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GENERAL FEATS

Advanced Magic Training

Prerequisite: Basic Magic Training or casting class feature.

Benefit: Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).

Special: For retraining purposes, having the casting class feature counts as Advanced Magic Training.

Aerial Trip

Prerequisites: Base attack bonus +5, Improved Trip

Benefit: You can trip flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn. Upon impact, the creature falls prone and takes normal falling damage. A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed.

Aquatic Advantage
Prerequisites: Combat Reflexes, must have a natural swim speed.
Benefit: A creature that lacks a swim speed provokes an attack of opportunity from you when it attacks you underwater. You don’t get an attack of opportunity if the attacker is under the effects of freedom of movement.

 

Augment Summoning
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Basic Magic Training

Prerequisite: No casting class feature.

Benefit: Choose a sphere of magic. You gain access to this basic sphere. You gain an effective caster level of 1, a magic skill bonus of 1, a magic skill defense of 12, and a spell pool of 1. You may also select a casting tradition when you gain this feat. You are considered to possess the casting class feature, but do not gain the +2 magic talents a caster gains for their 1st level in a casting class.

If you later gain levels in a class granting the casting class feature, exchange this feat for the Extra Magic Talent feat.

Special: For retraining purposes, having the casting class feature counts as Basic Magic Training.

Betrayer
Prerequisites: Quick Draw, Persuasive, base attack bonus +3.
Benefit: When you succeed at an Influence check to change a creature’s attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target’s attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a –2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile.

Cold Celerity
Prerequisite: Endurance.
Benefit: When you are in conditions of severe cold (below 0° F), you gain a +2 bonus on initiative checks and a +1 bonus on attack rolls. In addition, you gain the bonus on attack rolls for 1 round after any round in which you take cold damage.

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

Dampen Presence
Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Deadly Dealer
Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.
Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way. Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown. A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used. Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards’ enhancement.

Deific Obedience
Prerequisites: Knowledge (divine) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience. If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Diehard
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Disorienting Maneuver
Prerequisites: Dodge, Acrobatics 5 ranks.
Benefit: If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

 

Divine Defiance
Benefit: You gain a +2 bonus on saving throws against divine spells and the spell-like abilities granted by levels in a divine casting class.
Special: In certain circumstances, some outsiders and creatures of other types might have a strong connection to a specific deity they work for as agents and servants. These creatures’ spells and spell-like abilities should likewise be affected by this feat, regardless of the creatures’ planar origins or sources of magical power, subject to the GM’s discretion.

 

Dragon’s Tattoos
Prerequisites: Unarmed Combatant, Craft (tattoos) 5 ranks.
Benefit: You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.

Dual Wielding Mystic Fusion
Prerequisites: Dual Wielding Sphere, Spherecasting.
Benefit: As a special attack action, while you have martial focus you can use your Dual Attack or Combo Maneuvers ability with a sphere ability in place of your first off-hand weapon attack. The ability must be one that requires a touch attack or that can be made with a weapon attack and that can be cast with a standard action. The sphere ability has its caster level (excluding enhancement bonuses) limited to your BAB and provokes attacks of opportunity normally.  If the sphere ability is a ranged attack, it does not provoke an attack of opportunity if you possess the Mixed Assault talent.

 

Dual Wielding Mystic Strike

Prerequisite: Dual Wielding Mystic Fusion.
Benefit: When you use dual wielding mystic fusion with a sphere ability, you may deliver the sphere ability with a melee weapon attack. The sphere ability uses its own threat range.

 

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

Free Spirit
Prerequisites: Cha 13, any chaotic alignment.
Benefit: You gain a +2 morale bonus on saving throws made against mind-affecting effects and on all Escape Artist or grapple checks made to escape a grapple or to escape from bonds.

Friend to Animals
Prerequisites: Nature Soul, Handle Animal 3 ranks.
Benefit: As a standard action you can require all animals within 30 feet to make a Will saving throw. Animals who fail the save cannot attack you unless you attack them or one of their allies first. The DC of the Will save is equal to 10 + half your character level + your Charisma modifier.

Friendly Switch
Prerequisite: Base attack bonus +1.
Benefit: As part of your movement or as a 5-foot-step, you can move into the space occupied by an ally of your size or smaller, which displaces the ally into the space you just left. Your ally must be willing and able to move and able to occupy the space you were in. This movement does not provoke attacks of opportunity. This does not count toward your ally’s movement on his next turn.

Gliding Steps
Prerequisites: Dodge, Nimble Moves, ki pool.
Benefit: If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.

Great Fortitude
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, 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.

Hand's Autonomy
Prerequisite: Possessed Hand.
Benefit: You reduce the penalties for fighting with two weapons (including fighting with double weapons or when throwing weapons from each hand) by 2, to a minimum penalty of –1. This benefit stacks with the Two-Weapon Fighting feat. When you are unconscious, paralyzed, asleep, or stunned, your possessed hand can still act on your behalf in a limited fashion. The hand uses your statistics when performing any action in this manner. The hand can’t take attacks of opportunity, but can draw attacks of opportunity from actions it takes. The hand can perform the following actions each turn on your initiative count.

  • The hand can retrieve or pick up an item or weapon as a standard action.

  • The hand can attempt any of the following skill checks at a –4 penalty: Disable Device, Escape Artist, Heal, Sleight of Hand, or Use Magic Device.

  • The hand can knock you prone as a free action, and drag you while you’re prone at a speed of 5 feet as a full-round action.

  • The hand can perform any other action appropriate for a hand and an arm, such as pouring a held potion into your mouth or awakening you from a sleep spell.

  • The hand can make a single melee or ranged attack with a light or one-handed weapon as a full-round action.

Hand's Detachment
Prerequisites: Hand’s Autonomy, Possessed Hand.
Benefit: You can remove your possessed hand, allowing the possessing spirit to animate and control its motion. Removing or reattaching your possessed hand is a full-round action. This deals no damage to you, but you can’t use the hand while it is removed. The hand acts as a wizard’s familiar, using your character level as your effective wizard level, except it doesn’t gain the alertness, share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use the statistics for a crawling hand to represent the detached hand, save that the hand isn’t undead, doesn’t have the mark quarry ability, and shares your alignment. If the hand is destroyed, the spirit regenerates your missing hand in 2d4 days. This process can be accelerated by regenerate or similar magic. You cannot use the Possessed Hand feat or any feat with the Possessed Hand feat as a prerequisite until the hand is fully regenerated. If you have the familiar class feature, you can choose for your possessed hand to become your familiar, granting it all familiar abilities as normal. If selected as a familiar, your possessed hand grants you a +3 bonus on Sleight of Hand checks.

Heroic Defiance
Prerequisites: Diehard, Endurance, base Fortitude save +8.
Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.

 

Heroic Recovery
Prerequisites: Diehard, Endurance, base Fortitude save +4.
Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.

Improved Familiar
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level.
Benefit: You may choose an improved familiar. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Improved Natural Armor
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural armor bonus increases by +1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Improved Natural Attack
Prerequisites: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.

Improved Shadow Shield

Prerequisite: Shadow Shield.

Benefit: Improve the temporary hit points granted by your shadow shield to 1d4+1 per character level. Instead of providing DR/-, the shadow shield reduces all hit point damage from all sources by the same amount.

Improved Stalwart
Prerequisites: Diehard, Endurance, Stalwart, base attack bonus +11.
Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/—.

Improved Transformation

Prerequisites: Transformation, character level 5th.

Benefit: Choose one trait for every 5 character levels you possess (minimum 1) from the Blank Transformation ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You may not select a trait that carries an additional spell point cost. You gain one set of traits for each instance of the Transformation feat that you possess. Once selected, these traits and their specific manifestations cannot be changed. You may take the Perfect Imitation talent or the Retain Ability talent in place of a trait and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced to a swift action.

Special: Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume a particular Transformation form. Alternatively, you may choose to gain one or more traits from a particular set without the base form.

Iron Will
Benefit: You get a +2 bonus on all Will saving throws. In addition, once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lightning Reflexes
Benefit: You get a +2 bonus on all Reflex saving throws. In addition, once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Lurker In Darkness

Prerequisite: Stealth 6 ranks.

Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must attempt a Perception check as normal to detect you when you make use of the Stealth skill, though they gain a +2 bonus for each unusual form of perception you must try to avoid beyond the first. Lurker In Darkness foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on spells, spell-like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell. However, when interacting with sphere talents and abilities, Lurker In Darkness foils Divination sphere sense abilities in the manner described above, but has no effect on the Divination sphere divine abilities.

Mountain Eyes
Prerequisites: Blind-Fight, Perception 5 ranks.
Benefit: You ignore concealment (but not total concealment) caused by fog, rain, smoke, wind, and other gases or weather effects (including magical effects like obscuring mist), and you ignore up to –4 in penalties on Perception checks from such effects. You treat total concealment resulting from any such gas or weather effects within 10 feet of you as concealment (20% miss chance).

Mounted Blade
Prerequisites: Mounted Combat, Ride-By Attack, Ride 3 ranks.
Benefit: When you use the Ride-By Attack feat, if your attack hits, you can also make an attack against a target adjacent to your original target. You take a –5 penalty on this additional attack, which does not benefit from any effects of a charge.

Mounted Onslaught
Prerequisites: Mounted Combat, Trample, Ride 5 ranks.
Benefit: On your turn, you can overrun more than one creature. Each overrun combat maneuver check beyond the first takes a cumulative –5 penalty. If you fail to overrun a target, your movement ends. Your mount can make only a single hoof attack against one target that is knocked prone by your overrun (not one per prone opponent).
Normal: You can perform only one overrun combat maneuver per round.

Possessed Hand
Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat. Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.

Projectile Vomit

Prerequisites: Barroom sphere (Purge), base attack bonus +5.

Benefit: When you utilize your Purge talent, you can instead perform it as a standard action, vomiting on all squares in a close-ranged cone, instead of the normal area. All affected squares are treated affected as per the Purge talent, and creatures in the cone must succeed at a Fortitude save or become sickened for one round. At base attack bonus +10 or higher, creatures that fail their Fortitude save are instead nauseated for one round, and sickened for one minute afterwards. A success negates the nauseate and reduces the sickened duration to one round.

Shadow Shield

Prerequisite: Shadow pool

Benefit: You may, as a swift action, spend a shadow point to create a protective layer of shadowstuff around a creature or object within Close range. This grants 1d4 temporary hit points for every character level you possess. Any creature that has at least 1 temporary hit point granted by your shadow shield also gains damage reduction 1/-. This damage reduction improves by an additional 1 per 5 character levels you possess. These temporary hit points last 1 minute.

Shadowstuff Armament

Prerequisite: Shadow pool

Benefit: As a move action or a free action with the expenditure of a shadow point, you may create and instantaneously equip a non-magical version of a weapon, piece of ammunition, light armor, or light shield you are proficient with out of stable shadowstuff. In the case of exotic weapons, you must have studied a pre-existing version of the weapon for at least 1 week. This object dissipates one round after you are no longer in contact with it or if you use this feat a second time. Creating ammunition using this feat may be done as part of the same action required to load a weapon instead of a move action without having to spend a shadow point.

Special: You may create an additional simultaneous object with a single use of this feat per 5 character levels.

Shielded Casting

Prerequisites: Casting, proficiency with shields

Benefit: You may add your shield’s AC bonus to concentration checks made to cast defensively.

Special: This feat counts as Combat Casting for the purpose of meeting prerequisites.

Signature Skill
Prerequisite: 5 ranks in the chosen skill.
Benefit: Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.

Sly Draw
Prerequisite: Quick Draw.
Benefit: When you draw a light weapon, you may make a Sleight of Hand check instead of a PSB check to feint in combat. Other feats and abilities that affect a feint still apply to your feint.

Spell Denial
Prerequisite: Con, Dex, or Wis 13.
Benefit: Select one school of magic. You gain a +2 bonus on all saving throws against spells of that school.
Special: You can take this feat multiple times. Each time, you must select a different school of magic.

Spell Drinker
Prerequisites: Con 13; Great Fortitude, Iron Will, or Lightning Reflexes.
Benefit: Once per hour, as an immediate action after you succeed at a saving throw against a creature’s spell or spell-like ability, you gain a number of temporary hit points equal to 1d6 plus the spell’s level for 1 minute. While these temporary hit points last, you gain a +2 bonus on saving throws against spells and spell-like abilities cast by that creature. If you have 10 or more Hit Dice, the number of temporary hit points you gain from this feat doubles. These temporary hit points stack with those gained from other sources, but not with each other.

Sphere Virtuoso

Prerequisites: Casting class feature; two or more talents from any sphere that both have the instill, mass, range or strike descriptors.

Benefit: If you possess two talents from separate spheres that both possess the instill, mass, range, or strike descriptors, you count as possessing all talents of that corresponding type from all spheres that possess such a talent. You must possess the corresponding base sphere before gaining access to any talent, and if such a talent can be taken multiple times, this only counts as possessing the talent once.

Stalwart
Prerequisites: Diehard, Endurance, base attack bonus +4.
Benefit: While using the total defense action, fighting defensively action, or a Defensive Stance, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

Steadfast Personality
Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Tactical Warping

Prerequisites: Fencing sphere, Warp sphere, character level 8th.

Benefit: Whenever you teleport into a square adjacent to a creature, you may attempt to feint that creature as a swift action. If you possess the Emergency Teleport talent, when a creature attacks you during a round you successfully feinted that creature, you may teleport using the Emergency Teleport talent without spending an additional spell point.

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

Transformation

Benefit: Choose one (transformation) Alteration sphere talent that does not cost a spell point. If you choose Anthropomorphic Transformation and are humanoid or of a similar body plan, choose one other (transformation) or (body) talent to use when choosing traits to be granted by Anthropomorphic Transformation. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small, applying size change bonuses and penalties as appropriate if this is not your usual size. When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but do not gain any traits from the Alteration sphere as part of this transformation. Treat your Hit Dice as your caster level for the purposes of this effect. This is a polymorph effect. Possessing this feat gives you the shapechanger subtype.

Special: You may gain traits from the Blank Transformation option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen (transformation) talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Unarmored Mastery

Prerequisites: Unarmored Training, base attack bonus +8 or 8 ranks in Acrobatics

Benefit: Your mastery of unarmored combat is so great that even changes to your body do not impede you. You no longer lose the benefits of Unarmored Training when under any polymorph effect.

Uncanny Concentration
Prerequisite: Combat Casting.
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Vigilant Skeptic

Prerequisites: Sense Motive 5 ranks or Alertness.

Benefit: You are automatically treated as interacting with any figments you come within 5 feet of, increasing by an additional 5 feet per 2 ranks you have in Sense Motive. As a full-round action you may interact with all figments within 30 feet. You get a +1 bonus to Perception and Sense Motive checks per 2 character levels against targets benefiting from glamers.

Vindictive Fall
Prerequisite: Lightning Reflexes.
Benefit: When a creature causes you to fall prone, such as with an effect or a spell (such as grease) or by succeeding at a combat maneuver to trip you, you can attempt a combat maneuver check as an immediate action to trip an enemy within your melee reach. The target of this combat maneuver need not be the creature that caused you to fall prone.

Wand Dancer
Prerequisites: Dex 13, Dodge, Perform (dance) 5 ranks.
Benefit: When using a spell trigger item, you can move both before and after triggering the item, as long as the total distance moved is not greater than your speed. Choose one creature potentially affected by your spell trigger item. Your movement does not provoke attacks of opportunity from that creature only. You must move at least 5 feet before and after using your spell trigger item to utilize this feat.

Wand Wielder

Prerequisite: Caster level 10th.

Benefit: When wielding a wand, use your caster level in place of the wand’s caster level (if it is higher) when calculating its abilities.

Zodiac Tattoos
Prerequisites: Craft (tattoos) 5 ranks, Unarmored Training or AC Bonus class feature.
Benefit: Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.

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