kinesthetic thinker, able to intuitively grasp the best way to work on any particular craft project.

Prerequisites: Craft (Any) 1 rank.

Benefit: You gain a +2 bonus to all Craft checks.

Critical Focus (Soldier)

You are trained in the art of causing pain.

Prerequisites: Base Attack Bonus +4

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

Critical Mastery (Soldier)

Your critical hits cause two additional effects.

Prerequisites: Base Attack Bonus +12, Critical Focus, any two critical feats.

Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.

Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Crossbow Sniper (Soldier)

You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers.

Prerequisites: Weapon Focus (Any Crossbow), Base Attack Bonus +4

Benefit: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus (Rounded Down).

Crowd Slipping (General)

You can move quickly through crowds.

Prerequisites: Dex 13.

Benefit: You can move at full normal speed through thick crowds. You can take a double move action if the crowd is not packed completely shoulder-to-shoulder.

You cannot run through a crowd unless you succeed on a Tumble check (DC 15 for a dispersed group, DC 20 for closely spaced, DC 30 for shoulder-to-shoulder). If the crowd actively aids or opposes your movement, you gain a –5 or +5 circumstance modifier.

Normal: You move through a crowd at half your normal movement rate and cannot run.

Crushing Grip (Soldier)

The mighty thews of your hand and arm can crush a man’s limb or neck in moments if you can get a grip on him.

Prerequisites: Str 17, Improved Grapple, Base Attack Bonus +8.

Benefit: You can move at full normal speed through thick crowds. You can take a double move action if the crowd is not packed completely shoulder-to-shoulder.

You cannot run through a crowd unless you succeed on a Tumble check (DC 15 for a dispersed group, DC 20 for closely spaced, DC 30 for shoulder-to-shoulder). If the crowd actively aids or opposes your movement, you gain a –5 or +5 circumstance modifier.
Normal: You move through a crowd at half your normal movement rate and cannot run.

Culling the Weak (General)

You can identify the weakest member of a group.

Prerequisites: Sense Motive 4 ranks.

Benefit: You can determine who the weakest member of a group is with a successful Sense Motive check (DC 15). You gain a +1 insight bonus against this person with regard to skill checks, saving throws and attack rolls.

Special: The term `weakest` has been left intentionally ambiguous to allow the Games Master to make a determination that fits the situation. In combat this might mean the opponent with the lowest Hit Die but in a social situation it might be someone with poor social skills or someone easily swayed. When dealing with sorcery, it could be the person with the worst Will save.

Cutting Remark (General)

You can enrage and provoke your enemies into foolish attacks.

Prerequisites: Cha 15.

Benefit: You can taunt and sneer so effectively that you drive enemies to charge and fight, or to target you in combat with magic or ranged weapons.

If you succeed on a Bluff check opposed by your opponent’s Sense Motive check, you provoke your opponent to attack you in melee combat or with spells or missiles (if the setting is otherwise peaceful). If you fail, the opponent ignores your taunts.

Dabbler (General)

Though you might not be a formally trained sorcerer, you have learned a little magic here and there, enough to perhaps get you out of a tight spot or two – if it works.

Prerequisites: Int 13, Knowledge (Arcana) 3 ranks.

Benefit: Choose a sorcery style from the following: Counterspells, Curses or Divination (except if your worshipment says otherwise). Up to once during any given week, you may make a Knowledge (Arcana) check to recall a small amount of sorcerous lore that could prove useful to your current situation.

You do not have a true, permanent understanding of the style you access in this way but you are able to remember just enough to attempt to use the sorcery in question. You need not meet any prerequisites for the style except those that require a certain number of ranks in a particular skill.

If your skill check beats DC 15, the Games Master will select an appropriate sorcerous effect from among the spells to which you are granted temporary access – enough to cast once and once only. The effect will be something useful to your situation, though in most cases it will not be sufficient to completely defeat your opposition on its own.

If your Knowledge (Arcana) check beats DC 25, you can choose the sorcerous effect from the spells of a style you dabble in. You may also spend a Fate Point to cast a spell using this feat. If you do so, you do not need to make a Knowledge (Arcana) check – the spell may be basic or advanced – and this does not count towards your limit of one spell per week.

Special: You expend Power Points to cast the spell as usual. If you do not already have any Power Points when you select this feat, you immediately acquire Base Power Points of 2 + Wisdom modifier.

Dangerous Insinuations (General)

You know how to appeal to an audience’s worst nature. Your words provoke fear and anger, turn friend against friend and even inspire hatred.

Prerequisites: Cha 13.

Benefit: You receive a +2 competence bonus to Bluff, Diplomacy and Perform checks when inciting distrust and paranoia.

Dazzling Display (Soldier)

Your skill with your favored weapon can frighten enemies.

Prerequisites: Weapon Focus, Intimidate 4 ranks

Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Deadly (Soldier)

So in tune with the lives you have taken over the years, you are an instrument of death when a weapon is in your hands. Once you have set to felling a foe, little can stop your decapitating strokes and eviscerating sweeps.

Prerequisites: Base Attack Bonus +6, Power Attack.

Benefit: Anything that is forced to make a Massive Damage save against one of your attacks does so at a –5 penalty.

Deadly Aim (Soldier)

You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, Base Attack Bonus +1.

Benefit: 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.

Deafening Critical (Soldier)

Your critical hits cause enemies to lose their hearing.

Prerequisites: Critical Focus, Base Attack Bonus +8.

Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your Base Attack Bonus. This feat has no effect on deaf creatures.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Debaucher (Sorcery)

You are highly familiar with sensual experiences of all kinds, and can use this experience both to corrupt others and to enhance your own magical power.

Prerequisites: Cha 15, Carouser, entrance, enslave, Corruption 3+, must have experienced at least one weird pleasure (such as drinking lotus wine, an orgy to Derketo, or the joy of sacrificing a living human being to your dark gods).

Benefit: Anyone with whom you have close, peaceful, pleasurable contact with (such as being lovers, drinking companions, or fellow lotus-eaters) for an hour or more at a time must make a Corruption save or gain a point of Corruption.

This only applies if their current corruption is lower than your own. Furthermore, if this person does gain a point of Corruption, you immediately gain (1d6 + your Charisma bonus + your Corruption score) Power Points. The Power Points that can be gained in this way are restricted by your Maximum Power Points as usual.

Extra Power Points gained in this manner do not begin to dissipate, returning you to your Base Power Points, until you have ceased doing the pleasurable activity. This would allow you to gain quite enormous numbers of Power Points during a night-long orgy of sensuality involving dozens of lotus-intoxicated participants, for example.

Deceitful (General)

You live a life of underhanded dealings and deceit.

Benefit: You get a +2 bonus on all Disguise and Forgery checks.

Deception of Set (Sorcery)

Others find it more difficult to sense the horrors in your soul.

Prerequisites: Bluff 8 ranks, 5 Corruption Points, Foul is Fair

Benefit: Others must make a successful Sense Motive check opposed to your Bluff check to sense your sorcerous nature. Additionally, you gain a +2 on your Will save when opposing someone attempting to determine how powerful you are.

Deep Cover (General)

You have a special talent for immersing yourself in a role.

Prerequisites: Disguise 3 ranks

Benefit: If you spend at least one day preparing your disguise, you gain a +10 competence bonus on opposed Disguise checks when you are impersonating a specific person.

Defensive Disarm (Soldier)

When attacked with a weapon, you may attempt to disarm the foe attacking you..

Prerequisites: Combat Expertise, Int 13, Improved Disarm.

Benefit: If you are attacked with a melee weapon and missed, you may make a Disarm attempt on the weapon as an attack of opportunity, subject to the standard restrictions on attacks of opportunity in a round.

Defensive Martial Arts (General)

You have been trained to avoid blows and other attacks directed at you in battle.

Prerequisites: Must be Khitan, Vendhyan or Himelian or must have the calm of the adept spell.

Benefit: You gain an additional +2 bonus to Defence when fighting defensively or using the total defence action. This grants you a total of +4 bonus to Defence when fighting defensively and a total of +6 bonus to Defence when using the total defence action.

Furthermore, you gain a +2 bonus to opposed Strength and Dexterity checks any time you make trip, overrun or grapple attacks or when you try to avoid trips, overruns and grapples made against you.

Normal: A character using the total defence action without this feat gains a +2 bonus to Defence when fighting defensively and a +4 bonus to Defence when using the total defence action.

Defensive Throw (Soldier)

You can use your opponent’s weight, strength, and momentum against her, deflecting her attack and throwing her to the ground

Prerequisites: Dex 13, Improved Unarmed Strike, Dodge, Improved Trip, Combat Reflexes.

Benefit: If you are using your Dodge DV against a foe and are succesfull, you can make an immediate trip attack on that foe. The trip attempt counts as one of your attacks of opportunity.

Deft Hands (General)

Your hands are naturally dextrous.

Benefit: You get a +2 bonus on all Sleight of Hand and Use Rope checks.

Demon Killer (Soldier)

You have hardened yourself to supernatural terrors.

Prerequisites: Iron Will, must have single-handedly defeated a monster of any kind. Not available to Southern Islanders or Tlazitlans.

Benefit: You gain a +2 bonus to Will saves versus Terror. Each time that you defeat a new monster, you become immune to the Terror effect of that creature and others like it. You are immune to any fear effects used by a creature of a type you have slain.

Desperate Interrupt (General)

You can act quickly to interrupt someone act-ing before you in a combat round.

Prerequisites: Dex 13, Improved Initiative, Lightning Reflexes.

Benefit: By sacrificing your next action in thecombat round, you may take an immediate par-tial action to interrupt someone acting before you. You may only take a partial action, andmay not use this feat twice in the same round.

Normal: You may only act to interrupt some-one acting after you in the combat sequence if you have a held partial action.

Diehard (Soldier)

You can endure wounds that would drop another man.

Prerequisites: Endurance.

Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You do not have to roll d% to see if you lose one Hit Point each round.

When reduced to negative hit points, you may choose to act as if you are disabled, rather than dying.

You must make this decision as soon as you are reduced to negative hit points, even if it is not your turn. If you do not choose to act as if you are disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn but not both. You cannot take a full round action. You can take a move action without further injuring yourself, though if you perform any standard action (or any other action deemed as strenuous, including some free actions) you take one point of damage after completing the act. If you reach –10 hit points, you die.

Normal: A character without this feat that is reduced to between –1 and –9 hit points is unconscious and dying.

Diligent (General)

You are skilled at evaluating objects and writing.

Benefit: You get a +2 bonus on all Appraise and Decipher Script checks.

Disabling Strike (Soldier)

Choose one type of weapon, your attacks with this weapon can hinder your foes.

Prerequisites: Improved Critical with the weapon selected, Greater Weapon Focus with the weapon selected, Base Attack Bonus +12

Benefit: Anytime you hit with a critical attack, you may select one of the following effects:

* Arm Strike: The target gains a –2 circumstance penalty on attack and parry rolls and takes an additional –5 on all skills that have an armour check penalty.
* Leg Strike: The target loses his dexterity bonus to armour class and his base movement is reduced by 10 feet.
* Head Strike: The target is blinded by blood. Each of these effects lasts for 1d3+1 rounds.

Special: Any creature that is immune to critical hits is not vulnerable to Disabling Strike. You must be able to see the target well enough to pick out the vital spot and must be able to reach the spot. A soldier may select Disabling Strike as one of his bonus feats.

Disarmer (Soldier)

Sometimes you can deal incredible damage with your grappling holds.

Prerequisites: Improved Grapple, Power Attack.

Benefit: Any time you deal a critical hit during a grapple your target suffers 2d4 temporary Str damage.

Disarming Looks (General)

Your physical appearance can fool other people into ignoring your other attributes, abilities or faults.

Prerequisites: May only be taken at 1st level

Benefit: Twice per day, you may reroll any Bluff, Diplomacy, Gather Information or Intimidate check in which your gender or physical appearance may apply (such as seduction or convincing a guard of the opposite sex to let you by). You must accept the second roll regardless of the outcome.

Disciple of Archery (Soldier)

Your training in the discipline of archery makes youa more effective archer in mass combat situations.

Prerequisites: Soldier level 1, Dex 12, Point Blank Shot

Benefit: When you make a ranged attack in a mass combat you reduce the range increment penalty for any shot by 2 to a minimum of 0. However, when you use this feat you may not specifically target any character or creature. Instead, your shot strikes a single enemy at random.

Disciple of Cavalry (Soldier)

Your training in the discipline of cavalry makes you more effective on horseback in mass combat situations.

Prerequisites: Soldier level 1, Dex 12, Mounted Combat

Benefit: When you make a melee attack from horseback you may use your Strength modifier or your mounts, whichever is higher, to determine your bonus to attack and damage rolls.

Disciple of Infantry (Soldier)

Your training in the discipline of infantry fighting makes you more effective when you stand shield to shield with your brothers on the field of battle.

Prerequisites: Soldier level 1, Str 12, Weapon Focus (one melee weapon)

Benefit: When you make a melee attack against a flanked target you may ignore the target’s Dexterity bonus to his Dodge DV and his Strength bonus to his Parry DV.

Dive for Cover (General)

You can dive behind cover or drop to the ground quickly enough to avoid many area effects.

Prerequisites: Base Reflex save bonus +4

Benefit: If you fail a Reflex saving throw, you can immediately attempt the saving throw again. You must take the second result, whether it succeeds or fails. You become prone immediately after attempting the second roll.

Diviner (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Divination

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Divination sorcery style.

Dodge (Soldier)

You are very nimble on your feet, ducking and weaving in and out of combat to avoid your enemies’ attacks.

Prerequisites: Dex 13, base dodge bonus +1.

Benefit: You gain a +1 dodge bonus to your Dodge Defence.

Double Slice (Soldier)

You are an expert skirmisher skilled at fighting with two weapons.

Prerequisites: Dex 15, Two-Weapon Combat.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you can add the damages together before Damage Reduction.


E-G

Eagle Eye (Soldier)

Your eyes are keen, your aim true. While other archers and throwers only strike with precision at short distances, you can attack at any range.

Prerequisites: Dex 15, Alertness, Point Blank Shot.

Benefit: Point blank distance is considered to be 60 feet for you when you use ranged attacks. This means you gain the benefits of Point Blank Shot and other, similar feats and special abilities (such as sneak attack) when making ranged attacks to a distance of 60 feet or less.

Normal: Feats and special abilities that only work at point blank range apply only when the target is within 30 feet or less.

Earth's Embrace (Soldier)

You can crush opponents when you grapple them.

Prerequisites: Str 15, Improved Unarmed Strike, Improved Grapple.

Benefit: While grappling, if you pin your opponent, you deal double damage in each round that you maintain the pin. You must hold your opponent immobile as normal (with an opposed grapple check), but you must also remain immobile, giving opponents (other than the one you’re pinning) a +4 bonus on attack rolls against you (but you are not helpless).

Empower Spell (Sorcery)

You can increase the power of your spells, causing them to deal more damage.

Prerequisites: Magic Attack Bonus +4

Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Add 4 PP to the cost of the spell.

Endurance (Soldier)

You have incredible stamina.

Benefit: You gain a +4 bonus on the following checks and saving throws:

* Swim checks made to resist nonlethal damage
* 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 saving throws made to avoid nonlethal damage from hot or cold environments
* Fortitude saving throws made to resist damage from suffocation.

In addition, you may sleep in light or medium armour without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armour is automatically fatigued the next day.

Engineer (General)

A master mason who supplies architectural and engineering direction to the construction of all manner of structures.

Prerequisites: Profession (Engineer) 1 Rank

Benefit: You consider the following skills as Class Skills: Knowledge (Architecture and Engineering), Disable Device, Craft (Stonemasonry), One Craft of your choice.

Enlarge Spell (Sorcery)

You can increase the range of your spells.

Prerequisites: Magic Attack Bonus +2

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 10 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.

Add 2 PP to the cost of the spell.

Epiphany (General)

You can deliver an uncannily apropos statement that stuns others into a sublime understanding of a concept.

Prerequisites: Wis 15, Knowledge (religion) 6 ranks

Benefit: You can issue a single-sentence statement once per day about a religious concept with which you are familiar.

The words simply occur to you on the spur of the moment, dredged from your unconscious or gifted by the gods above (or demons below).

Each creature that can understand you and hear you must attempt a special check with a bonus equal to his level + his Wisdom modifier (DC = 10 + your Knowledge (religion) ranks).

Failure means the listener does not understand the wisdom of your statement and so does not benefit from it.

Success indicates that the listener has gained some vital understanding of the topic at hand. You must also make a check to benefit from your own statement – you do not necessarily understand the words that come to your mind any better than others do.

For the rest of the encounter, a successful listener gains a bonus equal to your religion ranks /3 (Rounded Up), on all checks relating to the religious topic commented upon.

Exhausting Critical (Soldier)

Your critical hits cause opponents to become exhausted.

Prerequisites: Critical Focus, Tiring Critical, Base Attack Bonus +10.

Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.

Exotic Weapon Proficiency (General)

You have learned how to use one of the more unusual weapons of the Hyborian age.

Prerequisites: Base Attack Bonus +1.

Benefit: Pick a category of exotic weapons (Unarmed, Light, 1H, 2H or Ranged). You may make attack rolls with every weapon of the category without a nonproficiency penalty.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapons.

Explosive Power (Soldier)

You can focus your strength for devastating attacks.

Prerequisites: Power Attack, Str 17, Base Attack Bonus +5

Benefit: As a full round action you may make a single melee attack using your highest Base Attack Bonus and utilizing Power Attack at your highest bonus. If the melee attack is successful, it is treated as a critical.

Special: Creatures immune to critical hits are also immune to this effect.

Extend Spell (Sorcery)

You can make your spells last twice as long.

Prerequisites: Magic Attack Bonus +2

Benefit: An extended spell lasts twice as long as normal.

A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Add 2 PP to the cost of the spell.

Eyes of The Cat (General)

You see more clearly in the dark than many men can in full daylight.

Prerequisites: Perception 1 rank, may only be taken at 1st level.

Benefit: You gain low-light vision. That is, you can see twice as far as ordinary humans by starlight, moonlight, torchlight or other conditions of poor illumination. You can even distinguish colour and detail under these low-light conditions.

Eyes of The Magpie (General)

Your eyes are automatically drawn to the most expensive items in a room. This feat is especially useful when time is of the essence.

Prerequisites: Appraise 5 ranks.

Benefit: When moving into a room, you can easily notice the three most expensive items visible in the room and can make an Appraise check as a free action to know their exact worth.

Eyes to the Sky (Sorcery)

You do not like to be watched and you do not like having your life pried into. You have an instinctive sense when someone is magically watching you, studying you or learning about you.

Prerequisites: Previous exposure to a visions spell.

Benefit: You automatically know when you are the subject of visions, dream of wisdom, mind-reading and psychometry spells. You know who is learning about you and where they are located.

If the spell allows a saving throw, you make it at a +4 competence bonus. If the spell does not allow a saving throw, it now allows a Will save (DC set by caster’s magical attack roll) to negate the observation, but without the previous bonus.

Face in the Crowd (General)

You are an expert at blending in to the urban environment, quickly altering your appearance to allay any suspicions towards you. In a brief moment you can pull your winter blanket from your backpack, remove your helmet, and slump against an alley to disguise yourself as a derelict. You have a natural ability to fade in to the background.

Prerequisites: Disguise skill, Cha 13.

Benefit: You can use the Disguise skill as a full-round action at a –10 circumstance penalty to your skill check.

Normal: It takes 1d3 x 10 minutes to complete a Disguise check

Far Shot (Soldier)

You are skilled in shooting at very long ranges.

Prerequisites: Point Blank Shot.

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment doubles.

Special: A Hyrkanian or Turanian need not have the Point Blank Shot feat before selecting this feat.

Fast Healer (General)

An iron constitution and remarkable stamina allow you to recover from injuries and illness at an amazing rate.

Prerequisites : Con 13.

Benefit : You recover from all forms of damage (Hit Points, Ability damage, and subdual damage) at twice the normal rate.

Any circumstances that increase the rate of natural healing (long term care arising from the Heal Skill, for example) increase your natural healing rate to three times the normal rate if resting, or twice the normal rate if you continue to be active.

Special : This Feat may only be taken at 1st Level.

Fast Talker (General)

You have a way with words.

Prerequisites : Cha 15, Bluff 3 ranks.

Benefit : You can confuse any creature that listens to you for a single round with your illogical asides, humorous quips, and daffy logic. You must use a full-round action to fast talk a target creature. The creature is entitled to a Will save (DC 10 + half your character level + your Charisma bonus) to see through the ruse.

If the save fails, the target creature takes no action other than defending itself in the following round. You cannot affect a particular creature with this ability for more than a single round.

Favored Destiny (General)

Regardless of the odds, you seem to escape death just when it seems that your luck has run out.

Prerequisites: Lucky, Dex 13+.

Benefit: Once per week, a character with this feat can completely avoid what would otherwise be lethal damage (from any source). To do so requires a successful Reflex saving throw (DC = the standard difficulty for the spell or ability (if applicable) or the damage of the attack).

A failed save negates the possibility of evading the blow through other special abilities or saving for half damage. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the favored destiny feat.

Feign Death (General)

You can make others believe you’re dead.

Prerequisites: 2 ranks Perform (Actor)

Benefit: In reaction to an opponent successfully dealing damage to you, you may make a bluff check to appear unconscious or dead. Opponents may make an opposed Sense Motive check to see through your ruse. If your bluff is successful, your opponents are considered flat footed with regard to your next attack.

You are not denied your Dexterity bonus while using this feat but circumstances related to your bluff could affect other’s attacks against you (prone, eyes closed and so on). At the GM’s discretion, bonuses or penalties may be awarded for attempts to improve your Feign Death attempt or for opponents to see through them.

Fencer's Finesse (Soldier)

You wield a finesse weapon like a scalpel.

Prerequisites: Dex 14

Benefit: You use elegance and speed to make exacting, deadly cuts on your opponents. Apply your Dexterity modifier to damage, rather than your Strength modifier.

Fencing Stance (Soldier)

Prerequisites: Balance 2 ranks

Benefit: When employing a single weapon for finesse fighting in one hand, and using the other hand for balance only, your defensive stance improves, granting you a +2 Dodge bonus.

Fighting-Madness (General)

You can enter a powerful, enraged state.

Prerequisites: Must be a Cimmerian, Himelian Tribesman, Wazuli, Kushite, Nordheimr, Pict, Southern Islander, Darfari or Tlazitlan, Con 13, Base Attack Bonus +1.

Benefit: Up to once per day, you can enter a fighting- madness as a free action. You temporarily gain +4 to Strength, +4 to Constitution and a +2 morale bonus on Will saving throws but suffer a –2 penalty to Defence.

While in a fighting-madness, you cannot use skills or abilities that require patience and concentration, including sneak attacks and finesse fighting.

You can use any feat you might have except for Combat Expertise, sorcery feats and Skill Focus, if the latter is tied to a skill that requires patience or concentration.

A fighting-madness lasts for a number of rounds equal to 3 + your newly improved Constitution bonus. The increase in Constitution grants additional hit points but these hit points go away when the fighting-madness ends, possibly killing the warrior! You may voluntarily end the fighting-madness at any time.

You may not enter a fighting-madness if you are under the effect of the barbarian class feature Crimson Mist and vice versa.

Flames Embrace (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Fire Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Fire Magic sorcery style.

Flame-Marked (Sorcery)

You have been marked by the flame of sorcery.

Prerequisites: Must have either sacrificed a body part to the fires, or suffered ten points of fire damage in a single attack.

Benefit: You may ignore the first two points of damage from any fire-based attack. You also gain a +4 insight bonus to Concentration checks when using the heart of flame spell.

Fleet-Footed (Soldier)

You are fast on your feet.

Benefit: You gain an enhancement bonus of +10 feet to your speed when wearing light or no armour (and not carrying a heavy load) or an enhancement bonus of +5 feet to your speed when wearing medium or heavy armour.

Special: You can select this feat more than once, up to a maximum of three times. Its benefits stack.

Flying Kick (Soldier)

You literally leap into battle, dealing devastating damage.

Prerequisites: Str 13, Power Attack, Improved Unarmed Strike, Jump 1 Rank

Benefit: When fighting unarmed and using the charge action, you deal double damage with your unarmed attack.

You are capable of creating a ‘voodoo doll’ or similar focus so as to break down a target’s resistance to your curses.

Prerequisites: Craft (fine art, sculpture or similar) 1 rank, Hexer, Magic Attack Bonus +3.

Benefit: You may enhance your magical link by crafting a representation of your victim, such as a doll or a painting, then adding additional connections to the victim. You take one full day, with a raw materials cost of 10 silver pieces, after which you may make an appropriate Craft check and refer to the table below to determine the result.
Craft Check Result Bonus to Magical Attack Rolls
14 or less No bonus; all materials used are wasted (lost), including any magical links
15-24 1
25-34 2
35-44 3
And so on And so on

Furthermore, for each additional object you incorporate into the representation, up to a maximum of four, the enhancement bonus increases by +1. Each object must be one that by itself could be used as a magical link to the victim.

Foul is Fair (Sorcery)

You can mask the effects of your corruption.

Prerequisites: Bluff 4 ranks, 1 Corruption Point

Benefit: Your corruption does not affect your Charisma- based skill checks when dealing with another character who has a Code of Honour.

Fortune Teller (General)

You are a Fortune Teller in your day job.

Prerequisites: Perform 1 rank

Benefit: You consider the following skills as Class Skills: Knowledge (Astrology), Sense Motive, Bluff, Diplomacy.

Fortune's Favor (General)

You can force the hand of fate to move in your favour.

Prerequisites: 3rd level, Cha 13+

Benefit: Once per day, you can reroll one roll you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

Free Thinker (General)

You are freed from aspects of traditional religious dogma and ritual and may study forbidden styles of magic.

Prerequisites: Wis 13+, Priest

Benefit: You may learn any style of magic as might a scholar with the Independent background. You are no longer limited by the choices given to ordained priests.

Special: There may be political or social ramifications to this feat if your independence is discovered and deemed heretical by temple elders or high priests of your sect.

The Games Master may impose penalties for disloyal priests if discretion is not taken.

Freezing the Lifeblood (Soldier)

You can paralyze a humanoid opponent with an unarmed attack.

Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, Base Attack Bonus +8

Benefit: You can use this feat once per encounter. Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Against a humanoid opponent, you can make an unarmed attack that deals no damage but has a chance of paralyzing your target.

If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). If the target fails this saving throw, it is paralyzed for 1d4+1 rounds.

Good Listener (General)

You are easy to talk to, and so can gather information quickly.

Prerequisites: Gather Information 5 ranks, Cha 13

Benefit: You can Gather Information with only (1d4+1)x10 minutes of work.

Normal: A typical Gather Information check takes 1d4+1 hours.

Great Cleave (Soldier)

Your blows are the stuff of legends.

Prerequisites: Str 13, Cleave, Base Attack Bonus +4.

Benefit: This feat works as Cleave, except there is no limit to the number of times you can use it per round.

Great Fortitude (General)

You are hardier than most other people of your race.

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

Great Library (General)

You possess a large number of books and scrolls.

Prerequisites: Must be from a civilised, literate background. This feat may only be taken at 1st level, or when the character acquires a suitable library in the course of adventuring.

Benefit: You have a library with 12 ranks in each of two Knowledge skills. See the library rules on Secrets of Skelos - page 119.

Special: You make take this feat multiple times; each time, it applies to two different Knowledge skills.

Greater Blind-Fight (Soldier)

You prefer to fight in total darkness because you suffer no penalties and your foes usually do. Your instincts and almost supernatural awareness serves you well.

Prerequisites: Wis 17, Improved Blind-Fight

Benefit: You gain blindsight 10 ft. This ability is similar to blindsense, but is far more discerning.

Using non-visual senses, such as sensitivity to vibrations, keen smell or acute hearing, you manoeuvre and fight.

Greater Combat Reflexes (Soldier)

Your reflexes are honed to perfection, especially when making ripostes.

Prerequisites: Dex 17, Combat Reflexes, Dodge, Base Attack Bonus +8

Benefit: Failed attacks against you provoke attacks of opportunity.

Greater Control (Sorcery)

You are able to train more magical beasts or monstrous humanoids to take your commands than can most sorcerers.

Prerequisites: Knowledge (Nature) 12 ranks, Handle Animal 12 ranks, summon beast, control magical beast, animal ally, control monstrous humanoid.

Benefit: Select either magical beasts or monstrous humanoids.

Using the appropriate spell, you may control an additional number of magical beasts or monstrous humanoids whose total Hit Dice is equal to your scholar class level.

Special: This feat may be taken more than once. Its benefits stack.

Greater Critical (Soldier)

Select one weapon that you have already applied the Improved Critical feat to. You have learned to wield that weapon with such skill as to inflict devastating amounts of damage on a regular basis.

Prerequisites: Improved Critical, Base Attack Bonus +16.

Benefit: When using the weapon you selected, your threat range is tripled. This supersedes the doubling provided by the Improved Critical feat.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Greater Dodge (Soldier)

You have mastering techniques to avoid your enemies’ attacks.

Prerequisites: Dex 15, Dodge.

Benefit: You gain a +1 dodge bonus to your Dodge Defence. Bonus stack with the Dodge feat

Greater Feint (Soldier)

You are devoted to misdirecting your opponents.

Prerequisites: Int 15, Dex 13, Base Attack Bonus +11, Combat Expertise, Combat Reflexes, Improved Feint

Benefit: You can make a feint attempt as a free action, however you may only attempt it once per round per viable opponent.

Greater Grapple (Soldier)

You are able to charge, grapple and make a further move.

Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, Base Attack Bonus 9+.

Benefit: When attempting to start a grapple, if you successfully hold your opponent you deal damage to your target as if with an unarmed strike (as usual) but may also take one additional grapple action as a free action.
If the second action requires a grapple check, they must succeed at that as well.

This feat allows its user to charge, grapple and if successful, make a further move (at half speed). A character could lie in wait at the water’s edge, charge 10 feet, grapple and then move 10 feet (20 feet remaining movement at half speed). All movement would provoke attacks of opportunities as normal.

Greater Initiative (Soldier)

You are insanely fast, able to attack like lightning.

Prerequisites: Dex 13, Improved Initiative

Benefit: You gain an additional +4 bonus to Initiative checks, which stacks with the benefits provided by the prerequisite feat.

Greater Meditation (Sorcery)

Your powers of meditation allow you to build up a great many Power Points, far more than you would usually have.

Prerequisites: Wis 15, Knowledge (Arcana) 7 ranks, Meditation, calm of the adept, no Corruption score.

Benefit: By meditating for one hour, you can gain 2d6 + Wis bonus Power Points. You may do this as often as you wish.

You may gain more than your Base Power Points in this manner, up to a maximum of your Maximum Power Points as usual. You do not begin to lose Power Points again until you cease meditating. This feat supersedes the Meditation feat entirely.

Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.

Greater Overrun (Soldier)

You knock them over, then hit them while they are down.

Prerequisites: Str 15, Combat Reflexes, Improved Overrun, Improved Trip, Power Attack

Benefit: You gain an additional +2 to opposed Strength or Dexterity checks when making an overrun. In addition you can make a follow-up attack on a successful overrun before resuming movement.

Greater Penetrating Strike (Soldier)

Your attacks penetrate the defences of most foes.

Prerequisites: Penetrating Strike, Base Attack Bonus +6.

Benefit: Your attacks made with weapons selected with Weapon Focus gains 6 points of penetration.

Greater Shield Focus (Soldier)

You are skilled at def lecting blows with your shield.

Prerequisites: Shield Focus, Shield Proficiency, Base Attack Bonus +4.

Benefit: Increase the DV bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Sorcerer's Boon (Sorcery)

Your knowledge of spells is unparalleled.

Prerequisites: Scholar level 12, Int 15, Sorcerer’s Boon, must know at least four sorcery styles.

Benefit: You gain two advanced spells of your choice. You must meet any prerequisites of the spells as usual, including knowledge of the sorcery style in question. Unlike the Sorcerer’s Boon feat, you must also have a source from which to learn the spells, such as a spellbook or teacher.

Special: This feat may be taken more than once – you gain two different spells each time.

Greater Sunder (Soldier)

As a follow-up to sundering an opponent’s weapon, you can make an immediate attack on him.

Prerequisites: Improved Sunder, Base Attack Bonus +6.

Benefit: If you completely destroy an opponent’s weapon in melee combat, you immediately get a melee attack against that opponent as if you had not used that attack to sunder the weapon.

Greater Trip (Soldier)

You are extremely skilled at knocking people down.

Prerequisites: Int 15, Combat Expertise, Improved Trip

Benefit: You gain an additional +2 bonus on your Strength checks to trip your opponents and your follow-up attacks gain a +2 bonus to their damage rolls.

Greater Two-Weapon Combat (Soldier)

Prerequisites: Improved Two-Weapon Combat, Two-Weapon Combat, Base Attack Bonus +8.

Benefit: When you fight with two one-handed weapons, you take no penalty to your attack rolls with your primary hand.

Normal: You take a –4 penalty to all attack rolls if both weapons are one-handed.

Greater Unarmed Strike (Soldier)

Your martial arts skills are unmatched for power.

Prerequisites: Str 13, Improved Unarmed Strike, Power Attack.

Benefit: Your unarmed damage increases by one die type.

Thus, normal unarmed damage goes from 1d3 to 1d4 and characters with the Brawl feat move from 1d6 to 1d8.

Greater Uncanny Dodge (General)

Your reflexes are so finely tuned that opponents find it difficult to successfully ready an action against you.

Prerequisites: Improved Uncanny Dodge, Improved Initiative, Dex 19.

Benefit: If an opponent readies an action targeting you or an action you take, he must succeed at an opposed initiative check against you. If he fails, your action completes before his readied action begins and he is considered flat-footed with regard to the action you take. You gain a +4 bonus on your opposed check (but not on normal initiative rolls).

Normal: The readied action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character.

Greater Weapon Focus (Soldier)

Choose one type of weapon for which you have already selected Weapon Focus. You are extraordinarily skilled with this weapon.

Prerequisites: Weapon Focus, soldier level 8.

Benefit: You add +1 to all attack and Parry rolls you make using the selected weapon. This bonus stacks with other bonuses to attack rolls, including the bonus granted by the Weapon Focus feat.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Greater Weapon Specialisation (Soldier)

Choose one type of weapon for which you have already selected Weapon Specialisation and Greater Weapon Focus. You are supremely good at inflicting damage with this weapon.

Prerequisites: Weapon Specialisation, Greater Weapon Focus, soldier level 12.

Benefit: You add +2 to all damage dealt by the weapon with which you have specialised. This bonus stacks with other damage bonuses, including the bonus granted by the Weapon Specialisation feat.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Grounded (General)

You are less susceptible to the call of insanity.

Prerequisites: Resolute

Benefit: If you would normally be granted a Major Insanity, you may make a second save at the same DC to turn it into a Minor Insanity instead.

Grudge (General)

You have a grudge against a group or organization and won’t rest until they are all dead.

Prerequisites: You must have a good reason to take this feat

Benefit: Choose a social group or organization, with the DM’s permission. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the group.

Likewise, you get a +2 bonus on weapon damage rolls against members of the chosen group.

Special: You may take this feat multiple times. Each time, it applies to a different group.

Guide (General)

You are a professional guide for your area.

Prerequisites: Knowledge (Local) 1 rank

Benefit: You consider the following skills as Class Skills: Knowledge (Geography), Knowledge (Nature), Survival, Heal.

Gunderland Pike-and-Shield Fighting (Soldier)

You have trained in Gunderland’s pike-and-shield techniques, learning to control your shield with just a few movements of your body and arm while both your hands grip the pike.

Prerequisites: Gunderman, Martial Weapon Proficiency (pike), Shield Proficiency, Base Attack Bonus +1.

Benefit: You may wield a large shield and pike simultaneously, without penalty to the use of the pike. The large shield only grants a +3 shield bonus to Parry Defence rather than the usual +4. The shield confers its full +4 shield bonus to your Dodge Defence when dodging ranged attacks.

Normal: A large shield can be strapped to the back or shoulder to allow for use of a two-handed weapon but the bonus to Parry Defence is reduced to +0 and the shield bonus to Dodge Defence against ranged attacks is reduced to +2.

Special: The Games Master may permit a non-Gunderman to select this feat if he trains and fights in a Gunderland pike regiment.


H-K

Hammerblow (Soldier)

You are a fearsome foe when up close and personal, and you can lay most foes out with a single unarmed attack.

Prerequisites: Base Attack Bonus +3, Brawl, Power Attack.

Benefit: When making a full-round unarmed attackthat has been modified by the Power Attack feat, you consider your unarmed strike to be a two-handed weapon for Damage bonuses (which also doubles any Power Attack bonuses).

Hard Hands (Soldier)

Working with sail and sheet has hardened your hands so that they feel like stone. A blow from your fist can rock back even the strongest opponent.

Prerequisites: Sneak Attack class feature, Brawl.

Benefit: As a full attack, you can make one unarmed attack which will be considered a sneak attack unless the opponent takes the total defence action. This blow must deals damage in order to apply extra damage from the sneak attack as usual.

Normal: In order to execute a sneak attack the target must be unable to dodge or parry or be flanked.

Heavyweight (Soldier)

Prerequisites: Improved Grapple.

Benefit: Your size category for grappling is considered one higher while you are unarmed.

Herbalist (General)

You are a herbalist who gathers and sells herbs and plants.

Prerequisites: Knowledge (Nature) 1 rank

Benefit: You consider the following skills as Class Skills: Craft (Herbalism), Knowledge (Nature), Survival, Heal.

Hero's Effort (General)

You possess near bottomless reserves of willpower, stamina, and energy. Tapping into them allows you to push yourself to the limit of human abilities, and even beyond.

Benefit : Once per day for every four character Levels, you may take one additional action in a combat round. The action can be either a non-combat action or an attack action, and may come before or after your normal actions.

However many times you may use Hero’s Effort in a day, though, you can never use it more than once per combat round.

Hexer (Sorcery)

You are particularly adept at cursing your opponents.

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Curses.

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Curses sorcery style.

High Society (General)

Your character exudes an aura of class and expects the same in return.

Prerequisites: Diplomacy 1 rank

Benefit: You gain a +3 bonus on Bluff, Diplomacy, & Disguise skill checks made when interacting with members of the highest level of society.

Horde (General)

In addition to your own followers, you can call upon a great horde of allied tribes, clans or nomad bands to assist you with your dreams of raiding or conquest – so long as they are assured there will be plenty of plunder for all involved and so long as your leadership is strong and successful.

Prerequisites: Cha 13, Leadership, nomad level 12 or barbarian level 12.

Benefit: You may assemble a horde of barbarians or nomads in addition to the followers granted by your Leadership feat. You must publicise your planned cause by sending out messengers to a number of tribes, at a cost per month of one week of your time and 100 gold lunas in gifts and other expense.

If you do so, you will gain a number of additional followers each month equal to the followers gained solely from your Leadership feat. These additional followers have less loyalty to you than do your personal followers but will follow you for as long as your horde is successful in battles and raids. You must feed the horde and provide it with plenty of opportunities for plunder or it will disperse.

Furthermore, there is a straight 20% chance per month that a rival leader of 1d3 levels lower than you will challenge your leadership, usually in an informal duel. If you lose this challenge, the majority of the horde goes off with its new leader, leaving you with only your original followers. If you lose your horde by inactivity or challenge, you may not attempt to call another horde for at least three months.

Special: A character with levels in both the barbarian and nomad classes may combine the two class levels together for purposes of qualifying for this feat, so an 8th level barbarian/4th level nomad would qualify, for example.

Hypnotist (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Hypnotism

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Hypnotism sorcery style.

Ice Embrace (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Ice Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Ice Magic sorcery style.

Immortals (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Immortality

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Immortality sorcery style.

Improved Animal Ally (Sorcerer)

Prerequisites: Animal Ally, Knowledge (Nature) 5 ranks

Benefit: Replace the Animal Ally table with the one below.

(Sorcerer Level + 1) - HD of the Creature
Bonus HD
Natural DR Adj
Str/Dex Adj
Bonus Tricks
Special
3-5+2+1+1+1Link, Alterness
6-8+4+2+2+2Evasion, Share Spell
9-11+6+3+3+3Devotion, Empathic Link
12-14+8+4+4+4Multi-Attack, Speak with Master
15-17+10+5+5+5Deliver Touch Spells, Speak with Animals of Its Kind
18-20+12+6+6+6Improved Evasion, Telepathy

* Class Level: The character’s level.

* Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier as normal. Remember that extra Hit Dice improve the animal ally’s base attack, dodge and saving throw bonuses. An animal ally has good Fortitude, Will and Reflex saving throws; treat it as a character whose level equals the animal’s HD. It gains +1 base attack bonus per Hit Die and +1 base dodge bonus for every two Hit Dice. An animal ally gains additional Skill Points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

* Natural DR/DV Adj.: The number noted here is an improvement to the animal ally’s existing natural damage reduction and defense value.

* Str/Dex Adj.: Add this value to the animal ally’s Strength and Dexterity scores.

* Bonus Tricks: The value given in this column is the total number of ‘bonus’ tricks that the animal knows in addition to any that the sorcerer might choose to teach it. These bonus tricks do not require any training time or Handle Animal checks and they do not count against the normal number of tricks known by the animal. The sorcerer selects these bonus tricks; once selected, they cannot be changed.

* Link: A sorcerer can handle his animal ally as a free action or push it as a move action, even if he does not have any ranks in the Handle Animal skill. The sorcerer gains a +4 circumstance bonus on all Ride and Handle Animal checks made regarding
 an animal ally.

* Alertness: While an animal ally is within arm’s reach, the master gains the Alertness feat.

* Evasion: If an animal ally is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

* Share Spells: At the master’s option, he may have any spell he casts on himself also affect his animal ally. The animal ally must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the animal ally if it moves farther than 5 feet away and will not affect the animal ally again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "Self" on his animal ally (as a touch range spell) instead of on himself.

* Devotion: An animal ally gains a +4 morale bonus on Will saving throws against hypnotism spells and effects.

* Empathic Link: The master has an empathic link with his animal ally out to a distance of up to 1 mile. The master cannot see through the animal ally eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

* Multi-Attack: An animal ally gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal ally instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

* Speak with Master: An animal ally and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

* Deliver Touch Spells: An animal ally can deliver touch spells for him. If the master and the animal ally are in contact at the time the master casts a touch spell, he can designate his animal ally as the "toucher." The animal ally can then deliver the touch spell just as the master could.

* Speak with Animals of Its Kind: An animal ally can communicate with animals of approximately the same kind as itself: bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

* Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal ally takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved Blind-Fight (Soldier)

Darkness does not faze you in a fight.

Prerequisites: Wis 15, Blind-Fight

Benefit: You essentially gain the blindsense ability. Using non-visual senses, such as acute smell or hearing, you notice things you cannot see. You usually do not need to make Perception checks to pinpoint the location of a creature within 15 feet, provided that you have line of effect to that creature.

Any opponent you cannot see still has total concealment against you but you still function as under the Blind-Fight feat, except you can still Dodge ranged attacks if they originate within 15 feet of you. Visibility still affects your movement as per the Blind Fight feat. You are still denied your Defence against ranged attacks from creatures beyond 15 feet.

Improved Bull Rush (Soldier)

You rarely slip when pushing an enemy before you.

Prerequisites: Power Attack.

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Critical (Soldier)

Select one type of weapon that you are proficient with. You have learned to wield that weapon with such skill as to inflict devastating quantities of damage very frequently.

Prerequisites: Base Attack Bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon. A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Improved Disarm (Soldier)

You are skilled at sending your opponent’s weapon flying.

Prerequisites: Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules.

Improved Disguise (General)

You can create a disguise very quickly.

Prerequisites: Cha 13, Disguise 5 ranks

Benefit: You can create a disguise with only 1d3 minutes of work. You need to use a disguise kit to gain this benefit.

Normal: Creating a disguise requires 1d3×10 minutes of work.

Improved Diversion (General)

You can create a diversion to hide quickly and with less effort.

Prerequisites: Bluff 4 ranks

Benefit: You can use Bluff to create a diversion to hide as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

Normal: Without this feat, creating a diversion to hide using the Bluff skill requires a standard action.

Improved Evil Eye (Sorcery)

Your eyes have a look of great magical power, capable of forcing compliance from the most powerful foes.

Prerequisites: Cha 13, Steely Gaze, Dabbler or must know at least one sorcery style.

Benefit: You gain a +1 bonus to your magic attack roll whenever using a spell at the Evil Eye range. This also applies to other spell-like effects delivered by the Evil Eye or by gaze attack.

Improved Feint (Soldier)

You make a tricky opponent for anyone.

Prerequisites: Combat Expertise.

Benefit: You can feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Improved Grapple (Soldier)

You have a knack for grabbing and keeping hold of your opponents.

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Great Fortitude (General)

You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.

Prerequisites: Great Fortitude.

Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Initiative (Soldier)

You are fast to react to any threat.

Benefit: You get a +4 bonus on initiative checks.

Improved Lightning Reflexes (General)

You have a knack for avoiding danger all around you.

Prerequisites: Lightning Reflexes.

Benefit: Once per day, you may reroll a Reflex save or check. You must decide to use this ability before the results are revealed for a Reflex save. You must take the second roll, even if it is worse.

Improved Lockpicking (General)

You are capable of opening locks rather quickly.

Prerequisites: Open Lock 5 ranks, Dex 13

Benefit: You can make an Open Lock skill check as a move action.

Normal: Opening locks requires a full-round action.

Improved Overrun (Soldier)

You barrel over your opponents with ease.

Prerequisites: Power Attack.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or block you.

Improved Parry (Soldier)

You have gained mastery at defending yourself.

Prerequisites: Str 13, Parry, Base Parry Bonus +4.

Benefit: You gain an addtionnal +1 parry bonus to Parry Defence.

Improved Precise Shot (Soldier)

You can put your shots exactly where you want them.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, Base Attack Bonus +11.

Benefit: Your ranged attacks ignore the bonus to Defence granted to targets by anything less than total cover. It also ignores the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment on pages 196–197. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Shield Bash (Soldier)

You can protect yourself with your shield, even if you use it to attack.

Prerequisites: Shield Proficiency

Benefit: When you perform a shield bash, you may still apply the shield’s bonus to your DV.

Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to DV until his next turn.

Improved Sorcerous Sight (Sorcery)

You can see into the hearts of other sorcerers.

Prerequisites: Wis 13, Dabbler or Witch-sighted or must know at least one sorcery style.

Benefit: You may attempt to examine a sorcerer’s soul as a free action, rather than a standard action. Furthermore, you gain a +2 circumstance bonus to your magic attack roll whenever so doing.

Special: This feat is regarded as a sorcery feat when chosen by a human, but a general feat when chosen by a magical beast or outsider.

Improved Sunder (Soldier)

You are skilled at hitting weapons, shields or anything held in your opponent’s hands.

Prerequisites: Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield) you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip (Soldier)

You know how to knock your opponents down and hit them while they are there.

Prerequisites: Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you had not used that attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Two-Weapon Combat (Soldier)

You are an expert at fighting with a weapon in each hand.

Prerequisites: Two-Weapon Combat, Base Attack Bonus +6.

Benefit: When you fight with two weapons and take a full attack action, you may make a second attack with the off-hand weapon, albeit at a –5 penalty.

For every five points of Base Attack Bonus you have above +6, you may make one additional attack with your off-hand weapon when taking a full attack action, to a maximum of four attacks at a Base Attack Bonus of +16. However, for each attack after the first, the attack bonus is reduced by a further –5 penalty.

For example, a 20th level soldier with base attacks of +20/+15/+10/+5 who is wielding an arming sword and poniard may make attacks with the arming sword at a base of +20/+15/+10/+5 and with the poniard at a base of +20/+15/+10/+5.

Normal: A character wielding a weapon in each hand may only make one attack per round with the off-hand weapon.

Improved Unarmed Strike (Soldier)

You are skilled at fighting without weapons.

Benefit: You are considered to be armed even when you are unarmed; that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed and you may make attacks of opportunity as if you have a weapon in hand.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. You may also parry attacks without penalty when you do not have a weapon, shield or other object in your hands.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike and you can deal only nonlethal damage with such an attack. You suffer a –4 penalty to Parry Defence when parrying unarmed.

Incanter (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Hedge Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Hedge Magic sorcery style.

Indomitable (Fighter)

Your strength of spirit enables you to better withstand the slings and arrows of your foes.

Prerequisites: Base Attack Bonus +2, Cha 13+

Benefit: You gain a +1 luck bonus to AC. This benefit is lost if you are flat-footed, stunned, unconscious, or under the influence of a fear effect.

Informants (General)

You have a network of individuals in a given city who keep their eyes and ears open. When you are in the city, these informants make it much easier to find out what is going on there.

Prerequisites: Gather Information 2 ranks, One Week spent putting together a network of informants in a city.

Benefit: The character receives a +5 circumstance bonus to any Gather Information checks made in a city in which they have informants. It is impossible to put together a network of informants in less than a week, which is the minimum amount of time the character must spend in a city in order to establish his network and check in with his informants.

Each Gather Information check for which this feat provides a bonus requires an expenditure of 1d6 silver lunas multiplied by the DC of the Gather Information check. If the information is especially lucrative, valuable or dangerous then the Games Master may increase this price.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different city.

Innocent Smile (General)

You have an innocent, friendly aura about you that makes people willing to overlook obvious signs of your malicious intent. They are sotransfixed by your gleaming smile that they failto note the dagger in your hand or the belt pouch you just pocketed.

Prerequisites: Cha 13.

Benefit: You may make a Bluff check opposed by a target’s Sense Motive check in order to cause him to overlook one detail about you that would otherwise be evident.

The detail can include any standard action other than an attack like casting a spell that you just completed or any Tiny or smaller item you hold in your hand.

If you succeed, your target acts as if you did not commit the action or you did not hold the item.

Inside Connection (General)

Choose a specific organization, you have strong personal connections within that organization, as well as insight into its membership.

Benefit: You gain a +3 circumstance bonus on Bluff, Diplomacy, Gather Information, Knowledge (local), and Sense Motive checks made in conjunction with that organization.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new organization.

The DM should limit characters to selecting only those organizations with which they have a positive or neutral relationship. For instance, a character might not be allowed to select an enemy organization, or one whose existence and/or operations aren't well known to him.

Intimidating Prowess (Soldier)

Your physical might is intimidating to others.

Benefit: Add the two ability modifiers of your choice to Intimidate skill checks.

Intricate Swordplay (Soldier)

You have been trained in the flashy, Western style of swordplay, perhaps at one of the great fencing schools of Zingara or Aquilonia.

Prerequisites: Cha 13, Weapon Focus (broadsword, rapier or arming sword), Parry, Combat Expertise.

Benefit: Whenever you have a broadsword, a rapier or arming sword in one hand and are wearing no heavier than medium armour, you may add your Charisma bonus as a defence bonus to your defence value.

Special: A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Investigator (General)

You look past the obvious to see what is really going on.

Benefit: You get a +2 bonus on all Gather Information and Search checks.

Iron Will (General)

You have a formidable sense of self-control.

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

Jaded (General)

You have lead a very depraved life – very little shocks or bothers you.

Prerequisites: 1+ Corruption

Benefit: You may add your Corruption score to all fear or terror checks.

Keen-Eyed Fighter (Soldier)

Trickery and misdirection is a lesser warrior’s tactics, and such hoodwinking will not fool you. You can read your opponent in battle, making it decidedly difficult to feint against you.

Prerequisites: Wis 13, Sense Motive 1 rank

Benefit: Enemies that attempt to use the Feint combat manoeuvre upon you suffer a –6 penalty to do so.

Kick Down the Door (Soldier)

You make an impressive entrance.

Prerequisites: Improved Sunder

Benefit: When you make a successful strength check to break down a door you may immediately take a partial charge at anyone you find beyond it. You foes are considered flat footed.

Normal: Breaking a door is a standard action.

Knockout Punch (Soldier)

You are skilled at delivering a stunning blow to unwary opponents.

Prerequisites: Brawl, Base Attack Bonus +3

Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Knowledgeable (General)

You are a natural scholar.

Prerequisites: Int 13.

Benefit: You gain a +2 bonus to all Knowledge checks.


L-N

Leadership (General)

Your powerful leadership qualities enable you to draw a band of loyal followers to your side.

Prerequisites: Character level 6th.

Benefit: Having this feat enables a character to attract loyal companions and devoted followers to assist him. You gain a single cohort – a ‘sidekick’ close to your ability – and a variable number of lesser followers according to the table below. Your base Leadership score is equal to your character level + your Charisma modifier.

Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score. The noble class feature Enhanced Leadership gives a bonus to a character’s Leadership score. A character’s Reputation modifier to skill checks applies to his Leadership score for cohorts only. Other forms of reputation affect the Leadership score as shown on the table below.
Leader’s Reputation Modifier
Great Renown 2
Fairness and Generosity 1
Special Power 1
Failure -1
Aloofness -1
Cruelty -2
Other modifiers apply to attracting followers only:
Leader’s Reputation Modifier
Has a stronghold, base of operations, temple, or the like 2
Has the Priest feat 1
Is a king, shah, or other supreme rank in a nation +4 (1)
Moves around a lot -1
Caused the death of other followers -1
(1) A king will doubtless have other armies under his command as well as his own followers;
however, the only forces he can trust implicitly are those he gains directly through the Leadership feat.

Leadership Score Cohort Level 1st 2nd 3rd 4th 5th 6th
1 or lower
2 1st
3 1st
4 2nd 1
5 2nd 2
6 3rd 3
7 3rd 5
8 4th 8
9 4th 12
10 5th 18
11 5th 25
12 6th 32 1
13 6th 40 1
14 7th 50 2 1
15 7th 60 2 1
16 8th 70 3 1
17 8th 85 3 1
18 9th 100 4 2 1
19 9th 120 5 2 1
20 10th 150 6 3 1
21 10th 200 8 3 1
22 11th 250 10 4 2 1
23 11th 300 12 4 2 1
24 12th 350 14 5 2 1
25 12th 400 16 5 2 1
26 13th 500 20 6 3 1
27 13th 600 24 6 3 1
28 14th 800 32 8 4 2 1
29 14th 1000 40 10 4 2 1
30 15th 1250 50 13 5 2 1
31 15th 1500 60 15 5 2 1
32 16th 2000 80 20 6 3 1
33 16th 2500 100 25 7 3 1
34 17th 3000 120 30 8 4 2
35 17th 4000 160 40 10 4 2
Cohorts have different priorities. When the character tries to attract a cohort, use any of the following modifiers that apply.
The Leader… Modifier
Has a demonic pact -2 (1)
Has a code of honour different from that of the cohort -1
Has no code of honour, but the cohort does (or vice versa) -1
Caused the death of the cohort -2 (2)
(1) This penalty only applies if the cohort fears and mistrusts those allied with demons.
(2) Cumulative per cohort killed.

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier he has. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores but the character must still be 6th level in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. A character can try to attract a cohort of a particular race, class and code of honour.

Cohorts earn XP as follows:

The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the character who attracted him with the Leadership feat.

Multiply this result by the total XP awarded to this character and add that number of Experience Points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated character’s level, the cohort does not gain the new level; its new XP total is one fewer than the amount needed to attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they are generally low-level Non-player Characters. As they are usually five or more levels behind the character they follow, they are not as effective in one-on-one combat as the player Characters but can be a formidable force for waging large-scale war.

Followers do not earn experience and thus do not gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if he has acquired more followers, some of which may be higher level than the existing followers. He does not consult the table to see if his cohort gains levels, however, because cohorts earn experience on their own.

Leap Attack (Soldier)

You have mastered the art of the leaping attack.

Prerequisites: Base Attack Bonus +1, Dex 13, Jump 1 rank

Benefit: You gain a +4 attack bonus on any attack made while leaping five feet or more just prior to making an attack. The jump must be made in the same round as the attack, the idea being that you are attacking as you come down.

Should you fail your jump check you fall prone at the end of the jump and do not gain an attack bonus from this feat.

Leave No Witnesses (General)

You are aware of those around you and what they have seen.

Prerequisites: Stealth 10 ranks, Alertness

Benefit: You may make an attack of opportunity against any opponent who successfully spots you when you are attempting to hide. This ability may be used once per round. This attack of opportunity may even be made with a ranged weapon, so long as the target is within 30 feet. The target is considered flat-footed if he was not previously aware of your location.

Legendary Leader (General)

You know how to use your Reputation as a weapon in battle.

Prerequisites: Soldier level 10 or Noble level 8, Char 15, Leadership

Benefit: Once per battle you may add your Reputation modifier to any one unit’s attack or damage roll. The unit must be within 60 feet and no larger than 20 men.

Light-Footed (General)

You dislike armour and are significantly more effective without it.

Prerequisites: Stealth 1 rank, sneak attack +1d6.

Benefit: Whenever you are unarmoured and carrying at most 20 pounds of gear in total, you gain an extra +1 die to your Sneak Attack damage (either d6 or d8 as appropriate), a +1 dodge bonus to Dodge Defence and a +1 circumstance bonus to all stealth checks.

Light Sleeper (General)

You wake up easily.

Benefit: You can make perception checks without penalty when you’re asleep. You also fall asleep easily, so you still get your rest even if you wake up several times per night.

Lightning Reflexes (General)

You can leap aside from danger at a moment’s notice.

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

Lightning Stance (Soldier)

The speed at which you move makes it nearly impossible for opponents to strike you.

Prerequisites: Dex 17, Dodge, Wind Stance, Base Attack Bonus +11.

Benefit: If you take two actions to move in a turn, you gain 50% concealment for 1 round against ranged attacks.

Lionhearted (General)

You possess an incredible level of bravery and determination.

Prerequisites: Iron will.

Benefit: You gain +1 bonus to Will saves and a +4 bous to Will saves against fear effects.

Literacy (General)

You are lettered, which is a talent unknown to many of the smallfolk.

Benefit: You are able to read and write the languages you know.

Special: You must spend time to learn how to read and write.

Live in the Saddle (General)

You can do nearly anything in the saddle, including getting a good night’s sleep.

Prerequisites: Ride 1 rank

Benefit: You may substitute your Ride skill rank for your Concentration skill rank for any Concentration skill check you must make while in the saddle. You may also make a Ride skill check (DC 15) to sleep peacefully in the saddle. This trick allows nomads to travel for long distances by alternating sleeping and guiding with other members of the tribe.

Live off the Land (General)

You know how to quickly manufacture the basic tools of your trade.

Prerequisites: Craft (woodworking) 1 rank

Benefit: In any forest, jungle or swamp you may make a large shield and hunting spear in one day without making a Craft skill check. You may make a Craft (woodworking) skill check (DC 25) to make one of these items as a full round action. Items created using this second method have Hardness 1 and 1 hit point.

Loathsome Weapon (General)

You can pluck scorpions, snakes and other creatures off the ground and hold them in such a way as to prevent them from harming you. This enables you to use such a creature as a weapon, driving its fanged maw or stinging tail against an opponent as though it were an extension of your own body.

Prerequisites: Dex 15, Handle Animal 1 rank, Poison Use, Improved Unarmed Attack, Improved Grapple, Base Attack Bonus +1.

Benefit: If you successfully grapple a creature of the animal or vermin type that is at least two sizes smaller than you, you may wield it as though it were a weapon. You do the standard damage for one of the creature’s attacks (your choice as to which, if it has more than one) each time you strike an opponent with it.

If you ever throw the creature, it has a range increment of 10 feet, and if it hits an opponent it deals damage according to one of its attacks (choose at random if it has more than one). You never suffer a non-proficiency penalty for wielding an animal in this manner.

You may use a Small or Tiny snake as an arrow with this feat.

Locksmith (General)

You are adept at making and defeating locks.

Benefit: +2 bonus on all Craft (Locksmithing) checks and Open Lock checks.

Lucky (General)

The gods seem to have blessed you and yourendeavors, regardless of how undeserving youmay seem.

Benefit: You receive a +1 luck bonus on all saving throws.

Magic Power Attack (Sorcery)

You can channel additional energy into your magical attacks to break down a target’s defences.

Prerequisites: Cha 15, Magic Attack Bonus +4

Benefit: Whenever casting a spell which requires you to make a magic attack roll, you may use up additional Power Points to gain bonuses to your magic attack roll.

For every 2 PP you expend in this way, you gain a +1 to your magic attack bonus, to a maximum additional bonus equal to your Charisma bonus.

Furthermore, for every 2 PP you expend in this way when casting spells that affect only creatures of a limited number of Hit Dice, that number is increased by +1.

Magus (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Oriental Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Oriental Magic sorcery style.

Man of Will (Soldier)

Your pure Hyborian blood, refined in the fire of battle, grants you incredible strength when faced with sorcery and its creations.

Prerequisites: Soldier level 7, Iron Will.

Benefit: When a sorcerer targets you with a spell and you make your saving throw you immediately gain a +1 bonus to your attack rolls, damage rolls and saving throws for a number of rounds equal to your Constitution modifier.

Manipulation of Armour (Sorcery)

Prerequisites: Must be able to cast a spell from either a Sorcery Style (any) or have the Dabbler feat.

Benefit: Spell Failure for casting spells in armour using somatic gestures is reduced by 10%. Special This Feat can be taken numerous times and the effects will stack.

Manual Technique (General)

You reason out locks, knots and slights of hand.

Prerequisites: Int 15

Benefit: You may use your Intelligence modifier in place of your Dexterity modifier on Open Lock, Use Rope and Sleight of Hand checks.

Manyshot (Soldier)

You can fire multiple arrows at a single target.

Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, Base Attack Bonus +6.

Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.

Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.

Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Market Sense (General)

You know how to find the best prices for everything in town, from potions and swords to a gourmet dinner. Your personal magnetism and social connections ensure that you never pay market price.

Prerequisites: Char 15.

Benefit: You gain a 10% discount on all items you purchase. This discount only applies to physical items and services that you can purchase in shops, taverns, market places, and similar establishments.

Martial Weapon Proficiency (General)

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Master Fencer (Soldier)

Your exacting precision, accuracy and control allow you to make deadly attacks against foes who are not ready for you.

Prerequisites: Fencer’s Finesse.

Benefit: When making a finesse melee attack, you gain +1d6 points of sneak attack damage. If you already have sneak attack damage, this damage stacks with it.

Special: This feat can be taken multiple times; its effects stack.

Master of Archery (Soldier)

Your mastery of the discipline of battle archery makes you a formidable foe.

Prerequisites: Soldier level 5, Dex 12, Disciple of Archery, Point Blank Shot

Benefit: When you make a ranged attack using a bow, javelin or spear you may ignore bonuses provided by the target’s shield.

Master of Cavalry (Soldier)

Your mastery of the discipline of close cavalry combat makes you a formidable foe.

Prerequisites: Soldier level 5, Dex 12, Disciple of Calvary, Mounted Combat

Benefit: When you make a charge attack on an enemy unit you may divide your total damage roll between all creatures in a 10-foot area rather than to a specific character or creature.

Master of Infantry (Soldier)

Your mastery of the discipline of close quarters melee combat makes you a formidable foe.

Prerequisites: Soldier level 5, Str. 12, Disciple of Infantry, Weapon Focus (one melee weapon)

Benefit: When you are on-foot and using a large shield in mass combat you may take a standard action to lock shields increase your Parry Defence Damage Value against melee or ranged attacks by +1.

Additionally, all characters locking shields in a shield wall may use your Parry Defence Damage Value against melee or ranged attacks for their own checks.

Master of the Waves (General)

Your experience as a sailor, pirate and navigator gives you an edge in naval combat. You know how to make the most out of any wind, predict where your target will next appear, and can anticipate problems long before they occur.

Prerequisites: Int 13, Navigation, Profession (sailor) 9 ranks.

Benefit: You may predict the course of any ship by looking at it and making a Knowledge (geography) check (DC 20). You gain a +1 bonus to any Profession (sailor) skill check required when commanding a ship to perform nautical manoeuvres.

Normal: You must guess the course of any ship, without systemic confirmation of any kind.

Master Tracker (General)

You have mastered the way of the hunter, allowing you to follow ennemies through even the most difficult terrain.

Prerequisites: Track, Wis 15

Benefit: You gain a +4 bonus for Search checks and Survival checks while tracking.

Maximize Spell (Sorcery)

Your spells have the maximum possible effect.

Prerequisites: Magic Attack Bonus +4

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Add 4 PP to the cost of the spell.

Meditation (Sorcery)

You can meditate to regain power points.

Prerequisites: Wis 13, Knowledge (Arcana) 2 ranks, calm of the adept, no Corruption score.

Benefit: By meditating for one hour, you can regain 1d6 + Wis bonus Power Points. You may do this up to once per day.

Special: If you ever gain Corruption points, you apply your Corruption score as a penalty to the number of Power Points you may regain each hour. This penalty will not reduce the Power Points gained per hour below 0.

Menacing Aura (Soldier)

You project a constant, imposing aura of menace that gives many of your opponents pause before they even get a chance to attack you.

Prerequisites: Cha 15, Intimidate 13 ranks, Steely Gaze.

Benefit: You may make a demoralise opponent attempt (see the Intimidate skill on page 107) as a free action against any opponent who comes within 15 feet of you, whether or not it is your turn to act. You may do this against any number of opponents each round.

Mobility (Soldier)

You are better able to defend yourself when on the move.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to your Dodge Defence against attacks of opportunity caused when you move out of or within a threatened area. If you cannot dodge, this bonus has no effect. Dodge bonuses stack, unlike most types of bonuses.

Monster Slayer (Soldier)

Through long practice and bitter experience, you have learned a number of techniques for killing monsters quickly so as to risk as little damage to yourself as possible.

Prerequisites: Power Attack, Base Attack Bonus +3.

Benefit: When making a Power Attack against a foe of Large size or greater, you add twice as much to your damage roll as you subtract from your attack roll, rather than the same amount as is usual for Power Attack.

For example, you can use your Power Attack to gain a +2 to damage for a −1 penalty to your attack roll, or a +6 bonus to damage for a –3 penalty to attack or even a +10 bonus to damage for a –5 penalty to attack.

As ever with Power Attack, the bonuses and penalties apply to all your attacks in a round. The total damage bonus gained may not exceed your Base Attack Bonus.

Special: When using this feat with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add three times the number subtracted from your attack rolls. The total damage bonus gained still may not exceed your Base Attack Bonus.

Mounted Archery (Soldier)

You can use a bow even while guiding your mount with your knees alone.

Prerequisites: Mounted Combat.

Benefit: 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 Combat (General)

Your skill at arms on horseback has been honed and trained until it is second nature.

Prerequisites: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. For the rest of the round the Ride check result becomes the mount’s Dodge Defence if it is higher than the mount’s regular Dodge Defence.

Mystic Potency (Sorcery)

Your reservoir of sorcerous strength is greater than normal.

Prerequisites: Magic Attack Bonus +1, Wis 13, Sorcery Style: any

Benefit: Increase your Base Power Points by +2.

Special: You can take this feat multiple times, but no more than is greater than your Wisdom bonus. For example, a Scholar with Wisdom 18 (+4) can take this feat no more than four times.

Naturalist (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Nature Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Nature Magic sorcery style.

Along with a small number of brave captains around the world, you have learned the secrets of deep-sea navigation.

Prerequisites: Int 13. Profession (sailor) 9 ranks.

Benefit: You automatically know where you are at sea, even in the deep sea out of sight of land. You have a detailed mental map of all the lands you have already visited and know how to get there from where you are.

Normal: A character who is out of sight of land and does not have this feat may attempt a Profession (sailor) check (DC 20) once per day to stay approximately on course for his destination.

However, if he ever fails a check, he becomes lost and strays off course; he must make a more difficult check the following day (DC 25 + 1 per additional day since a successful check) or remain lost and off-course.

Necromancer (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Necromancy

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Necromancy sorcery style.

Negociatior (General)

You can haggle with the best of them.

Benefit: You get a +2 bonus on all Diplomacy and Sense Motive checks.

Nimble Fingers (General)

You have a gift for working with locks and other mechanisms.

Benefit: You get a +2 bonus on all Disable Device and Open Lock checks.

No Honour (General)

You have accepted that you have no honour whatsoever and revel in your wickedness and dishonour. This acceptance fortifies you in much the same manner as though you had a code of honour yourself, except in cases where your very soul is at stake...

Prerequisites: Must not have a code of honour, or must have lost a code of honour.

Benefit: You gain a +3 morale bonus on all Will saving throws except those made against Corruption.

Special: You may never gain or regain a code of honour.

No Prisoners (General)

‘To feel your foes’ bones crack under your boot heel and their blood on your face . . . that’s the feel of victory.’ You slay your foes so brutally, their allies fear you.

Prerequisites: Great Cleave, Dazzling Display.

Benefit: Each time you drop a foe in melee, all other opponents gain a -1 malus to DV and attacks against you. These penalties last for the remainder of the current combat and they stack (max -5).

Noble Blood (General)

Though you have dedicated your life to other pursuits, you are of noble birth.

Prerequisites: May only be taken at 1st level, must be a race that does not have noble as a prohibited class.

Benefit: You gain the Title class feature of the noble class, exactly as though you were a 1st level noble. You do not gain any other class features or benefits of the noble class.

Special: You may freely multiclass into the Noble class at a later level, if you so wish.
If you do so, you do not gain the Title class feature again, since you already have it. Instead you gain Skill Focus (Knowledge – nobility) as a bonus feat.


O-R

Off-Hand Weapon Expert (Soldier)

Skilled in the use of off-hand weaponry, a secondary weapon can be just as lethal as any other when in your hands.

Prerequisites: Dex 13, Two-Weapon Combat, Base Attack Bonus +4.

Benefit: When you strike an opponent with a second weapon in your off-hand, you may add your normal Strength bonus to the damage roll.

Normal: When a character deals damage with a weapon in their off-hand, they add only one-half of their normal Strength bonus.

Opportunistic Sacrifice (Sorcery)

You can take advantage of a chance to slay an opponent by sorcery or combat and gain magical energy from so doing, just as though you had ritually sacrificed him in a more formal manner, by simply dedicating his death to your dark gods or your own power.

Prerequisites: Ritual Sacrifice, Magic Attack Bonus +3, Base Attack Bonus +3, base PP 4.

Benefit: You gain the benefits of the Ritual Sacrifice feat any time you slay an enemy, whether by magic, melee or ranged attacks.

Normal: You must slay a helpless opponent with a coup de grace to gain the benefits of the Ritual Sacrifice feat.

Special: This feat may not be used together with Tormented Sacrifice on the same victim, except in the case of certain spells as described in the Sorcery Chapter.

It is simply not possible for most spells or weapons to cause sufficient pain to allow the benefits of Tormented Sacrifice to work when slaying a victim in a quick and businesslike manner, as with Opportunistic Sacrifice.

You cannot use Opportunistic Sacrifice after slaying a foe with a Defensive Blast.

Paragon of Loyalty (General)

You are a shining example of loyalty and you are a great influence to those who share your allegiances.

Prerequisites: You must have an Allegiance to someone or something.

Benefit: You receive a +4 competence bonus to Diplomacy checks when dealing with or speaking to characters who share at least one Allegiance with you.

Parry (Soldier)

You are experienced and effective at parrying your enemies’ attacks.

Prerequisites: Str 13, Base Parry Bonus +1.

Benefit: You gain a +1 parry bonus to your Parry Defence.

Passive Reconnoiter (General)

You reason out locks, knots and slights of hand.

Prerequisites: Alertness

Benefit: You receive a +4 Circumstance bonus on Perception checks whenever you spend a full-round action doing nothing other than concentrating on locating opponents.

Special: If you have the Quick Reconnoiter feat, you can use this talent in a move action.

Peaceful Hands (Soldier)

Prerequisites: Improved Unarmed Strike.

Benefit: When fighting unarmed, you may deal double normal unarmed damage if you chose to inflict subdual damage rather than lethal damage.

Penetrating Strike (Soldier)

Your attacks are capable of penetrating the defenses of some creatures.

Prerequisites: Weapon Focus, Base Attack Bonus +4, proficiency with weapon.

Benefit: Your attacks made with weapons selected with Weapon Focus gains 3 points of penetration.

Performer (General)

You are a natural performer.

Prerequisites: Cha 13.

Benefit: You gain a +2 bonus to all Perform checks.

Permanent Sorcery (Sorcery)

You can make your spells last forever.

Prerequisites: Craft (Alchemy) 12 ranks, Craft (Herbalism) 12 ranks, must know at least five sorcery styles.

Benefit: You can expend experience points to create permanently effective spells, including magical items. This feat is used in conjunction with the Permanent Sorcery rules (see Secrets of Skelos).

Persuasive (General)

You are very hard to turn down when you set your mind on something.

Benefit: You get a +2 bonus on all Bluff and Intimidate checks.

Physician (General)

You have great skill at helping others recover from their wounds.

Prerequisites: Heal 5 ranks.

Benefit: When giving long-term care creatures that you treat recover lost hit points and ability score points at twice their normal rates.

Special: Other effects that double natural healing stack with this treatment; however remember that two doubles make a triple and not a quadruple.

Pirate Code Expert (General)

You have travelled the world on many different pirate vessels, shipping with the Red Brotherhood of the Vilayet Sea, the Corsairs of the Black Coast, the Freebooters of Zingara and the Pirates of the Baracha Islands. You have learned the codes for all these different groups, enabling you to easily communicate with any pirate ship.

Prerequisites: Int 13, pirate level 2.

Benefit: You know all four of the pirate codes listed under the Pirate Code class feature. Furthermore, you gain a +1 circumstance bonus to all Charisma-based skill checks and Charisma checks when dealing with any character who has at least two levels in the pirate character class.

Pirate Cure (General)

Pirate medicine is rough, but it includes a number of highly effective treatments. In some cases, the cure might be worse than the ill.

Prerequisites: Con 15, must have three levels of pirate class.

Benefit: When you make a Heal check to help treat a wound, poison or disease you may choose to roll 1d4. You gain a bonus equal to the result, though the target takes a corresponding amount of Constitution damage due to the roughness of the treatment.

Pirate Horde (General)

Your reputation and knowledge allow you to gather together a pirate horde to crew your ship. You must be able to lead them to plunder and glory or they will turn on you.

Prerequisites: Cha 13, Leadership, must have 12 levels of pirate class.

Benefit: You may assemble a group of pirates to sail your ship, augmenting your existing followers. You must be in a port of call frequented by pirates and must send out word that you are looking for able-bodied seamen. You will have to expend 100 gl in up front payments each week.

Every week that you gather the horde you gain a number of followers equal to your loyal retainers. This crew forms a pirate horde and is subject to the rules governing mutiny outlined in the Pirates of Hyboria chapter (pg. 4). You may gather a horde for a number of weeks equal to your positive Charisma modifier.

Normal: All crew members you recruit beyond your loyal retainers are unaligned pirates.

Point Blank Shot (Soldier)

At close range, your skill with a ranged weapon is deadly.

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

Poison Expert (General)

You have extensive knowledge of poisons and how to distill and manufacture them.

Prerequisites: Poisoner or Poison Use, Craft (Alchemy) 5 Ranks, Craft (Herbalism) 5 Ranks

Benefit: You are an expert in crafting poisons and gain a +3 skill bonus in Craft (Herbalism) only for poisons. In addition each of your poisons sees his DC increased by 1.

Poison Use (General)

You are an experienced poison-user.

Prerequisites: Dex 13, Knowledge (Nature) 1 rank, Base Attack Bonus +6.

Benefit: You never suffer the usual 5% chance of poisoning yourself if you use poison, nor do you risk accidentally poisoning yourself when attacking with a poisoned weapon. Furthermore, you gain a +1 resistance bonus to all Fortitude saves against poison, as your frequent exposure to low doses of a variety of poisons has given your body a certain degree of habituation to poisons of all kinds.

Finally, you can take poisons directly from such sources as the glands of a dead Ghost Snake or the juice of an Apple of Derketa without needing to make any particular skill checks. Note that this feat does not help with finding such poison sources, only extracting them.

Politicked (General)

You are a member of the local bureaucracy, running the community with your words.

Prerequisites: Diplomacy 1 rank

Benefit: You consider the following skills as Class Skills: Bluff, Sense Motive, Knowledge (Nobility and Royalty), Intimidate.

Port Savvy (General)

You know all the ins and outs of life in the seedy ports of call that sailors use as stopover points in their journeys.

Prerequisites: Sailor Lore

Benefit: You get a +4 bonus on all Gather Information checks when used in a seaside port city.

Power Attack (General)

You can pour your strength into your blows to wreak devastation upon your enemies.

Prerequisites: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your Base Attack Bonus. The penalty on attacks and bonus on damage both apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, you instead add twice the number subtracted from your attack rolls. You cannot add the bonus from Power Attack to the damage dealt with a light weapon (except for unarmed strikes or natural weapon attacks), though the penalty on attack rolls still applies.

Power Bull Rush (Soldier)"

You know how to use weight in a charge to your advantage.

Prerequisites: Improved Bull Rush.

Benefit: You gain a +1 bonus to melee damage when charging and a +5 bonus to the opposed Strength check when the character initiates a Bull Rush.

Powerful Mesmerizer (Sorcery)

Your skill in entrancing people is amazing.

Prerequisites: Magic Attack Bonus +3, Hypnotism Sorcery style, Cha 15 or more.

Benefit: You do not need to spend "One full round" to cast "Entrance", but you can cast it as a standard action.

Furthermore you are able to entrance people of higher level. The maximum HD you can entrance is equal to 6 or your scholar level (whichever is higher).

If you want to entrance higher HD victim you must spend one-full round (as per normal Entrance rules) for entrancing a victim of your scholar level+2. Every other full round you wait you can add another +2 to the maximum HD.

Normal: Entrance needs one full round to work.

Note: If you have the "Adept" feat with Hypnotism you can cast "Entrance" as a move, standard or free action (your choice), allowing you to cast also another Hypnotism spell, which is an exception from normal "adept" rules.

For Example, it allows you to cast a "Domination" on a subject you just entranced with your move action (entrance) in the same round.

With the "Adept" feat "Domination" is a free action, so if you have casted "Entrance" as a move action, you have still another standard action to use in the same round (but not for a third spell).

Precise Recollection (General)

You can instantly commit anything you see to memory.

Prerequisites: Int 14

Benefit: If you view a letter or a map for a few seconds you can reproduce it perfectly from memory. You can memorise a number of pages equal to three times your Intelligence modifier. Memorising additional pages will cause those memorised earlier to be lost. You cannot memorise spells with this feat.

Precise Shot (Soldier)

Your friends need not fear your missiles when you shoot past them.

Prerequisites: Point Blank Shot.

Benefit: 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 (Soldier)

Your attacks find more easily the crevices and chinks that even the finest armour must have.

Prerequisites: Fencer’s Finesse

Benefit: If a finesse fighter’s attack roll beats the target’s chosen Defence by a number equal to at least half (Round Up) the DR of the armour, that armour is completely ignored.

Normal: If a finesse fighter’s attack roll beats the target’s chosen Defence by a number equal to at least the DR of the armour, that armour is completely ignored.

Predator's Eye (General)

You can assess your prey’s personality and weaknesses froma simple negotiation.

Prerequisites: Base Attack Bonus +4, Sense Motive 6 ranks, Perception 5 ranks

Benefit: With a successful Perception check (DC 10 + the opponent’s character level) versus an opponent with whom you have spoken to for at least five minutes, you can gain keen insight into their weaknesses, conferring a one-time +4 insight bonus to any future skill check versus the same opponent.

You may choose instead to gain a +2 insight bonus to your next attack against that opponent. This feat is often used by temptresses, flatterers and kidnappers to seduce their prey.

Priest (General)

You have taken full ordination into the temple of your chosen religion.

Prerequisites: Scholar level 4, scholar background: lay priest. Most religions have additional requirements that must be met before a priest can be ordained.

Benefit: You are an ordained priest. This brings a number of social and political benefits, as well as some restrictions. Many of these benefits and restrictions are dependent on your religion.

These benefits always include the right to command followers of the same religion, allowing priests to gain bonuses to their Leadership scores. Furthermore, the priest gains a +1 circumstance bonus to Bluff, Diplomacy, Gather Information and Intimidate checks when dealing with other characters who follow the same religious path as he does. In some regions, this can mean entire nations.

This bonus is cumulative with the similar bonus from having the same Allegiance as the target, if applicable. Finally, the priest has certain duties at temple that fully occupy him for at least six months of every year; it is his choice as to when he fulfils these duties. In return for fulfilling his duties, the priest gains an annual stipend of 10 sp/scholar level, as well as free room and board at a temple of his religion whenever he is working there.

Professional Criminal (General)

Prerequisites: Profession (Criminal) 1 rank

Benefit: You consider the following skills as Class Skills: Sleight of Hand, Open Lock, Bluff, Escape Artist.

Protected Destiny (General)

Your heroic destiny is guarded against the whims of misfortune.

Prerequisites: Sacrifice a Fate Point

Benefit: If you roll a natural 1 on a saving throw, you may reroll the save

Pyro (General)

You’re good at lighting objects and opponents on fire.

Benefit: If you set something or someone on fire by any means (alchemist’s fire, for example), the flames do an extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by +5.

Normal: Fire generally does 1d6 points of damage. A successful Reflex save (DC 15) extinguishes it.

Quick Death Attack (General)

You have learned to prepare quickly and strike with little warning.

Prerequisites: Death attack, Base Attack Bonus+8.

Benefit: You can make a death attack after studying your opponent for only two rounds.

Normal: You must normally study your foe for three rounds before attempting a death attack.

Quick Change (General)

You can change disguises in the blink of an eye.

Prerequisites: Disguise 3 ranks, Face in the Crowd

Benefit: You change between two previously prepared disguises as a full-round action with a successful Disguise check (DC 15).

Quick Draw (Soldier)

Just because your weapon is sheathed, it does not mean you are defenceless.

Prerequisites: Base Attack Bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. So long as you are able to parry an attack (when you are not flat-footed, for example) you can draw a weapon in response to being attacked, enabling you to use your full Parry Defence against the attack even if you did not have a weapon drawn before.

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 attack, much like a character with a bow.

Normal: Without this feat, you may draw a weapon as a move action or, if your Base Attack Bonus is +1, as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Quick Reconnoiter (General)

You can learn a lot of information from just a quick scan of an area or object.

Prerequisites: Alertness.

Benefit: You can make Perception checks as a free action.

Normal: Using Perception in a reactive fashion is a free action, but actively trying to make a Spot check check or Listen check requires a move action.

Special: If you have the Passive Reconnoiter feat, you can use it in a move action.

Quick Strike (Fighter)

You can draw a weapon and attack with startling speed, catching your foes off guard.

Prerequisites: Quick Draw.

Benefit: If you use Quick Draw to ready a weapon and attack on a surprise round, you gain +1 bonus on attack and damage rolls and a +2 bonus to your initiative

Rapid Shot (Soldier)

You can have another arrow in the air before the first has hit its target.

Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest Base Attack Bonus but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Reap the Whirlwind (Soldier)

The wild joy of unfettered cavalry runs rampant though your veins.

Prerequisites: Soldier level 3, light cavalry formation

Benefit: Increase your DV by +1 when you are in a light cavalry unit. You can extend this bonus to other characters in the same unit within line of sight. You may grant this bonus to a number of characters equal to your Charisma modifier.

Reckless Attack (Soldier)

You go wild in close combat, heedless of danger as you channel every ounce of your skill into slaying your enemies as quickly as possible. Your attacks become crazed and there are few opponents who can withstand the reckless power of your blows.

Prerequisites: Str 15, Power Attack.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your Defence and add the same number to all melee damage rolls. This number may not exceed your Base Attack Bonus. The penalty on your Defence and the bonus on damage apply until your next action. The use of Reckless Attack may be combined with the Power Attack feat.

Reflexive Parry (Soldier)

Though you may not have time to dodge a surprise attack, you will at least have a chance to bring up your weapon or shield in a desperate, instinctive parry.

Prerequisites: Dex 15, Combat Reflexes, Parry, Base Parry Bonus +8.

Benefit: You can still parry if caught flat-footed or struck by an invisible attacker. You are not able to parry when grappled or helpless, however.

Religiously Driven (General)

Your thirst for knowledge about your religion knows no bounds.

Benefit: Your level limits on the maximum number of ranks you can take in Knowledge (Religion) is multiplied by 2. You also can rise through the mysteries as fast as you want to and spend more than 1 skill point per level.

Resist Temptation (General)

You are hardened to sexual advances and magical effects intended to entice you.

Benefit: You gain a +4 resistance bonus on Will saves against spells or spell-like effects that affect the attitude of the victim. You also gain the resistance bonus against Diplomacy checks that have sexual overtones.

Resolute (General)

Your steadfast demeanor makes you less susceptible to corruption.

Prerequisites: Iron Will

Benefit: You gain a +2 bonus to all of your Corruption Saves.

Retreat (Soldier)

Prerequisites: Improved Unarmed Strike, Dodge.

Benefit: Once per round when you are damaged in combat you may make a Reflex save (DC equal to the damage dealt). If this save is successful you still take damage normally, but may immediately take a free 5' step in any direction.

Ride-By Attack (Soldier)

You can slash at an opponent as you spur your mount past.

Prerequisites: Mounted Combat.

Benefit: 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 cannot exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent you attack.

Ritual Sacrifice (Sorcery)

You have been trained to ritually kill a helpless opponent to gain sorcerous power.

Prerequisites: Magic Attack Bonus +1, Base Attack Bonus +1, base PP 4.

Benefit: If you attempt a coup de grace on a helpless character or creature (see page 198), the victim gets a –2 circumstance penalty on his Fortitude saving throw to avoid dying. In addition, you may move one step down on the Sacrifice Table when calculating the number of PP gained.

Normal: If you kill a creature by coup de grace but do not know this feat, you may still gain some power points by dedicating its death to your gods or to your own personal power.

Roaring Rage (Soldier)

Your rage is a thing of legends.

Prerequisites: Intimidate 13 ranks, Cha 15, Menacing Aura, Steely Gaze

Benefit: You may take 10 on an Intimidate check made as a free action though your Menacing Aura feat. This gives you an effective Terror value equal to 10 + your total Intimidation modifier.

Normal: You must make an Intimidate skill check each time you target an opponent with your Menacing Aura.

Roundabout Kick (Soldier)

You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.

Prerequisites: Str 15, Power Attack, Improved Unarmed Strike

Benefit: If you strike a successful critical hitwith an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn't used your attack for the critical hit. You use the same attack bonus that you used for the critical hit.

Run (Soldier)

Your pace is phenomenal.

Benefit: When running, you move at five times your normal speed. You may only do this if wearing light or no armour and carrying no more than a light load. You may move at four times your speed if wearing medium or heavy armour or carrying a medium or heavy load.

If you make a jump after a running start (see the Jump skill description) you gain a +4 bonus on your Jump check. You can dodge while running.

Normal: You move at four times your speed while running (if wearing light or no armour and carrying no more than a light load) or at three times your speed (if wearing medium or heavy armour or carrying a medium or heavy load) and you are not able to dodge.


S

Sailor (General)

You are a member of the local bureaucracy, running the community with your words.

Prerequisites: Profession (Sailor) 1 rank

Benefit: You consider the following skills as Class Skills: Balance, Use Rope, Climb, Swim.

Savage Dance (General)

Your opponents wear themselves out trying to make contact with your constantly moving body.

Prerequisites: Combat Expertise, Dodge, Base Attack Bonus 4+

Benefit: If your opponent fails to injure you for 3 consecutive rounds, he gains a -1 endurance penalty to hit and damage. This penalty increases by one for each consecutive round past 4 that he fails to injure you. (-1 in the 4th round, –2 in the fifth round and so on until a maximum penalty of –5 is reached). If he successfully strikes you, all accumulated penalties are removed.

Scan the Crowd (General)

You practice looking for threats in crowded situations.

Benefit: When you look for a possible threat in a group of five or more people, you receive a +2 competence bonus to all Perception and Sense Motive checks.

Sea's Breath (General)

You are very adept at holding your breath and moving underwater. There are those who think that you are part fish; in truth though you simply have a knack for swimming properly.

Prerequisites: Con 13, Swim 2 ranks, Endurance.

Benefit: You count rounds normally when holding your breath.

Normal: You lose one round of breath every time you take a standard action.

Seachanter (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Sea Witchery

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Sea Witchery sorcery style.

Seducer (General)

You have an uncanny ability to influence members of the opposite sex.

Prerequisites: Cha 17, Perform (acting, poetry or any musical skill) 1 rank

Benefit: Whenever you interact with a member of the opposite sex, you receive a +2 bonus to all skill checks where Charisma is the key ability. There is also a 10% chance of the +2 applying to someone of the same sex.

Special: You may take this feat a second time and choose the other gender.

Seduction (General)

You are good at using your sexual charms.

Prerequisites: Seducer

Benefit: Sex sells and friends can be won by seduction. You get a +4 bonus to Bluff and Diplomacy attempts against people interested by your gender.

After your use of this feat, people will probably seek to be intimate with you and it’s your choice to accept or refuse. If you refuse, they will resent a blunt rejection, worsening their attitude one step.

Even accepting might lead you into some other kind of trouble.

Note: Using this feat too much will probably affect your reputation.

Self-Sufficient (General)

You can survive in the wild with little fear.

Benefit: You get a +2 bonus on all Heal and Survival checks.

Sense Weakness (General)

You can identify an individual’s weaknesses.

Prerequisites: Culling the Weak, Sense Motive 10 ranks.

Benefit: By studying a target and doing nothing else for a full round, you can determine their weaknesses. You gain a +2 insight bonus against this target with regard to skill checks, saving throws, attack rolls and damage.

Shadow Cloak (General)

You can help another creature to hide.

Prerequisites: Stealth 5 ranks.

Benefit: You can give a creature within 5 feet of you an improved chance to succeed on a Stealth check. The creature cannot attempt to move while hiding and cannot be more than one size category larger than you.

It uses your ranks in Stealth instead of its own, but it applies its own Dexterity modifier, size modifier, and armor check penalty to the attempt. Helping another creature hide is a standard action.

Sharp Blade (General)

You have a gift for cutting deep with a blade in your hands and a deck under your feat.

Prerequisites: Seamanship class feature.

Benefit: When you successfully execute a sneak attack and you would qualify for your Seamanship bonus you may add your Seamanship bonus to the total damage you do.

Shatter Defences (Soldier)

Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Weapon Focus, Dazzling Display, Base Attack Bonus +6, proficiency with weapon.

Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Shield Defender (Soldier)

You can shield your friends in combat.

Prerequisites: Base Attack Bonus +6, Shield Focus

Benefit: As a move action when using any shield other than a buckler, you may give any adjacent ally a +2 bonus to Defence Value. This bonus lasts until the start of your next action so long as neither you nor the recipient moves before that time.

Shield Focus (Soldier)

You are skilled at def lecting blows with your shield.

Prerequisites: Shield Proficiency, Base Attack Bonus +1.

Benefit: Increase the DV bonus granted by any shield you are using by 1.

Shield Proficiency (General)

You are adept at using a shield to parry blows.

Benefit: You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armour check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Shield Slam (Soldier)

In the right position, your shield can be used to send opponents f lying.

Prerequisites: Improved Shield Bash, Shield Proficiency, Base Attack Bonus +6.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the bull rush check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Shield Splitter (Soldier)

Using your physical strength and leverage, you know how to split leather shields, splinter wooden ones and break the buckling from metal versions. When you target a shield, it rarely survives the attack.

Prerequisites: Str 14, Improved Sunder.

Benefit: Whenever you choose to use the Sunder combat manoeuvre to destroy a shield you inflict double damage upon the shield.

Shot On The Run (Soldier)

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Base Attack Bonus +4.

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed.

Normal: When using the attack action you must make your attack before or after you move.

Shrewd Appraiser (General)

You have a keen eye for the value of goods, both common and rare, valuable and worthless. You take your time scrutinising the value of any goods in which you might have an interest, relying on your extensive experience in appraisal.

Prerequisites: Appraise 3 ranks

Benefit: The character may take 20 on an Appraise check where you would normally take 10. Furthermore, if you fail an Appraise check, then the character is entitled to one reroll of the failed check.

Sickening Critical (Soldier)

Your critical hits cause opponents to become sickened.

Prerequisites: Critical Focus, Base Attack Bonus +6.

Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Side Step (Soldier)

Prerequisites: Dex 13, Improved Unarmed Strike, Sneak attack +1d6.

Benefit: Any time you successfully strike a flat-footed foe while you are unarmed you may take a 5' step as a free action.

Sidewinder (General)

You are adept at striking an opponent who is otherwise occupied.

Benefit: You gain a +2 damage bonus when you flank an opponent.

Signature Flourish (Soldier)

You have turned combat into a graceful art form, even going so far as to practice a specific flourish with your weapon.

Prerequisites: Base Attack Bonus +3, Dex 13, Weapon Focus.

Benefit: When finesse fighting with a weapon that you have selected for the Weapon Focus feat and you killan opponent, you can immediately pass a DC 15 Reflex save to perform your signature flourish.

Whether thisis cutting a name or symbol in a falling foe or simply lifting his head off his neck in a spiral of gore, the effects are the same. Any allies of the killed individual must immediately pass a Will saving throw at DC 20 or be demoralised for the following 1d3 rounds.

Silent Kill (General)

Your sneak attacks are silent.

Prerequisites: Sneak attack ability, Stealth 3 ranks, Base Attack Bonus +3

Benefit: You strike to kill without noise, either by attacking the mouth and throat or by inflicting enough pain to prevent an alarm. If you surprise your target when making a sneak attack, the surprise round of combat is entirely silent and does not attract attention.

You gain a +8 circumstance bonus on your initiative check for the combat. If you kill your target before his turn, the target dies without a sound.

Silent Spell (Sorcery)

Prerequisites: Magic Attack Bonus +3

You can cast your spells without making any sound.

Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.

Add 3 PP to the cost of the spell.

Special: This feat does not allow you to cast spells with no components at all.

Simple Weapon Proficiency (General)

You are competent at wielding less demanding weapons.

Benefit: You make attack rolls with simple weapons normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Sizing Up the Foe (General)

You size up your opponents’ stances, finding holes in their defences with ease.

Prerequisites: Perception 5 ranks.

Benefit: You may, as free action during a move action, make a Perception check (DC = your opponent’s Defence Value). If successful, you may add +2 to your next attack roll versus that opponent.

Skill Focus (General)

You have a particular knack for one task or another.

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Sleep Mastery (General)

You have almost total control of your body’s sleep patterns and your waking and sleeping habits.

Prerequisites: Con 13, Wis 13.

Benefit: You need only sleep for six hours a night to awaken fully rested. Up to once per week, you may spend one full night without any sleep, with no penalties, so long as you get at least twelve hours of sleep the following night.

In addition, you may make Perception checks as though you were awake if any untoward sounds occur as you sleep; if you succeed at such a Perception check, you may become fully awake as a free action.

Finally, you gain a +2 bonus on all saving throws against spells, supernatural effects, drugs and poisons that would cause you to sleep or prevent you from waking.

Slippery (General)

You are tough to hold onto in a grapple.

Prerequisites: Dex 13.

Benefit: Whenever a grapple against you succeeds, you can take a free action to attempt an Escape Artist check (DC equal to the opponent’s grapple check). If this check succeeds, you escape the grapple and can move normally on your next action.

If you are held by two or more grapplers, you still need just one successful Escape Artist check to escape, but with a Difficulty Class equal to the highest grapple check.

Normal: Escaping from a grapple is a standard action.

Sneak Subdual (General)

You can make sneak attacks that subdue your enemies.

Prerequisites: Sneak attack +1d6, Base Attack Bonus +1.

Benefit: You can use a weapon that deals normal damage to deal nonlethal damage in a sneak attack, with the usual –4 penalty.

Alternatively, when sneak attacking with any bludgeoning weapon, you can elect to deal half normal damage and half nonlethal damage (round down) with no penalty.

Normal: Sneak attacks can only deal nonlethal damage if made with an unarmed strike or sap.

Sniper's Eye (Soldier)

You have a keen eye and know just how to take advantage of an ambush.

Prerequisites: Dex 13, Alertness, Point Blank Shot.

Benefit: You gain a +2 bonus to attack and damage rolls when attacking with a ranged weapon. In order to gain the benefits of this feat, you must be firing at an opponent who is within point blank range (usually 30 feet) and who is flat-footed or otherwise denied his Dexterity bonus.

Special: A soldier or nomad may select this feat as a soldier or nomad bonus feat.

Sorcerer's Boon (Sorcery)

You have spent many years studying sorcery.

Prerequisites: Int 13, must know at least two sorcery styles.

Benefit: You gain one advanced spell of your choice. You must meet any prerequisites of the spell as usual, including knowledge of the sorcery style in question.

However, unlike the usual spells you gain as class features, you are not restricted by your background class feature – you may choose any spell for which you meet the prerequisites without needing to learn it from your masters.

Special: This feat may be taken more than once – you gain a different spell each time.

Sorcerous Instructor (Sorcery)

You are a superb guide and instructor in the furtive ways of sinister Stygian sorcery.

Benefit: During your action, you designate any sorcerous ally within 30 feet of you to receive a +1 morale bonus on their magic attack roll.

Sorcerous Training (Sorcery)

The sorcerer expands their knowledge.

Prerequisites: Student of Sorcery or Sorcerer's Boone

Benefit: Taking this feat grants the character access to an additional Sorcery Style, immediately granting the basic spell.

Special: This feat can be taken more than once each for a new sorcery style.

Soul Sacrifice (Sorcery)

You may draw a huge quantity of magical power from a creature by painstakingly sacrificing it over a period of several hours.

Prerequisites: Tortured Sacrifice, Magic Attack Bonus of +4, Knowledge (Arcana) 12 ranks, Corruption 3+

Benefit: With practice and the learning of new techniques a sorcerer can make the collection of their victims life essence more efficient. The process is so foul that few but the most inhuman and debauched would use it.

A Soul Sacrifice takes one hour for each Hit Dice or character level the victim has for the extraction process. The procedure must be uninterrupted from beginning to end. If the process is halted the victim will die prematurely and their soul will escape without benefit to the sacrificing character.

Should the procedure be completed the sacrifice will always be a Ritual Perfect Offering.

Special: Learning this Feat gains the character an additional Corruption point and each use of the Feat provokes a Corruption check.

Sow Rumors (General)

You have access to an extensive social network in town, allowing you to spread stories and rumors with ease. Whether truthful or false,your words are soon in everyone’s ears.

Prerequisites: Informants, Cha 15.

Benefit: Once per week, you can cause a rumor of up to 50 words to become common knowledge in town. Almost every person, from the lowliest beggar to the lord mayor, catches wind of your story. Each individual decides for him-self if the story is true.

For example, a rumor that the duke is a three-headed chicken in dis-guise spreads as an example of a crackpot scheme or a weird joke. On the other hand, stories that the duke is paying a reward for anyone who can bring in the dreaded bandit Gillan the Quick may cause some hotheads to track down Gillan in an attempt to apprehend him.

After a week, the rumor runs its course and is forgotten by the city as a whole.

Special: This feat requires DM adjudication to determine its effects. The easiest way to resolve it is to consider what the average person in town would do if they heard the story spread with this feat. In the vast majority of cases, the commoners would dismiss it, fret over it, or talk about it, but few would take direct action on it.

A rumor that a plague is spreading in the slums might cause the temples to receive more business for cures, but the general population is not about to march into town and burn it to the ground to halt the alleged disease.
A character with this feat can gain a +4 circumstance bonus to Bluff, Diplomacy, or Intimidate checks if he relates his social actions to the rumors he spread. For example, Boris the ministrel spreads rumors that a deadly assassin known to carry a silver lute is in town.

Not coincidentally, Boris carries a silver lute. Later, three thugs corner him in a tavern. While pointedly tuning his lute, Boris glowers at them and attempts to use his Intimidate skill. In this case,he receives a +4 bonus as the thugs recall the rumors of the lute-carrying assassin.

Spawn of Dagoth Hill (General)

You are only half human, one of your parents having been a demonic pre-human creature.

Prerequisites: Must be Kothian or Zamorian, may only be taken at 1st level.

Benefit: You apply the Spawn of Dagoth Hill template to your character.

‘Spawn of Dagoth Hill’ is a template that can be added to any living creature with an Intelligence score of four or more, referred to hereafter as the base creature.

A Spawn of Dagoth Hill is something you are rather than something you become, so if the Games Master allows Player Character Spawn then they must have this template when they are created. A spawn of Dagoth Hill uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, Base Attack Bonus or saves. Size is unchanged. Spawn of Dagoth Hill are native outsiders.

Speed: Same as the base creature

Damage Reduction: Natural damage reduction improves by +1. This stacks with any natural damage reduction bonus the base creature already has.

Attacks: Same as the base creature

Special Attacks: Same as the base creature

Special Qualities: A spawn of Dagoth Hill has all the special qualities of the base creature, plus the following special qualities.

* Darkvision to a range of 30 feet
* Immunity to poison
* Spells: Although the spawn of Dagoth Hill gains no particular bonus spells, he is particularly effective with spells of the Summoning sorcery style.
Whenever he casts a summon demon or summon elemental spell, his scholar class level is considered to be +2 for purposes of both the maximum Hit Dice of creature that can be summoned and the duration of the spell.

Favoured Class: Change to scholar

Base Power Points: Increase by +4

Abilities: Adjust from the base creature as follows:Dex +2, Con –2

Fate Points: Reduce by –2

Languages: Spawn of Dagoth Hill automatically know Demonic in addition to any other languages they may know.

Corruption: Same as base creature +2

Spirited Charge (Soldier)

You can spur your mount into the charge and brace yourself to strike a powerful blow.

Prerequisites: Ride-By Attack.

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

Spring Attack (Soldier)

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, Base Attack Bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack.

You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

Spy (General)

You gain information through stealth rather than talking.

Prerequisites: Stealth 5 ranks

Benefit: You may substitute use your Stealth skill to Gather Information.

Staggering Critical (Soldier)

Your critical hits cause opponents to slow down.

Prerequisites: Critical Focus, Base Attack Bonus +8.

Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your Base Attack Bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Stand Still (Soldier)

You can stop foes that try to move past you.

Prerequisites: Combat Reflexes.

Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you make ayour attack normaly.

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.

Stealth Mastery (General)

You have refined both your innate awareness of your surroundings and your skill with the arts of stealth to the point that others find it difficult to detect you, unless you wish them to do so.

Prerequisites: Stealthy, Stealth 2 ranks.

Benefit: The character have reached the point where stealth is a second nature. Unless he chooses to make it simple for others to find him, all characters wishing to detect him receive a –2 penalty to their Perception checks.

This penalty is cumulative with any other penalties and applies whether or not the character is consciously using his skills.

Stealthy (General)

You have a knack for moving sneakily.

Benefit: You get a +2 bonus on all Stealth checks.

Steely Gaze (Soldier)

One glance from you is enough to make lesser opponents quail in terror.

Prerequisites: Cha 13, Intimidate 5 ranks.

Benefit: You may perform the demoralise opponent action as a free action once per round.

Still Spell (Sorcery)

Prerequisites: Magic Attack Bonus +3

You can cast spells without gestures.

Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.

Add 3 PP to the cost of the spell.

Special: This feat does not allow you to cast spells with no components at all.

Striking Cobra (Soldier)

You can make surprise attacks even when your opponents are aware of your presence, using your body language to convince them you are no threat, then attacking with the speed and suddenness of a striking cobra.

Prerequisites: Dex 15, Cha 13, Bluff 3 ranks, Base Attack Bonus +6.

Benefit: So long as combat has not yet begun, you may attempt a Bluff check opposed by your opponents’ Sense Motive checks. If you succeed, they are surprised and you may make a full round of actions in the surprise round when combat begins.

An opponent who had readied an action will lose that action if he does not beat your Bluff check with his Sense Motive check. Opponents who do beat your Bluff check gain a standard action in the surprise round as usual.

Student of Fortune (General)

You have studied the realms of probability and fate enough to gain some small insight into their ways.

Prerequisites: Wis 13, Int 13.

Benefit: You have become the king of educated guesses, and can correctly surmise the likely outcome of a situation the majority of the time. You gain a +4 bonus to any rolls to determine surprise in a combat situation.

In addition, when you set up an ambush against anenemy ahead of time, your opponents receive a -4 penalty on ability or skill checks to determine surprise.

Student of Sorcery (Sorcery)


Focusing on his inner power, the Dabbler learn to control his abilities and permanently comprehends the basics of his sorcery style.

Prerequisites: Dabbler

Benefit: If a Dabbler takes Student of Sorcery, he gains a basic spell in the type of sorcery he dabbles in.

Effectively, he has gained access to the Sorcery Style and may learn further spells from it through other means (Sorcerous tomes, demonic instruction, feats and Scholar levels.).

Special: This feat can be taken more than once.

Stunning Attack (Soldier)

Your punches (and similar attacks) are so accurate and powerful that you can stun your enemies.

Prerequisites: Str 13, Dex 13, Base Attack Bonus +8.

Benefit: You may use this feat with any of the following weapons: unarmed strike, buckler, gauntlet or pommel. You must declare that you are using the feat before making an attack roll; a missed attack roll ruins the attempt.

It forces a foe damaged by your attack to make a Fortitude saving tbrow (DC 10 + 1⁄2 your level + your Str modifier), in addition to dealing damage normally.

If the defender fails his saving tbrow, he is stunned for one round, until just before your next action. A stunned character may not act and can neither dodge nor parry. Attackers get a +2 bonus on attack rolls against a stunned opponent.

You may not attempt a stunning attack more than once per encounter against the same opponent.

Stunning Critical (Soldier)

Your critical hits cause opponents to become stunned.

Prerequisites: Critical Focus, Staggering Critical, Base Attack Bonus +12.

Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds.

A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your Base Attack Bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Stunning Fist (Soldier)

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +4.

Benefit: 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 Wis modifier) instead of dealing damage.

A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.

Stunt Attack (General)

You are skilled at using terrain to make impressive attacks.

Prerequisites: Tumble 7 ranks, Dex 15

Benefit: When fighting in a tight area, such as in an alleyway, within a building or among a clump of close trees, you may attempt to use a spectacular stunt to attack your opponent from an unexpected direction.

The player must describe a spectacular attack. For example, your character may leap into the area, kick out his legs to brace himself between two walls and stab down with his weapon at an opponent.

This maneuver is part of a full-round action, including a standard move and an attack. Before resolving the attack, you make a Tumble check opposed by your opponent’s attack roll.

If the check beats the attack’s result, you gain a +4 bonus to damage and your opponent loses his Dexterity or Strength bonus to his DV against your attack. Otherwise, resolve your attack as normal.

Stylized Spell (Sorcery)

You cast a spell in a distinctive manner.

Prerequisites: Bluff 2 ranks, Knowledge (Arcana) 7 ranks.

Benefit: A stylized spell has slightly different verbal and somatic components than normal, and the spell effect appears noticeably different.

The Knowledge (Arcana) DC to identify a stylized spell, its effects, or the materials it creates is 10 higher than normal. If the person who tries to recognize your spell fails by 10 or more, you might decide what spell of the same school he recognized.

Submissive Demeanour (General)

You possess a demeanour that others find unthreatening or pitiable.

Prerequisites: Wis 13

Benefit: When targeted by spells or effects, you may make a contested Will save with the caster. If you succeed, the caster considers you unworthy of such attention and chooses another target. This has no effect if there is no other target available or against area-effect spells.

Special: If you fail the Will save by 5 or more, the sorcerer focuses his entire attention on you the following round. You may not willingly choose to fail this save. The benefit ends as soon as you take any sort of hostile action, such as attacking or casting spells.

Summoned Attack (Sorcery)

Outsiders that rely on summoning allies and reinforcements can deliver their summoned minions onto the battlefield in a tactically advantageous manner.

Prerequisites: Summon demon or similar spell or power.

Benefit: When summoning allies via sorcery or an innate ability, those allies gain the ability to pounce on foes on their first action in the encounter. Pounce allows a creature to use a full-attack action even if it used a movement action, such as charging, during its round.

The summoning creature opens a portal to another world/dimension in such a manner that its allies may leap upon its enemies and attack in one motion. For example, the summoned demons may appear above their foes or attack from an unexpected direction.

Summoner (Sorcery)

You are particularly adept at summoning demons and elementals.

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Summoning.

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Summoning sorcery style.

Superior Armourer (General)

You have been trained in producing Aquilonian style plate armour, Kothic scale or Hyrkanian mail.

Prerequisites: Must be an Aquilonian, Kothian, Hyrkanian/ Turanian or Zingaran, Craft (armourer) 9 ranks.

Benefit: You may create superior quality armour, though this takes significantly longer than usual due to its very high cost.

* If you are an Aquilonian, you may only create superior visored helms, breastplates and plate armour.
* If you are a Hyrkanian or Turanian, you may only create superior steel caps, mail hauberks and mail shirts.
* If you are a Kothian, you may only create superior scale corselets, scale hauberks and great helms.
*If you are a Zingaran, you may only create superior quality leather jerkins.

Creating a suit of superior quality armour follows the usual rules for the Craft skill.

Surprising Riposte (Soldier)

You may attempt to turn a successful parry into an additional attack against your opponent.

Prerequisites: Parry, Base Attack Bonus +6.

Benefit: If you are using your Parry Defence and an opponent misses you this round, you may make a free melee attack against the opponent you parried. The attack is at your highest Base Attack Bonus and all normal modifiers apply. No matter how many times an opponent misses you due to your Parry Defence, you can make no more than one riposte per round.

Synergist (Soldier)

You have a knack for getting people to work together.

Prerequisites: Cha 13, Formation Combat.

Benefit: If you spend a full round directing your allies and make a Charisma check (DC 15) you provide all of your allies within 30 feet with a +2 bonus on their attacks. The bonus lasts for a number of rounds equal to your Charisma modifier. You may use this a number of times per day equal to your Charisma modifier.


T-Z

Tactics (General)

Your Intelligence and knowledge gives you an edge in combat.

Prerequisites : Int 13

Benefit: Select one type of weapon (Piercing/Slashing/Bludgeoning). When using that type of weapon, you may opt to add your Int bonus instead of your Str or Dex bonus to attack rolls and parry rolls.

Special: This Feat may be taken multiple times. Each time, it applies to a different type of weapon.

Take the Charge (Soldier)

You know how to absorb a cavalry charge.

Prerequisites: Soldier 3, heavy infantry formation

Benefit: You gain a +2 competence bonus to hit charging opponents. Your unit gains a +2 circumstance bonus to its Strength check to resist a surge attack. This later bonus doesnot stack with other instances of thisfeat in the same unit.

Take the Tap (Soldier)

Your life among the pirates forced you to learn how to take a few blows without flinching. This makes you a superior unarmed fighter.

Prerequisites: Brawl, Endurance.

Benefit: When you are unarmed, wearing no armour, and choose to fight defensively you gain Damage Reduction equal to your Constitution modifier against unarmed attacks. This Damage Reduction works as normal and stacks with any natural Damage Reduction you might have.

Team Flanking (General)

Skilled in fighting as part of a group, you are adept at making devastating flanking attacks.

Prerequisites: Base Attack Bonus +6

Benefit: You gain a +4 bonus to your attack roll whenever flanking an opponent. The ally helping you flank the opponent retains his normal +2 attack bonus unless he also has this feat.

The Eye of Set (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Serpent Magic

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Serpent Magic sorcery style.

Throw Anything (Soldier)

You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Tiring Critical (Soldier)

Your critical hits cause opponents to become fatigued.

Prerequisites: Critical Focus, Base Attack Bonus +8.

Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Touch of Power (Sorcerer)

Your touch gives off a feeling of uncanny horror, throbbing with magical energies as you use it to deliver a spell.

Prerequisites: Cha 13, Improved Unarmed Strike or Brawl, Dabbler or must know at least one sorcery style.

Benefit: You gain a +1 bonus to your magic attack roll whenever using a spell at the Touch range. This also applies to other deleterious effects delivered by touch.

Toughness (Soldier)

You can shrug off blows that would cripple or kill a normal man.

Benefit: You gain bonus hit points equal to +1 per character level or Hit Die, up to a maximum of +10.

Special: Each time your character level increases, if your new level is 10th or below you gain another +1 bonus Hit Point.

Tortured Sacrifice (Sorcery)

You may draw a huge quantity of magical power from a creature by torturing it. You may bleed it to death, whip it or otherwise inflict great torture on it. Different sorcerers may have preferred methods of performing a sacrifice. In every case, though, the point is to maximize the magical power you gain from a single ritual sacrifice.

Prerequisites: Ritual Sacrifice, Magic Attack Bonus +2, Base Attack Bonus +2.

Benefit: If you take at least 15 minutes to torture a victim to death in a ritualistic manner you can move two steps down on the Sacrifice Table.

If you are able to spin the process out for an hour or more, you can move three steps down on the Sacrifice Table.

The victim must be bound or otherwise helpless during the sacrifice. If for some reason you need to know how much damage you have inflicted on your victim part way through the process (for example, if the victim is rescued before you finish him off), assume that you inflicted at least a minimum of 1d3 hit points damage per five minutes.

If you prefer, you could inflict as much as your standard melee attack damage every round if desired (this latter damage assumes that you either have a particularly tough opponent or that you choose to kill him quickly because he is about to be rescued). You may also choose any amount of damage in between.

If you kill your victim before the 15 minutes is up, you only gain the normal Power Points for a Ritual Sacrifice.

Track (General)

You can track beast or man across the land.

Benefit: To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check every time the tracksbecome difficult to follow.

While tracking, you either move at half your normal speed, at your normal speed with a –5 penalty on the check or at up to twice your normal speed with a –20 penalty on the check. The DC depends on the surface and the prevailing conditions, as given in the table below:
Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creaturesbeing tracked (1)
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility (2) Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
(1) For a group of mixed sizes, apply only the modifier for the largest size category.
(2) Apply only the largest modifier from this category.
Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Very Soft Ground: Any surface, such as fresh snow, thick dust or wet mud which holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces, such as lawns, fields, woods and the like, or exceptionally soft or dirty indoor surfaces, such as thick rugs and very dirty or dusty floors. A creature might leave some traces of its passing, such as broken branches or tufts of hair but it leaves only occasional or partial footprints.

Hard Ground: Any surface that does not hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. A creature leaves only traces of its passing, such as scuffmarks or displaced pebbles.

If you fail a Survival check, you can retry after one hour (outdoors) or 10 minutes (indoors) of searching.

Normal: Without this feat, you can use the Survival skill to find tracks but you can follow them only if the DC for the task is 10 or lower.

Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above. You cannot use Search to follow tracks, even if someone else has already found them.

Trample (Soldier)

You can urge your horse to lash out with its hooves as it rides over an opponent.

Prerequisites: Mounted Combat.

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

Trample (Soldier)

You can urge your horse to lash out with its hooves as it rides over an opponent.

Prerequisites: Mounted Combat.

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

Trap Disarming (General)

You gain the thief ability to disarm traps.

Prerequisites: Search 5 ranks.

Benefit: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. If you beats the DC of a trap by 10 or more with his Disable Device check you can, if you choose, bypass it rather than disarm it. You also may lead your allies past it at their normal speed without risk.

True Horseman (General)

You trust your horse’s instincts more than your own, using them to guide your reactions.

Prerequisites: Dex 13, Ride 4 ranks.

Benefit: You may make a Ride check and use the result in place of any Reflex saving throw when mounted. This benefit applies both to you and your mount. Also, you can replace your Reflex check by a Ride check to determine Initiative.

True Professional (General)

You have devoted yourself completely to your craft or profession, limiting your opportunities in other areas but gaining impressive abilities in your chosen career.

Benefit: Pick one Craft or one Profession. Your level limits on the maximum number of ranks you can take in Craft or Profession is multiplied by 2. You also can rise through as fast as you want to and spend more than 1 skill point per level.

True Submissive (General)

You are a truly submissive soul, unworthy of attention.

Prerequisites: Submissive Demeanour

Benefit: Any intelligent creature (those with an Intelligence score of 4 or more) that attempts to directly attack you (even with a targeted spell or spell-like effect) must make an opposed Will save to follow through on the attack.

If he fails, the attack is stopped (and the spell is wasted). If the opponent succeeds, he may attack normally and does not have to make another Will save to attack you for 24 hours.

Special: The benefit ends as soon as you attack, make threatening movements (such as casting a spell) or take a move action, although you may still take a 5-foot adjustment.

Trustworthy (General)

Your upstanding nature allows you to broaden your Allegiances.

Prerequisites: Diplomacy 5 or more ranks, You must have an intact Code of Honour

Benefit: You may establish a number of additional allegiances equal to your Charisma modifier.

Normal: You may only have up to three allegiances.

Special: If you break your Code of Honour, you lose this bonus. All but three of your allegiances will be considered broken. The GM may dictate which groups or people shun you as a result of you dishonourable actions.

Two-Weapon Combat (Soldier)

You can fight effectively with a weapon in each hand.

Prerequisites: Base Attack Bonus +1.

Benefit: When you fight with two weapons, you take no penalty to your attack rolls so long as at least one of the weapons is a light weapon. You take only a –4 penalty to all attack rolls if both weapons are one-handed.

Normal: A character who is not proficient in two-weapon combat has a –2 penalty to attack rolls if using a light or one-handed weapon in his primary hand and a light weapon in his secondary hand, or –6 if using a one-handed weapon in each hand.

Two-Weapon Defence (Soldier)

When wielding a weapon in each hand, you are an expert at defensive parrying.

Prerequisites: Parry, Two-Weapon Combat.

Benefit: When you fight with two weapons, you can give up one attack at your highest attack bonus with one of the weapons to gain a parry bonus to Parry Defence for one full round after you would have made the attack. This parry bonus is +2 if the weapon is light, or +3 if the weapon is one-handed.

Special: Two-Weapon Defence can also apply to shields if you use a shield to make shield bash attacks rather than for parrying.

Two-Weapon Rend (Soldier)

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, Base Attack Bonus +11.

Benefit: 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.

Unarmed Defence (Soldier)

Prerequisites: Int 13, Improved Unarmed Strike

Benefit: You gain a +2 bonus to DV when fighting unarmed

Unarmed Throw (Soldier)

Prerequisites: Improved Unarmed Strike, Improved Trip

Benefit: When you make a trip attempt against an opponent while unarmed, you may attempt to throw him into any square adjacent to your own. If successful, you deal your unarmed damage, the opponent is prone and in the target square.

Normal: A successful trip leaves the target prone in his own square.

Special: You may still take the free attack granted by the Improved Trip feat when using this feat.

Unbalancing Attack (General)

You know how to throw an opponent off-balance.

Prerequisites: Balance 2 ranks

Benefit: You must be in melee combat, make a full attack action and succeed at a Balance check (DC 15) as a free action.

By using one of your attacks, the target does not suffer damage when struck, but the force of the blow throws him off-balance. The target makes a Reflex saving throw (DC10 + ½ the attacker’s character level + Str modifier) or lose his Dexterity or Strength bonus to DV until his next action.

If you fail the Balance check, you must make the same Reflex save or suffer the same consequence.

Unexpected Attack (General)

When the flow of a battle provides unexpected openings in your opponent’s defenses, you know how to make your attacks count.

Prerequisites: Combat Reflexes, Sneak Attack.

Benefit: You can allways try a Sneak Attack when you make attacks of opportunity.

Urchin (General)

You grew up with little money, making you learn quickly how to make do with what you could find.

Prerequisites: Search 1 rank

Benefit: You consider the following skills as Class Skills: Stealth, Knowledge (Underworld), Sleight of Hand, Survival.

Unremarkable Appearance (General)

You blend into crowds easily, and are not often noticed by people looking for troublemakers.

Prerequisites: Less than Cha 12 at first level

Benefit: When in a crowded place, such as an inn/tavern common room, crowd on a street, marketplace, etc., you gain a +5 bonus to Stealth checks. In this case, a crowd is defined as ten people or more, which includes the person hiding.

Unseat (Soldier)

You are skilled at unseating your mounted opponents.

Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, Base Attack Bonus +1.

Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage.

If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.

Urban Track (General)

You can track people in town and city settings, even inside buildings and corridors.

Prerequisites: Investigator.

Benefit: You can use the Search skill to track people in urban environment without limit.

Normal: Indoor tracking checks may not exceed 20.

Ventriloquism (General)

You have learned to throw your voice, making it appear to come from someplace else.

Prerequisites: Perform (Comedy) 2 ranks or Perform (Acting) 2 ranks

Benefit: As a standard action, you can use the Perform (Comedy) or (Acting) skill to make your voice appear to come from another location.

You must decide where you want your voice to appear to come from; the DC is equal to the number of feet away you wish to throw your voice. If there is something there that moves in a manner suggestive of speech or of making the sounds you are throwing, reduce the difficulty by 10.

Listeners can try to realize what you are doing with an opposed Perception roll subject to normal range penalties.

Vital Strike (Soldier)

You make a single attack that deals significantly more damage than normal.

Prerequisites: Base Attack Bonus +6, Weapon Focus.

Benefit: While wielding the weapon in which you have Weapon Focus, you can make one attack at your highest Base Attack Bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength and other damage bonuses.

These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

War Cry (Soldier)

You are a terribly intimidating foe for your enemies to face, and when you charge in screaminga blood-curdling battle cry they areparalysed with fear.

Prerequisites: Cha 14, Intimidate 5 ranks.

Benefit: Whenever you makea successful charge against an intelligent opponent (Intelligence 5) you can bellow out your war cry at them, forcing them to pass a DC 15 Will save or be considered to be flat-footed for your charge attack.

A foe can only ever be targeted by War Cry once per encounter, whether it is successful or not.

Warder (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Counterspell

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Counterspell sorcery style.

Warning Shot (General)

‘I’d think twice about that if I were you!’

Your prowess with a weapon can demoralize your opponent. By removing a foe’s hat, cutting off a button, or performing some other nonlethal act, you can make your opponent think twice about fighting you.

Prerequisites: Combat Expertise, Weapon Focus.

Benefit: While wielding the weapon in which you have Weapon Focus, you may make an attack against an opponent at your highest BAB as a standard action.

If successful, instead of dealing damage normally, you may make a special Intimidate check as a free action. Your Intimidate check receives a +1 bonus for each point by which you exceed his Armour Class.

If successfully intimidated, the target becomes shaken for the remainder of combat. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.

Water Snake (Soldier)

You can swim like a coral snake or a dolphin, covering long distances at great speed.

Prerequisites: Endurance, Swim 7 ranks.

Benefit: You can move your normal movement as a full round action or one half your normal movement as a move action while swimming.

Normal: You can move one half your normal movement as a full round action or one quarter your normal movement as a move action while swimming.

Weapon Expert (Soldier)

You have spent long hours training with a certain weapon. As a result, you have unusually and unnervingly high degree of ability with your weapon of choice. Your enhanced abilities allow you to deal startling amounts of damage.

Prerequisites : Base Attack Bonus +6, Weapon focus (Any)

Benefit : When attacking with your chosen weapon, the die type of the weapon is increased by 1 (From D6 to D8, D10 to D12…)

Special : You must possess a masterwork weapon of your chosen weapon.

Weapon Focus (Soldier)

Choose one type of weapon that you are proficient with. If desired, this weapon could be ‘unarmed strike’ or ‘grapple.’ You are highly skilled with this weapon.

Prerequisites: Base Attack Bonus +1.

Benefit: You add +1 to all attack and parry rolls you make using the selected weapon.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Weapon Master (Soldier)

You have spent long hours training with a certain weapon. As a result, you have attained an unsurpassed level of mastery with your chosen weapon

Prerequisites: Base Attack Bonus +10, Weapon expert

Benefit: When attacking with your chosen weapon, the critical hit damage modifier is increased by 1 (X2 to X3…)

Special: You must possess a masterwork weapon of your chosen weapon.

Weapon Reliability (Soldier)

Your skill with your chosen weapon means that you don’t miss the easy ones.

Prerequisites: Weapon Focus, Base Attack Bonus +10

Benefit: Choose one weapon with which you have Weapon Focus. With your chosen weapon, a one is not an automatic miss for you.

Special: This feat can be gained multiple times.

Weapon Specialisation (Soldier)

Choose one type of weapon that you already have Weapon Focus with. If desired, this weapon could be ‘unarmed strike’ or ‘grapple.’ You are especially good at inflicting damage with this weapon.

Prerequisites: Weapon Focus, soldier level 4.

Benefit: You add +2 to all damage dealt with the weapon you have specialised with.

Special: This feat can be gained multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.

A character who has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Wear Down the Shield-Bearer (Soldier)

You can wear down your opponent with worrying attacks from your weapon. Your attacks force someone who use a shield or his weapon to parry lift his constantly, placing stress and fatigue upon his shoulder.

Prerequisites: Sunder

Benefit: If your opponent use the Parry defense, you may try to wear him down instead of lethally attack him.

Each successful attack does no hit point damage; instead, your attacks cumulatively reduces his Defense (Parry and Dodge) by 1 until he gets rest.

Characters with the Endurance feat may make a Fortitude save (DC set by the damage you would have done had you rolled for damage) to avoid the fatigue.

Weathercaller (Sorcery)

Prerequisites: Magic Attack Bonus +1, Sorcery Style: Weather Witchery

Benefit: You gain a +2 bonus to your magic attack roll whenever you cast a spell from the Weather Witchery sorcery style.

Web of Death (Soldier)

You can spin your blade and endanger any opponents who dare attack you.

Prerequisites: Combat Reflexes, Weapon Focus, Base Attack Bonus +5.

Benefit: When taking a total defence action, you spin your weapon so skilfully that you can make an attack of opportunity against anyone who attacks you. The normal rules for attacks of opportunity apply. This attack is resolved after your opponent’s.

Special: A character that has seven or more levels of the barbarian class may not select this feat. If a character with this feat ever gains seven or more levels in the barbarian class, he immediately and permanently loses this feat.

Whirlwind Attack (General)

You lash out at any available target, dispatching foes all around you with terrifying speed.

Prerequisites: Dodge, Mobility, Combat Expertise, Base Attack Bonus +4.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full Base Attack Bonus against each opponent within your threatened area.

When you use the Whirlwind Attack feat, you forfeit any bonuses or extra attacks granted by other feats, spells or abilities.

Widen Spell (Sorcery)

You can cast your spells so that they occupy a larger space.

Prerequisites: Magic Attack Bonus +2

Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Add 2 PP to the cost of the spell.

Wind Stance (Soldier)

Your erratic movements make it difficult for enemies to pinpoint your location.

Prerequisites: Dex 15, Dodge, Base Attack Bonus +6.

Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Witch-Sighted (General)

You have an unnatural sensitivity to sorcery and the supernatural.

Prerequisites: May only be taken at first level.

Benefit: You have a knack for sensing supernatural events. You sometimes have prophetic dreams – normally, the Games Master will inform you when these dreams occur, but you may spend a Fate Point for a dream in the course of an adventure.

The Games Master may also make a Wisdom check (DC 20) when something unnatural or sorcerous happens nearby – if successful, you sense a presence that alarms and unsettles you, but you have no idea where or what the sorcery or unnatural even was.

You count as a sorcerer for the purposes of the Rule of the Sorcerer’s Soul.

Special: You have a black mark somewhere on your body. Those who see this and make a successful Knowledge (Arcana) check at DC 10 will realise that this mark means you are Witch-Sighted.

Wrestler (Soldier)

Prerequisites: Improved Grapple

Benefit: You deal an +1d6 subdual damage on all unarmed strikes while in a grapple.

Zingaran Surprise (Soldier)

Though the Zingarans are famed for swordplay, they are perhaps still more famed for their willingness to take advantage of any momentary distraction on the part of an ally to give him a blow to the head from behind, rob him and leave him for dead. Even Zingarans who are not primarily thieves or pirates are often expert with the sneak attack.

Prerequisites: Must be Zingaran, sneak attack +3d6, Base Attack Bonus +4.

Benefit: For purposes of determining whether or not you are able to sneak attack an opponent who has the Improved Uncanny Dodge class feature, you may use your character level, rather than your thief or pirate class level.

Furthermore, if your opponent is distracted at the time of your sneak attack, you may use double your character level, rather than your pirate or thief class level, for this purpose.

You could potentially contrive to create a suitable distraction with a Bluff versus Sense Motive check or you could take advantage of a distraction such as a suddenly revealed treasure or bizarre happenstance.

Normal: Usually you may only sneak attack a character who has Improved Uncanny Dodge if you have four more levels as a knave, thief or pirate than that character has levels in the class or classes that granted him Improved Uncanny Dodge.