New Feats


The feats presented here do not include Metamagic abilities or Item Creation Feats.

General Feats
Feat NamePrerequisiteBenefit
Animal CompanionWis 13+, Druid level 1+Gain a loyal companion animal
Animal ControlAnimal DefianceRebuke/Command animals
Animal DefianceDruid level 1+Turn animals
Armored Arcana-Ignore 5% arcane spell failure
CamouflageHide 6+ ranksHide without concealment
Competent Touch-and Cha, Int, or Wis modifier to touch attack rolls
Complex PerformanceBard level 10+Use 2 or more Bardic Performance Abilities simultaneously
CompositionBardic GiftDesign a new Bardic Performance Ability
Epic Metamagic UseAny Metamagic feat, Character level 21+Reduce the penalty for using one Metamagic feat
Epic Performance Point RegenerationBardic Gift, Character level 21+, Con 16+Regenerate Performance Points without rest
Epic Spell Point RegenerationSpellcaster class ability, Character level 21+, Con 16+Regenerate Spell Points without rest
Extra HealingHealing Heart ability, Lay on Hands+2 uses of Healing Heart and +1 point/level of Lay on Hands per day
FamiliarSpellcaster class abilitySummon a familiar
Fast Wild ShapeWild Shape: anyWild Shape as a move-equivalent or swift action
Granted PowerCharacter level 3+, One mental ability score (Int, Wis, or Cha) 14+, Patron deityGain a supernatural ability useable once per day
Hide in Plain SightHide 12 ranksHide while being observed
IllusionistBardic GiftCreate minor illusions without casting spells
Imbue Healing ItemLay on HandsTranser Lay on Hands to items for later use
In Your Face ArcheryPoint Blank ShotUse a ranged weapon without provoking AoOs
Journeyman BardBard level 4++2 to Bardic Music checks
Marathon Bard-Recover performance points with 3 fewer hours of rest
Master of the ArtsJourneyman Bard, Bard level 8++1 to Bardic Music checks
Metamagic Whiz-Metamagic abilities can be applied +1 time
Natural Stealth-Bonus to Hide and Move Silently in natural surroundings
Plant ControlPlant DefianceRebuke/command plants
Plant DefianceDruid level 1+Turn plants
PrestidigitationInt 13+Create minor magical affects without casting spells
Prolific PerformerBard level 2+Gain more performance points
Prolific SpellcasterCharacter level 2+, have a point poolGain more spell points
Seed Focus-+2 to save DCs for one seed
Skill Concentration-increase maximum skill ranks in one skill
Spell Defense UmbrellaSpell Defense ability, Improved Spell DefenseNegate damage to others with Spell Defense
Spell Penentration-+2 to caster level checks
Turn/Rebuke UndeadCha 12+, Patron deityGain the Turn Undead or Rebuke Undead ability
Urban Stealth-Bonus to Hide and Move Silently checks in urban surroundings
VirtuosoMaster of the Arts, Character level 21++2 to Bardic Gift checks
Wild Shape: (type)VariesGain the ability to Wild Shape into one new form

Divine Feats
Channeled PurificationTurn Undead, Purification, Knowledge(religion) 8 ranksSpecify targets for Purification
Channeled PutrefactionRebuke Undead, Putrefaction, Knowledge(religion) 8 ranksSpecify targets for Putrefaction
Empowered BrandRebuke Undead, Evil Brand, Character level 9+Improve your vile branding
Empowered VengeanceTurn Undead or Rebuke Undead, Extra TurningDeal extra energy damage with weapons
Epic Empowered VengeanceTurn Undead or Rebuke Undead, Empowered Vengeance, Extra Turning, Character level 21+Gain extra attacks
Mystical WardTurn Undead or Rebuke Undead, Wis 15+Use Touch abilities at Close range on allies
PurificationTurn Undead, Knowledge(religion) 5 ranksCreate Positive energy burst
PutrefactionRebuke Undead, Knowledge(religion) 5 ranksCreate Negative energy burst
Suffused ArmorTurn Undead or Rebuke Undead, Wis 15+, Character level 5+Gain DR 5/-
Suffused RadianceTurn Undead, Nimbus of Light, Character level 9+Improve your exalted light

Familiar Feats
Air-Breathing FamiliarFamiliarYour aquatic familiar can survive on land.
Aquatic FamiliarFamiliarYour land-based familiar can survive underwater.
Arcane BondFamiliarIncrease caster level for familiar abilities
Elemental Attackmust be a familiar, Knowledge(the planes) 9 ranks, Elemental ExpressionGain an elemental atack form
Elemental Expressionmust be a familiar, Knowledge(the planes) 5 ranksGain an ability related to an element
Elemental Immunitymust be a familiar, Knowledge(the planes) 9 ranks, Elemental ExpressionGain elemental immunities
Elemental Meldingmust be a familiar, Knowledge(the planes) 12 ranks, Elemental ExpressionGain elemental subtype and related abilities
Familiar ChannelFamiliar, Turn Undead or Rebuke Undead, Knowledge(religion) 6 ranksChannel Turn/Rebuke Undead through your familiar.
Mystical Sustenancemust be a familiarSurvive on master's energies
Outsider FamiliarFamiliar, Knowledge(the planes) 8 ranksUpgrade your familiar with some Outsider traits

Air-Breathing Familiar [Familiar]
Prerequisite: Familiar
When outside the water, your familiar is able to breathe the air normally and does not need to make any checks to hold its breath or resist drowning. It gains a walking speed of 5 feet if it has no obvious method of movement (like legs or large fins), or 10 feet if it does, which is a result of it using whatever sort of locomotion is possible with its normal physiology. A fish with only small fins might flop from side to side, while a lobster would crawl normally on its legs. It can exist outside the water without suffering any ill effects for lack of hydration as normal for a land-based creature. If your familiar is normally land-based or amphibious, this feat has no affect on it.

Aquatic Familiar [Familiar]
Prerequisite: Familiar
When immersed in water, your familiar instantly sprouts gills and fins, and its skin toughens to withstand the cold and pressure of the water. It gains a swim speed equal to your base speed, and does not need to make any checks to hold its breath or resist drowning. It gains +1 natural armor bonus, and it is considered to be native to a temperate aquatic zone. It can speak normally in any fashion it can usually speak, and does not lose any ability to cast spells it may have. The benefits are lost immediately when it is no longer immersed. If your familiar is normally aquatic, this feat has no affect on it.

Animal Companion
Prerequisite: Wis 13+, Druid level 1+
You can call an animal to your side to be a loyal companion. See the Animal Companion sidebar in the PHB p.36 for more info. You may only take this feat once.

Animal Control
Prerequisite: Animal Defiance
You can rebuke or command animals as the function of Turn Undead. To command an animal, you must be able to communicate with it. You can use this ability a number of times per day equal to 3 + your Cha modifier. This feat stacks; each time you take it, you can use it 3 + Cha modifier more times per day.
From Masters of the Wild

Animal Defiance
Prerequisite: Druid level 1+
You can turn (but not destroy) animals as the function of Turn Undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. This feat stacks; each time you take it, you can use it 3 + Cha modifier more times per day.
From Masters of the Wild

Arcane Bond [Familiar]
Prerequisite: Familiar
Your caster level for the purpose of determining which abilities your familiar has is increased. For every two levels you have that do not affect your caster level for your familiar's abilities, your caster level for your familiar increases by one, to a maximum of +5. The benefit of this feat increases as you gain levels, so even if you don’t qualify for the full +5 when you take this feat, you can in the future. For example, if a mage 3/fighter 3 takes this feat, he gains +1 caster level for his familiar. If he then takes another fighter level, the bonus increases to +2.

Armored Arcana
You can ignore 5% arcane spell failure. Armor check penalties apply normally. This feat stacks.

Camouflage
Prerequisite: Hide 6 ranks
You can use a Hide check to blend into your surroundings without any actual cover or concealment.

Channeled Purification [Divine]
Prerequisite: Turn Undead, Purification, Knowledge(religion) 8 ranks
When you use Purification, you can select specific creatures to target, instead of affecting an area. You may choose no more than your Wis modifier in creatures, and all creatures targeted must be within 30 feet of you. You also add your Wis modifier to the positive energy dealt. This otherwise functions exactly as Purification.

Channeled Putrefaction [Divine]
Prerequisite: Rebuke Undead, Putrefaction, Knowledge(religion) 8 ranks
When you use Putrefaction, you can select specific creatures to target, instead of affecting an area. You may choose no more than your Wis modifier in creatures, and all creatures targeted must be within 30 feet of you. You also add your Wis modifier to the negative energy dealt. This otherwise functions exactly as Putrefaction.

Competent Touch
When you take this feat, select either touch attack or ranged touch attack. When you use the selected attack delivery form, add your Wis, Int, or Cha modifier (whichever is highest) to the attack roll. This feat affects only those attacks that are used to deliver effects from spells, spell-like abilities, Healer abilities, and similar effects. Unarmed attacks, trip attacks, grapple checks, and similar attacks and checks are unaffected.

Complex Performance
Prerequisite: Bard level 10+
You can use two Bardic Music Abilities simultaneously with the same performance. The performance style must be allowed for both abilities. If you choose to roll a Bardic Gift check for one, then you also use the same roll for the others. The abilities can (but do not need to) be started at the same time, and you can drop one while maintaining the other. Spend a performance point for each ability used as normal, plus 1 additional point every time you start up an additional ability. Example: Tassik the bard is using Inspire Fear to chase away a goblin, costing him 1 performance point. The next round, the party is attacked by an additional 4 goblins. Tassik decides to start using March of the Warrior, but he wants to keep the other goblin fleeing, so he spends 1 point to start March of the Warrior, and another 1 point for starting a second ability. The next round, he drops Inspire Fear because the goblin can’t hear it anymore anyway, but he wants to further help his party by using Call of the Wild to summon a wolf. He now pays 1 more performance point for using Call of the Wild, and 1 more for starting a second ability. In all, Tassik just spent 5 performance points. You can take this feat 3 times, so that you can have a maximum of 4 Bardic Performance Abilities functioning at once.

Composition
Prerequisite: Bardic Gift
You can design one new Bardic Performance Ability. The ability may not be any more powerful than those already presented. Researching and designing the new ability takes a total of 48 hours of work, but they need not be contiguous. Once the ability is designed and the DM has approved it, you may begin using it immediately. Other bards do not automatically gain access to this new ability, but one bard can teach a new ability to another bard. A bard may compose an already existing ability in half the time. This feat may be taken more than once; each time you take it, you can design another ability.

Efficient Creator
Prerequisite: Any Item Creation feat
Choose one Item Creation feat you know. When making items of that type, the gp value you can create per day is increased by 50% of the current rate. Example: taken once for Enchant Ring, the time to create a ring becomes 1 day per 1500gp of market price. Taken a second time for Enchant Ring, the rate becomes 1 day per 2250gp of market price. This feat can either stack with itself or be taken for different Item Creation feats, but it cannot be applied to Brew Potion or Permanency. This feat is considered an Item Creation feat, so it can be taken as a mage/sorcerer bonus feat.

Elemental Attack [Familiar]
Prerequisite: must be a familiar, Knowledge (the planes) 9 ranks, Elemental Expression, Con 12+
You gain an attack form based upon the element you chose for Elemental Expression. The attack form is a ranged touch attack that deals 1d6+1 points of damage per two caster levels of your master. The damage is of the pure form of your element, and can affect only one target within 30 feet. This is a supernatural ability, a standard action, and useable once per day per point of Con modifier. Any creature that is of the same subtype as your element is immune to the effect.

Elemental Expression [Familiar]
Prerequisite: must be a familiar, Knowledge(the planes) 5 ranks
You gain +30 feet Darkvision and may choose any one of the following benefits:
- Air: You grow wings and gain a fly speed 30 (average). If you already have a fly speed, it increases by 30.
- Earth: You gain Blindsense 30 feet. If you already have Blindsense, your range is increased by 30 feet.
- Fire: You become immune to normal fire. When immersed in normal fire, you gain Fast Healing equal to your Con modifier (minimum 1).
- Water: You gain the Lay on Hands ability, able to heal a number of hit points equal to your Wis modifier x your master’s caster level.
This feat may be taken only once.

Elemental Immunity [Familiar]
Prerequisite: must be a familiar, Knowledge (the planes) 9 ranks, Elemental Expression
You gain immunity to paralysis, poison, sleep effects, and stunning, and to one energy type as determined by the element that you selected for Elemental Expression. Your master gains a +2 bonus to saves against each effect you gain immunity to.
- Air: electricity or sonic
- Earth: sonic or acid
- Fire: fire
- Water: cold or acid

Elemental Melding [Familiar]
Prerequisite: must be a familiar, Knowledge(the planes) 12 ranks, Elemental Expression
Your type changes to outsider(native) with a subtype appropriate to the element you selected for Elemental Expression.
As a standard action, you can change your physical form into that of an elemental. Your shape remains the same, but your body is composed of your chosen element type. You gain the special attacks and qualities of your elemental type, but not elemental traits. You also gain the movement capability of a small elemental of your type. Your master is unharmed by physical contact with you.
This ability is useable at will, but you can only maintain elemental form for a number of rounds equal to your Con modifier. When you return to your normal form, you must wait a number of minutes equal to your Con modifier before you can resume your elemental form.

Empowered Brand [Divine]
Prerequisite: Rebuke Undead, Evil Brand, Character level 9+
As a standard action, you can expend a use of Rebuke Undead to empower your vile brand. For the next 1 minute, your Evil Brand is charged with vile power, allowing you to do any of the following once per round as a swift action. Each benefit lasts one full round and may be repeated in subsequent rounds:
Charge your melee weapon (including a natural weapon) with 1d6 vile damage.
Render yourself immune to all mind-affecting effects.
Add your Cha modifier as a bonus to your attack roll with any type of weapon or spell for one attack.
Add your level as a bonus to your damage roll with a melee or ranged weapon, but not a spell, for one attack.

Empowered Vengeance [Divine]
Prerequisite: Turn Undead or Rebuke Undead, Extra Turning
As a swift action, you can expend one a use of Turn Undead or Rebuke Undead to empower all your attacks for one full round with positive or negative energy (as appropriate). The extra damage is 2d6. Positive damage from this ability harms undead but does not heal the living. Negative damage from this ability harms the living but does not heal undead.

Epic Empowered Vengeance [Divine]
Prerequisite: Turn Undead or Rebuke Undead, Empowered Vengeance, Extra Turning, Character level 21+
When you use Empowered Vengeance, you also gain one additional attack at each attack bonus amount. For example, if you normally have three attacks per round at +5, +10, and +15, you instead get 6 attacks: two at +5, two at +10, and two at +15. This is not cumulative with any other effect that increases the number of attacks or actions a creature can take in a round.

Epic Metamagic Use
Prerequisite: Any Metamagic feat, Character level 21+
Choose one Metamagic feat you know. Reduce the Spellcaster DC modifier for using that feat by 2. Metamagic feats that normally have a positive modifier have a minimum modifier of 0. Metamagic feats that normally have a negative modifier have no minimum. This feat can either stack with itself or be taken for separate Metamagic feats.

Epic Performance Point Regeneration
Prerequisite: Bardic Gift, Character level 21+, Con 16+
You can regenerate performance points while engaging in non-strenuous activities. Every hour you spend in low stress activity, such as walking or riding, you regain one performance point per epic level. If you engage in any strenuous activity, such as running or combat, regeneration stops and a new hour begins when the activity is completed. This feat stacks; each time you take it, you regenerate an additional point per epic level per hour.

Epic Spell Point Regeneration
Prerequisite: Spellcaster class ability, Character level 21+, Con 16+
You can regenerate spell points while performing non-strenuous activities. Every hour you spend in low stress activity, such as walking or riding, you regain one spell point per epic level. If you engage in any strenuous activity, such as running or combat, regeneration stops and a new hour begins when the activity is completed. This feat stacks; each time you take it, you regenerate an additional point per epic level per hour.

Extra Healing
Prerequisite: Healing Heart ability, Lay on Hands
You can use Healing Heart two more times per day and gain an extra +1 point/level of healing per day for Lay on Hands. This feat stacks.

Familiar
Prerequisite: Spellcaster Class ability
You can summon a familiar. The summoning ritual requires one day of uninterrupted meditation. A familiar is a magical, unusually tough, and intelligent version of an animal. You choose the type of familiar to call. A familiar can be any creature of type animal whose hit dice are less than your caster level at the time of summoning. At the DM's option, other creature types may be allowed. When it becomes a familiar, the creature’s type changes to magical beast, its alignment changes to match your own, and it gains abilities as listed in the familiar entry at the bottom of this page. In addition, the binding of a familiar grants you a +2 bonus to any single skill of your choice and a +1 bonus to one save(Fort, Ref, or Will). These bonuses are unnamed and are lost upon the death or dismissal of the familiar. See familiar entry at the bottom of this page for additional information about familiars.
Should your familiar die, the bond between you causes wracking pain and wrenches a part of your soul. You are incapacitated for 2d4 rounds due to shock. You also lose an amount of xp equal to your caster level x the number of familiars you have had that have died x 100xp. You can reduce both the time and xp loss by half if you succeed at a Fort save DC 10 + the number of levels you have increased since your familiar was acquired. Your xp total cannot be reduced below 0, and this xp loss cannot cause you to lose a level, regardless of your new total. Unless you summon a new familiar, you can reverse this xp loss by having your familiar raised from the dead within 24 hours (1 day) of its demise. After 1 day, or upon the summoning of a new familiar (whichever comes first), the xp loss becomes permanent. Should your familiar be raised at any point, it does not lose a point of CON. If you die and your familiar does not, it is considered dismissed.
A familiar can be dismissed at any time without penalty, but the dismissal takes one hour to perform. A dismissed familiar retains its AC bonus, ability scores, hit points, skills, feats, and saving throws. The creature is under no compulsion to behave in any particular manner, and will treat its former master according to its own feelings and opinions.

Familiar Channel [Familiar]
Prerequisite: Familiar, Turn Undead or Rebuke Undead, Knowledge (religion) 6 ranks
You can channel your Turn Undead or Rebuke Undead ability through your familiar. It can use the feat at any time, including when you are using it. It can also use any of your Divine feats. When it does so, uses of Turn/Rebuke Undead are spent from your allotment as normal. It uses your level and the higher of your and its Charisma score. If your familiar’s Charisma score is higher than yours, this feat also allows you to use it for the purposes of Turning or Rebuking Undead only.

Fast Wild Shape
Prerequisite: Wild Shape: any
You can use your Wild Shape abilities as a move equivalent action. You can take this feat a second time to make Wild Shape a free action.

Granted Power
Prerequisite: Character level 3+, One mental ability score (Int, Wis, or Cha) 14+, Patron deity
This feat allows you to use one supernatural ability appropriate to your patron deity. Abilities can be used once per day and are equivalent in power to a spell DC 12 to 15 + your level at the time you take this feat. This feat can stack. If you take this feat again, you can either designate a new ability or increase the number of times per day you can use an ability you already have from this feat. All granted powers are subject to DM approval.

Hide in Plain Sight
Prerequisite: Hide 12 ranks
You can use the Hide skill while being observed.

Illusionist
Prerequisite: Bardic Gift
You can create minor illusions that are obviously fake. They cannot impose any sort of bonus or penalty to any die roll, except for one that relates to impressing others (DM's discretion). Even in that case, the bonus or penalty is limited to 1. Illusions may have visual and audio components and can occupy a space no larger than 1 cubic foot. Using this spell-like ability is a full round action that provokes attacks of opportunity.

Imbue Healing Item
Prerequisite: Lay on Hands
You can transfer points of healing from Lay on Hands into any nonmagical item, including rocks, bandages, hair fobs, weapons, and so on. For each point of healing that you imbue the item with, you must pay 1xp. There is no gp cost to you, but the market price is 10gp per point of healing. You can use these points of healing to power other abilities you know but they are only half as effective for this use. For example, if you use an Imbued item to power Revitalize, each point of ability score damage healed uses 8 points of healing from the item, instead of the normal 4 it would if you powered it yourself. Points of healing from an Imbued item cannot be augmented by Herbal Lore. Anyone can use an Imbued item to heal.
Imbuing an item takes 10 minutes per point of healing, and the points are expended as if you had used them. All points to be Imbued must be transferred in one sitting, and you may not perform any other activity while doing so. Once you stop, the item cannot take any more points until it has been fully expended. Items to be imbued require no special preparation.

Improved Spell Defense
Prerequisite: Spell Defense ability
When you use the Spell Defense ability, each spell point can negate twice as many points of damage. You cannot "bank" negated points of damage; if you only want to negate one point of damage, you still use 1 full spell point and the extra point of damage negation is wasted. This feat stacks. Each time you take it, you can negate one more point of damage per spell point.

In Your Face Archery
Prerequisite: Point Blank Shot
You can use a ranged weapon in an enemy’s threat zone without incurring attacks of opportunity.

Journeyman Bard
Prerequisite: Bard level 4+
You gain a +2 bonus to all Bardic Gift checks. This feat can only be taken once.

Marathon Bard
You can regain your performance points with 3 less hours of rest. This has no effect on the amount of time you must sleep to avoid fatigue. You can take this feat twice for a total reduction in hours of rest required of 6.

Master of the Arts
Prerequisite: Journeyman Bard, Bard level 8+
You gain a +1 bonus to all Bardic Gift checks. This feat stacks.

Metamagic Whiz
Increases the maximum number of times you can apply any metamagic ability to any spell by 1. This feat stacks.

Mystical Sustenance [Familiar]
Prerequisite: must be a familiar
You can use the power of your master to fuel your body’s needs. You no longer need to eat or drink anything to survive. Should you choose to eat or drink anyway, it is considered to be above the normal amount of food or drink you require, and you will gain weight. If your master spends one spell point, you also do not need to breathe or sleep for the next 24 hours.

Mystical Ward [Divine]
Prerequisite: Turn Undead or Rebuke Undead, Wis 15+
Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can expend a use of Turn Undead or Rebuke Undead to increase the range of any single spell, spell-like ability, extraordinary ability, or supernatural ability that is normally Touch range to Close range. Spells and abilities with a range of Personal are not affected. Each use of this ability, no matter what spell or ability it is applied to, costs a use of Turn/Rebuke Undead.
You can create a ward between yourself and more than one creature, but each additional creature beyond the first requires an additional 10 minutes and an expenditure of a use of Turn/Rebuke Undead to create the ward.

Natural Stealth
You gain a +4 competence bonus to Hide and Move Silently while in natural surroundings. This feat has no effect in developed areas. This feat stacks.

Outsider Familiar [Familiar]
Prerequisite: Familiar, Knowledge(the planes) 8 ranks
Through your studies of the outer planes, you have unlocked the secret of how to create a link with one of the outer planes to your familiar. The process transforms your familiar into a creature of that plane. Your familiar gains the following qualities:
Alignment of the chosen plane
Resistance 5 against any one of the 5 energy types (your choice).
Changes type to Outsider(native), with alignment subtypes as applicable
The familiar’s and your natural weapons are considered to be aligned as the familiar’s new alignment for purposes of overcoming damage reduction.
The familiar gains Darkvision 60’. You gain Darkvision 30’. If you already have Darkvision, your distance is increased by 30’.

Plant Control
Prerequisite: Plant Defiance
You can rebuke or command plants as the function of Turn Undead. To command a plant, you must be able to communicate with it. You can use this ability a number of times per day equal to 3 + your Cha modifier. This feat stacks; each time you take it, you can use it 3 + Cha modifier more times per day.
From Masters of the Wild

Plant Defiance
Prerequisite: Druid level 1+
You can turn (but not destroy) plants as the function of Turn Undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. This feat stacks; each time you take it, you can use it 3 + Cha modifier more times per day.
From Masters of the Wild

Prestidigitation
Prerequisite: INT 13+
You can create one minor magical effect per round as a standard action. No seed's effects can be exactly duplicated, but you can mimic one to lesser effect. You can effect no more than 1 pound of material. You cannot cause damage or distract spellcasting, nor can you affect any die roll with a bonus or penalty. Any area effect can be no larger than 1 cubic foot. An effect that can have a duration lasts no more than 1 hour. Typical effects include levitating, cleaning, or soiling objects and chilling, warming, or flavoring non-living material. You can also freshen cut flowers, create small objects, and create minor illusions for any single sense. Objects are crude and not useable as tools, weapons, or spell components. Illusions are obviously fake.

Prolific Performer
Prerequisite: Bard level 2+
You increase your performance points per day by your Cha modifier. If your Cha modifier increases at a later time, your performance points from this feat also increase. This feat stacks.

Prolific Spellcaster
Prerequisite: Character level 2+, have a point pool
You increase your spell points per day by a number equal to your INT, WIS, or CHA modifier. If your modifier increases in the future, your spell point total also increases. This feat stacks.

Purification [Divine]
Prerequisite: Turn Undead, Knowledge(religion) 5 ranks
As a swift action, you can expend a use of Turn Undead to fill a 60 foot radius area with positive energy. All creatures within the area are suffused with a number of points of positive energy equal to your Cha modifier + your level. Positive energy harms undead and has no effect on constructs and other nonliving creatures and objects. This ability does not allow a saving throw and spell resistance does not apply.

Putrefaction [Divine]
Prerequisite: Rebuke Undead, Knowledge(religion) 5 ranks
As a swift action, you can expend a use of Rebuke Undead to fill a 60 foot radius area with negative energy. All creatures within the area are suffused with a number of points of negative energy equal to your Cha modifier + your level. Negative energy heals undead, harms living creatures, and has no effect on constructs and other nonliving creatures and objects. This ability does not allow a saving throw and spell resistance does not apply. If you would be harmed by this ability, you are instead unaffected. If you would be healed by it, you are healed.

Seed Focus
Choose one seed. You increase the save DC for all spells cast with that seed by +2. This feat can stack with itself or can be taken for separate seeds. This feat applies to Combined Spells.

Skill Concentration
The maximum number of ranks you can have in one skill increases by +2. This feat can either stack with itself or be taken for separate skills.

Spell Defense Umbrella
Prerequisite: Spell Defense Ability, Improved Spell Defense
You can spend spell points to negate damage done to another creature, who is standing no more than 5 feet away from you. You can take this feat multiple times. Each time you take it, you can negate damage for a creature standing an additional 5 feet from you and for one additional creature simultaneously.

Spell Penetration
You get a +2 to all caster level checks made in conjunction with casting a spell. This feat stacks.

Suffused Armor [Divine]
Prerequisite: Turn Undead or Rebuke Undead, Wis 15+, Character level 5+
As a swift action, you can expend a use of Turn Undead or Rebuke Undead to grant yourself DR 5/- for one full round.

Suffused Radiance [Divine]
Prerequisite: Turn Undead, Nimbus of Light, Character level 9+
As a standard action, you can expend a use of Turn Undead to bolster your exalted aura of light. For the next 1 minute, your Nimbus of Light effect is improved in the following ways:
- It provides illumination in a 60 foot radius from you, and shadowy illumination for another 60 feet. You are the center of the illumination, and it moves with you. If you are in an area under magical darkness, you may make a level check against it to determine which effect dominates.
- Creatures of Good alignment within 60 feet of you gain a +2 morale bonus to all Fort and Will saving throws (Ref saves are unaffected).
- Creatures of Evil alignment within 60 feet of you suffer a –2 morale penalty on all Fort and Will saves (Ref saves are unaffected).
- Your level for purposes of turning undead is 2 higher than your actual level.
- Any weapon you wield is Good aligned for the purpose of overcoming damage reduction. You can extend this benefit to one ally within 60 feet of yourself per point of Cha modifier.

Turn/Rebuke Undead
Prerequisite: CHA 12+, Patron deity
You can Turn or Rebuke Undead at level as described in the PHB. It requires a holy symbol of your patron deity.

Urban Stealth
You gain a +4 bonus to Hide and Move Silently checks while in urban areas. This bonus does not apply in wilderness areas or populated areas that are smaller in size than ‘large town’.

Virtuoso
Prerequisite: Master of the Arts, Character level 21+
You gain a +2 bonus to all Bardic Gift checks. This feat stacks.

Wild Shape: Animal
Prerequisite: Wild Empathy class ability
This feat functions as the Druid class ability. Each time you take this feat, you gain one additional Wild Shape per day and one additional animal form. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Colossal
Prerequisite: Wild Shape: Gargantuan
You can choose a colossal animal as a Wild Shape form. If you have any other Wild Shape (such as Dire Animal or Plant), you can alternatively choose a colossal form of that type. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Dire Animal
Prerequisite: Wild Shape: Animal
You can choose a dire animal form for Wild Shape and gain one additional Wild Shape per day. The dire animal must still be either small or medium size. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Elemental
Prerequisite: Wild Shape: Large, Elemental Mastery: Any
You can use Wild Shape become an elemental of the same type as your Elemental Mastery Ability. If you have more than one Elemental Mastery ability, you must choose one when you take this feat. Your elemental form is exactly as those presented in the Monster Manual, except that you retain your own mental ability scores. You can become any type/size of elemental that has a CR less than or equal to your druid level. You also gain one additional Wild Shape per day.

Wild Shape: Gargantuan
Prerequisite: Wild Shape: Huge
You can choose a gargantuan animal as a Wild Shape form. If you have any other Wild Shape (such as Dire Animal or Plant), you can alternatively choose a gargantuan form of that type. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Huge
Prerequisite: Wild Shape: Large
You can choose a huge animal as a Wild Shape form. If you have any other Wild Shape (such as Dire Animal or Plant), you can alternatively choose a huge form of that type. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Hybrid Form
Prerequisite: Wild Shape: any
Choose one form you can Wild Shape into(the base form). This feat gives you access to a hybrid of the base form and your normal form. You also gain one additional Wild Shape per day. A hybrid form is bipedal, grants a +1 bonus to one physical ability score per 3 Druid levels(DM's choice, based upon qualities of base form), doubles your Con bonus to hit points and your strength bonus to damage, and has two claw attacks. For negative Str/Con bonuses, your bonus is instead halved (round up). The claw attacks do the same damage as the main attack of the base form and inflict one extra type of damage, such as a disease, 1d6 fire damage, or poison (DM's choice). A hybrid form can only be the same size category as your normal form. Anything not indicated as altered remains the same as your normal form.

Wild Shape: Large
Prerequisite: Two Wild Shape forms
You can choose a large animal as a Wild Shape form. If you have any other Wild Shape (such as Dire Animal or Plant), you can alternatively choose a large form of that type. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Other
Prerequisite: Two Wild Shape forms
You can use your Wild Shape abilities on another creature. You must touch the target. Unwilling creatures may make a Fort save DC 10 + Druid level to avoid the effect. An unwilling target remains in the new form as long as you concentrate, plus one round per level. Other creatures use the standard Wis loss procedure, and may resume their normal form at any time as a full round action. Using this ability on one other creature counts as using one of your Wild Shapes for the day. You gain one additional Wild Shape per day.

Wild Shape: Plant
Prerequisite: Wild Shape: Animal
You can choose a plant creature form for Wild Shape and gain one additional Wild Shape per day. The plant creature must still be either small or medium size. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Smaller
Prerequisite: Two Wild Shape forms
You can choose a tiny or smaller animal as a Wild Shape form. If you have any other Wild Shape (such as Dire Animal or Plant), you can alternatively choose a smaller form of that type. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.

Wild Shape: Vermin
Prerequisite: Wild Shape: Animal
You can choose any small or medium sized vermin as a Wild Shape form. You also gain one additional Wild Shape per day. The hit dice of the form you choose cannot exceed twice your Druid level.


Familiar Abilities
Use statistics from the Monster Manual, except as noted below.

Hit Points: Use the higher of one-half the master's total (rounded down) or the familiar's normal hit points.
Hit Dice: For purposes of spell targeting/resolution, a familiar is considered to have the higher of its own hit dice or one half its master's caster level.
Attacks: Use the higher of the master's or familiar's base attack bonus. The familiar may use either STR or DEX to determine the total attack bonus. Damage is normal for a creature of its type.
Saving Throws: Use the higher of either the master's or the familiar's base save bonuses.
Languages: Regardless of its Int score and master’s level, a newly summoned familiar has the ability to receptively understand at least one language in its written and spoken form. This language is chosen from those the master knows at the time of summoning.
Skills: A familiar has a normal number of skill points for its own original hit dice. Once it becomes a familiar, it gains skill points as a creature of its original type for each of its master’s caster levels, including level 1, but it uses its master’s Int score if it is higher than its own. If the familiar’s original hit dice is 1 or more and its original CR is 1 or more, the number of original hit dice is subtracted from the master’s class level to determine how many levels of skill points the familiar gets to add. It gains skill points as a creature of its original type when its master gains a level, using its master’s class skill list, plus the skills the original type has listed as having a bonus to. So, a cat familiar of a mage has the following class skills: Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot (as a cat) with Craft(any), Heal, Knowledge(any), Lore, Profession(any), and Spellcraft (as a mage’s familiar).
Should a familiar be acquired after effective caster level 1, new skill points are gained retroactively. For example, a 4th level mage acquires a pseudodragon familiar. The pseudodragon gets its normal skill points for its 2 hit dice, then it gets 2 more levels of skill points using its master’s Int score instead of its own if it is higher. When its master gains a new caster level, it also gains a new level of skill points.
Feats: A familiar gains a feat for every 5 of its master’s caster levels (5th, 10th, 15th, 20th). It may choose any feat it qualifies for. Should a familiar be acquired after caster level 1, new feats (if any) are gained retroactively.

Familiar Special Abilities
If the familiar’s original CR is 1 or more, subtract the familiar’s original hit dice from the master’s caster level to determine abilities for this chart.
Caster levelAC bonus (1)Int (2)Special Abilities
1-2+16Improved evasion, share spells, empathic link
3-4+27Deliver Touch range spells for master, Speak with animals of its type (rodent, feline, etc.)
5-6+38Familiar Pocket, Speak with master
7-8+49Share Sense
9-10+510Spellbound
11-12+611Familiar (only) gains SR equal to caster level +10
13-14+712Aspected Familiar
15-16+813Scry
17-18+914Telepathy
+2 levels+1+1-

(1): This is a natural armor bonus and is cumulative with any natural armor the creature may already have innately, but it does not stack with items or spells.
(2):Use this number as the familiar's INT score, unless its natural INT score is higher.
Share Spells: As long as the familiar is within 5 feet, the master may have any spell he casts on himself also affect his familiar. Spells with a duration other than instantaneous or permanent affect the familiar only as long as it remains within 5 feet of its master. The range for this ability increases by 5 feet per caster level (10 feet at 2nd level, 15ft at 3rd level, etc.).
Empathic Link: The master and familiar can communicate empathically within one mile of each other. This is a supernatural ability.
Familiar Pocket: The master may designate one pocket, pouch, or similar object on his body to be an extradimensional space for his familiar. This space can be entered and exited by the familiar as a free action, as long as it is touching the master. The master can also whisk the familiar inside the space as a free action (the master and familiar still need to be in physical contact). Inside the space, the familiar has total cover and concealment, and is not subject to weapon damage taken by the master. The pocket can be sealed by either the master or familiar, making it airtight and waterproof. The air supply inside a sealed pocket lasts one hour. Otherwise, the familiar can remain within the pocket indefinitely. This effect can be dispelled as the master's current caster level. Should it be dispelled while a familiar is inside, it appears unharmed in the same space as the master. A dispelled Familiar Pocket may be re-designated after 1 hour. Note that only tiny and smaller familiars may use a Familiar Pocket.
Share Sense: The master can use one of the senses (sight, hearing, touch, taste, smell) of his familiar instead of his own. It is a move-equivalent action to either engage or disengage from the familiar's sense. For each additional 5 caster levels, an additional sense may be shared simultaneously. The master and familiar must be on the same plane. This is an extraordinary ability.
Spellbound: Once per day as a standard action, the master can cast any spell with a DC less than or equal to his caster level on himself and/or his familiar with no spell point expenditure. The master still must conform to the normal limitations on spellcasting, such as number of factors and metamagic applications.
Aspected Familiar: The familiar gains any one of the following benefits:
The Recover Breath Metabreath feat may be applied to the Breath Weapon, Gaze Attack, or Teleportation benefit, decreasing the number of rounds between each use as normal.

Scry: The master can scry on his familiar through the surface of any clear liquid or mirror. It is automatically successful, but only works while both master and familiar are on the same plane. This ability allows the master to see his familiar and its surroundings. This is a full round action that provokes attacks of opportunity, and lasts as long as the mage concentrates. Others can view the images if the master desires it.
Telepathy: The Empathic link between master and familiar is upgraded to a telepathic link. The master and familiar can communicate in coherent thoughts so long as they are on the same plane and no more than 2 miles apart.




Contents Page Bard Class Chosen Class Druid Class Healer Class Mage Class Priest Class Ranger Class Spellthief Class Telekinetic Class Warlock Class Seed Rules Seeds Magic Item Creation Feats Skills Metamagic Abilities Druid Special Abilities Healer Special Abilities